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    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    Next version should be out by tomorrow, will be fixing loading new items to an old json!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    Working on a fix for having to delete the WeightLimit.json when loading new mods after it's creation.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    During the game's load, I run through the Item Registry (it contains blocks as well because blocks become items when in your hand), and loads all of them into the config. If a certain mod item is using my API, it will add their definition of the weight for their item, rather than the default 0.5.


    Once the file is created, you can edit all the values as you wish. Although, I do believe you might have to delete the file when adding additional mods after it's creation. I will get to fixing this in the next update.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    It wasn't actually a Fallout theme. :P It might be an interesting addition to add unlimited inventory slots (or expandable ones), but currently it will have to be limited weight, and inventory. ;) And as stated in the post, all mod items and blocks will be loaded into a default .json file in your config folder directory upon first load of the game with the mod. All mod item's will have a default weight of 0.5 (unless they use my mod API to define them), and can be changed within this file (called 'WeightLimit.json'). If you join a server, the server weight values will be synced with your client. :)


    One of the main things I've found is that weight values might be too high, or too low for vanilla items. If you find this, be sure to send me what you think the values should be; and I will look into changing them. ;)

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!

    Thanks for looking. :P I would say this mod is more for people that want a challenge with their hardcore survival. xD Happy Crafting!

    Posted in: Minecraft Mods
  • 1

    posted a message on Join us >:)

    HappyKiller1O1 (the letter O, not zero :P).

    Posted in: Minecraft Realms
  • 2

    posted a message on [1.8.8] WEIGHT LIMIT MOD! - v1.0.2 - New Enchantment, Potion Effects Modify Weight, and More!
    WeightLimitLogo
    What does it do?
    This mod is not for the faint of heart, and is designed for those looking for a more hardcore feel to Minecraft. Starting off, it adds a new weight limit element to the player, along with a weight value to all items. All weight is configurable through the 'WeightLimit.json' (WeightLimitServer.json when being used on a server) file, and syncs with all players when set from the server. When you are over encumbered (are carrying more than what you can), your player will be slowed, and you won't be able to sprint. There are a lot of toggles in the 'wl.config' file, so give it a look!

    Backpacks
    There are three types of backpacks: Small, Medium, and Large. All three will increase the player's max weight value by a certain percentage, which is also configurable in the config file for the mod. When wearing one of the backpacks, a custom model will be rendered on your player's back:

    BackpackOnBack

    You can craft the Small Backpack with some leather, sticks, and a chest:

    SmallBackpackCrafting

    The Medium, and Large backpacks can only be found in dungeon chests, or can be acquired by using the Upgrade Station (see below). Small Backpacks are about as rare as iron, Medium are as rare as diamonds, and Large are as rare as Golden Apples.

    Upgrade Station
    The Upgrade Station is used to upgrade backpacks into higher quality, more efficient ones. It is crafted with six Spruce Logs, one Crafting Table, one Glass Pane, and one Obsidian:


    UpgradeStationCrafting
    Once made, it will look quite inviting when placed:
    UpgradeStation
    Next, just open it, and you'll be greeted with this screen:

    Once there, simply follow these steps:
    Step 1 Place a backpack in the first slot:

    Step 2 Put the material, and amount required to upgrade the backpack into the second slot:

    Step 3 Enjoy your new backpack! This can also be done on the Medium Backpack, and soon to be Large!

    Custom Inventory
    This mod also adds a custom inventory, which is accessed by pressing the 'R' key (changeable):


    To the left of the inventory is your current weight over max weight. This indicates how much you're carrying, and how much you can carry before being slowed down. The first, and only slot on the inventory is where your backpack will go. When placed in this slot, the backpack will upgrade your max carry weight by a certain amount; and render a model on your player's back!

    Weight
    Weight of all items is stored within a json file that is created when your first load up your game with the mod. This file will load all blocks and items from the vanilla game, and any mods you have loaded with this one. The file can be located within the folder that the config would be, and can be changed to your liking. When running this mod from a server, the file will be called 'WeightLimitServer.json', and any values set in that file will be synced with the client.



    NOTE: THE ONLY WAY FOR THE CLIENT TO BE SYNCED, IS IF YOU DO A FULL SERVER RESTART!
    Let's take a look at how tooltips work:
    Each item has a new variable on their tooltip called 'Weight'. This determines the item's weight multiplied by the amount of the item in the stack.The pictures indicate how the color will change with the more of said item you have in a stack. Green means light, dark green means slightly-light, orange means heavy, and red means very heavy:

    Next, is how weight is displayed. As shown in the inventory section, your weight is displayed in the custom inventory. It can also be displayed on the HUD, which is configurable within the wl.config file:

    When you become over encumbered, the letter's on the HUD will turn red:

    If you turn on advanced tooltips (Holding F3 + H), you will get an advanced view of your current weight (NOTE: This is only available on the HUD display of your weight. If you toggle it off in the config, you will not see advanced weight!):

    There is a small bug with the advanced HUD display that I am currently working to fix.

    Enchantments
    Currently, there is only one enchantment in this mod, Strong Back. This Enchantment can be applied to chestplates only, but has quite a big effect on the player's max weight:

    When worn, it will increase the player's max weight by 30 (multiplied by the Enchantment's level). The Enchantment is as rare as getting protection, and only has three levels. As shown in the screenshots, Strong Back I, II, and III increase the player's max weight by the amount above, multiplied by the Enchantment level (all amounts can be set in the config file if wanted): Strong Back I


    Strong Back II


    Strong Back III

    Potions Affecting Player
    A new feature added in v1.0.2 introduces a mechanic that affects the player's max weight when a Strength, or Weakness potion is active. With Strength, the player will experience increased max weight for the duration of the potion, multiplied by the potion's amplifier:

    With Weakness, the player will experience decreased max weight for the duration of the potion, multiplied by the potion's amplifier:

    All of the variables are changeable within the config file, and sync between server and client.

    Change Log
    Version 1.0.2:
    + Added Strong Back Enchantment (I, II, III) for body armor, which increases your max carry weight by 30 multiplied by the Enchantment level.
    + Added max weight buff of 40 when having the Strength potion active (multiplied by it's amplifier).
    + Added max weight debuff of 30 when having the weakness potion active (multiplied by it's amplifier).
    + Added more config switches for better customization.
    * Reworked max weight system to run faster.
    * Reworked Backpack rendering to run faster.

    Version 1.0.1:
    * Fixed weights not being loaded for mods added after .json file was created
    * Fixed Backpack's not rendering correctly when player starts sneaking
    * Fixed Backpack's not rendering when restarting your game
    * Fixed bug that would crash the game if attempting to upgrade the Large Backpack

    Version 1.0.0:
    Release!

    Mod Spotlights
    Mod Review by Elven_Randomness:

    If you make one, inform me through this thread and it will be posted here!

    Download
    Latest: Download Here | Earlier Versions: 1.0.0, 1.0.1

    API
    The API for this mod can be used to add Weight to your own mod items, and to make other items that modify the player's max weight. I do plan to add an easy way of creating new backpack's through json in later updates.

    How the WeightLimit.json Works
    When first loading up the mod, a file will be created in your config directory called "WeightLimit.json" (WeightLimitServer.json on servers). This file holds all the weight values for the items in the game. If you decide to add more mods to your game after creating this file, the game will create a backup of your previous WeightLimit.json file (in case you changed the values), and create a new one with the updated items. In addition, there is a file called "WeightLimitDefaultBackup-DO-NOT-MODIFY.json" and, as it states in the name, you SHOULD NOT delete nor modify this file in anyway. If you do, there is a chance the game will not create a backup when needed.

    Source
    The source of my mod can be downloaded here: Latest Version | Earlier Versions: 1.0.0, 1.0.1

    Current Known Bugs
    - When adding ".6" to any weight value, the numbers mess up in advanced display mode.

    Disclaimer
    You may use my mod in your modpack if you meet these requirements: 1: You must give full credit to me (HappyKiller1O1) for creating this mod, and provide a link to this thread. 2: You must not EVER state you helped in the creation of this mod. 3: You must not make money of your modpack. 4: Any issues or bugs must be handled internally first. I do not want people replying to this thread about my mod not working in a mod pack because of a bug I might have fixed ages ago. If you meet these, you may use my mod in your modpack. You DO NOT have permission to: redistribute my mod on any other site, or separate post. Copy the source of my mod, and claim it as your own. Minecraft is a trademark of Mojang, and I am in no way affiliated with them.

    Be sure to suggest any new additions, and report any bugs to this thread!

    MAKE SURE TO DELETE YOUR 'wl.cfg' FILE WHEN UPDATING TO A NEW VERSION!

    WARNING:
    This mod was made using Minecraft Forge version 1.8.8 - 11.15.0.1655 and is REQUIRED to play this mod! DO NOT report any issues you may come across without making sure you are using the version of forge listed!


    DO NOT report any bugs if you're using a previous version of the mod. Chances are, I already fixed it in later versions.
    Posted in: Minecraft Mods
  • 0

    posted a message on Rendering a model on the player when item is in custom slot?

    I have actually been programming in Java for two years, and someone on the MinecraftForge forums pointed out this silly mistake I made. :P Thank you for the reply!

    Posted in: Modification Development
  • 0

    posted a message on Rendering a model on the player when item is in custom slot?

    Thank you for the reply! My only problem with this seems to be that I can not get an instance of RendererLivingEntity (which I need for my layer class):


    (Minecraft.getMinecraft().getRenderManager().getSkinMap().get("default")).addLayer(new LayerBipedBackpack(need RenderLivingEntity instance for the player));


    If you know how to get this, I would be very grateful!

    Posted in: Modification Development
  • 0

    posted a message on How to detect if player has premium aka is not using cracked launcher.

    Cracked players can use any non-cracked name, and play as them. That is why servers have "online-mode" in the properties file, this detects if the player is cracked (telling Minecraft they are offline), and doesn't allow them to join a server with online-mode set to true.

    Posted in: Modification Development
  • 0

    posted a message on Rendering a model on the player when item is in custom slot?

    So, I actually got some progress done on this (looking through the system). And, the model renders, but with two problems: first is MAJOR FPS drop (150 to 3). I am guessing it is because I add the layer in my event constantly, but I am not sure. Secondly, the model scale is incorrect, as shown here (it's rendered too small, just below the body which is where it needs to be):

    https://imgur.com/OczS36k

    My classes:

    Layer renderer base (for ease when I need to render different backpack models):

    package com.happykiller.weightlimit.client.renderer;
    
    import com.happykiller.weightlimit.main.ModReference;
    import com.happykiller.weightlimit.render.models.ModelMediumBackpack;
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.renderer.GlStateManager;
    import net.minecraft.client.renderer.entity.RendererLivingEntity;
    import net.minecraft.client.renderer.entity.layers.LayerRenderer;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.util.ResourceLocation;[/p]
    public abstract class LayerBackpackBase implements LayerRenderer {
     protected T field_177186_d;
     private final RendererLivingEntity<?> renderer;
     private float alpha = 1.0F;
     private float colorR = 1.0F;
     private float colorG = 1.0F;
     private float colorB = 1.0F;
     
     public LayerBackpackBase(RendererLivingEntity<?> rendererIn) {
     this.renderer = rendererIn;
     this.initBackpack();
     }
     
     public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale) {
     renderLayer(entitylivingbaseIn, p_177141_2_, p_177141_3_, partialTicks, p_177141_5_, p_177141_6_, p_177141_7_, scale);
     }
     
     private void renderLayer(EntityLivingBase entitylivingbaseIn, float f1, float f2, float partialTicks, float p_177182_5_, float p_177182_6_, float p_177182_7_, float scale) {
     T t = this.field_177186_d;
     t.setModelAttributes(this.renderer.getMainModel());
     t.setLivingAnimations(entitylivingbaseIn, f1, f2, partialTicks);
     t = (T)new ModelMediumBackpack(6.0F);
     this.setShownLayer(t);
     
     this.renderer.bindTexture(new ResourceLocation(ModReference.MOD_RL + "/models/backpack/MediumBackpack.png"));
     
     GlStateManager.color(this.colorR, this.colorG, this.colorB, this.alpha);
     t.render(entitylivingbaseIn, f1, f2, p_177182_5_, p_177182_6_, p_177182_7_, scale);
     }
     public boolean shouldCombineTextures() {
     return false;
     }
     
     public abstract void initBackpack();
     protected abstract void setShownLayer(T model);
    }



    LayerBipedBackpack (the layer I add):

    package com.happykiller.weightlimit.client.renderer;
    import net.minecraft.client.model.ModelBiped;
    import net.minecraft.client.renderer.entity.RendererLivingEntity;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraftforge.fml.relauncher.Side;
    import net.minecraftforge.fml.relauncher.SideOnly;
    @SideOnly(Side.CLIENT)
    public class LayerBipedBackpack extends LayerBackpackBase<ModelBiped> {
    public LayerBipedBackpack(RendererLivingEntity<?> rendererIn) {
     super(rendererIn);
     }
    public void initBackpack() {
     this.field_177186_d = new ModelBiped(0.5F);
     }
    protected void setShownLayer(ModelBiped model) {
     model.bipedBody.showModel = true;
     }
    }
    

    My Event:

     @SubscribeEvent
     public void onRenderEntity(RenderLivingEvent.Post event) {
     //System.out.println("Render Event Called");
     
     if(event.entity instanceof EntityPlayer) {
     EntityPlayer player = (EntityPlayer)event.entity;
     
     event.renderer.addLayer(new LayerBipedBackpack(event.renderer));
     
     LogHelper.logInfo("Layer Added");
     }
     }
    

    I hope someone can help me here, I don't understand this plague of the new layer system. It seems no one ever has a clue on what to do here. :/

    Posted in: Modification Development
  • 0

    posted a message on In need of a texture designer!

    Happy, at this point you're looking in the gift horse's mouth. Don't get bent out of shape if someone tries something, and then backs out because the level of work involved is more than the compensation. That's the same kind of attitude that makes it very difficult for artists to get their fair share for their trade. And a pre-empitive 'no, exposure doesn't equal money...'


    Again, I am not bent over him deciding not to do it. I just prefer that when something is clearly written, you do not act as if you can complete the giving task, while knowing the provided conditions.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Fullscreen crash Windows 10

    This is most likely a bug within the Windows 10 version of Minecraft. Remember, it is still in a beta phase, and has a lot of kinks. In my view, I see no point in downloading a Windows 10 version, when you can download the game regularly, and have it run 10 times better.

    Posted in: Java Edition Support
  • 0

    posted a message on In need of a texture designer!

    My allegation isn't false. You knew there would be no payment, and you acted as if you would provide upon those circumstances. Next time, only reply to a thread if you CAN provide under the clearly written circumstances.

    Posted in: Resource Pack Discussion
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