The port to 1.12 is already finished (changes are minor, apparently) - there has just been a release of a forge that might actually run on mc 1.12 and i will maybe release stuff later today.
- HeimrArnadalr
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Member for 8 years, 10 months, and 25 days
Last active Thu, Nov, 16 2017 18:49:18
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AtomicStryker posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft Mods -
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Ordinastie posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)Posted in: Minecraft ModsNew version : MalisisDoors 1.11.2-6.1.1 for Minecraft 1.11.2
Requires MalisisCore 1.11.2-5.2.0
- Fixed vanilla doors not rendering properly sometimes.
- Fixed Hi-tech doors rendering in other dimensions.
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SolZen321 posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft Mods
They could be record keepers? Click and see how many Gems you have/had and their status -
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KumaZone posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft ModsAre Zircons gonna be in this mod? they're purpose is to be lawyers, and that doesn't really translate into something you could do in minecraft so what would be they do?
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d95 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsI think it's better that new magic mods get created. Stagnation is a huge problem, as seen with all the "backport to 1.7.10" complaints and how buildcraft and IC2 are unused/boring due to not being updated and changing hands too often.
Thaumcraft has remained popular because of it's phoenix style rebirth that shuffle the features and add new things while abandoning others, creating a new mod every MC update.
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SolZen321 posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft ModsAn idea, both from another mod called Overlord and from the show itself. It would be cool if you could group gems together in squads, or group and command them both as individuals and a group. Just the Ruby Squad or Jasper's group that went to Earth, It would make sense if you could order them about in group, assign one group to guard a village or area, and another to follow you around like bodyguards.
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Akrivus posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft ModsKAGIC v1.8.3 has been released with the following fixes:
- Fixed Peridot lag.
- Fixed orange pearl using a cracked texture.
- Gem items now invincible.
- Gem items respawn after a minute.
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Akrivus posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft ModsQuote from sirpokespriteMythMaster»
I would've figured that fusions would make the gem quiet stronger and perhaps provide a new special ability for combat from fusion to fusion. Garnet is a fusion between a Sapphire and a Ruby. As seen in the show, she'd be resistant to fire, lightening, and perhaps a small resistance to explosive damage. She'd hit hard with an incredibly knockback, making her usefulness in combat based on her ability to tank damage and push foes away. But she wouldn't have too many advantages seeing as Ruby's are pretty basic gems and fusing with a Sapphire wouldn't be that much of an increase. I suppose the real fruit of labor when fusing would be things like Suggalite or Alexandrite, massive fusions of two or more gems.
I don't plan on ever adding cross-fusions, there is too much speculation and it seems evident that fusions change based on relationship. I want to stick closely to the "gem factory" narrative and remain loyal to the lore of the show. -
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Akrivus posted a message on KAGIC v1.9 [MC 1.11] – STEVEN UNIVERSE MOD [30000+ DLs]Posted in: Minecraft ModsIt's been almost 12 days, well over a month since 1.8 was planned out. Well... the time has finally come...
KAGIC v1.8.1 has been released with the following updates:
- Dropped support for 1.10.2, sorry.
- Fixed arrow and potion crashes.
- Fixed Pearl and Peridot items not being saved.
- Fixed friendly fire happening between gems.
- Fixed Pearls and Agates moving back to where they died.
- Fixed gems being annoyingly loud.
- Fixed combat crashes and bugs.
- Fixed beetroot crashes with Peridots.
- Fixed Peridots wandering out of farms.
- Fixed Peridots farming too slowly.
- Fixed gems sinking and getting lost underwater.
- Fixed Peridots not farming nether wart.
- Fixed Meteor Rubies happpening too close to you.
- Added new textures for gem base and gem seeds.
- Added achievements.
- Added variants of Agates, Pearls, and Jaspers.
- Added the ability to talk to gems in chat.
- Added Pearl and Peridot item seeking.
- Added Bismuth's items going into player inventory.
- Added Peridot inventory screen for harvests.
- Added Aquamarine, a flying gem that follows you.
- Added Topaz, an advanced combat gem.
- Added Roaming Eye, currently unobtainable.
- Added Slag, a hostile mob grown when no gems can be made.
- Added a compliance to game rules, preventing griefing.
- Added cracked gem recipes.
- Added configurable Meteor Ruby time distance.
- Increased the size of and nerfed Diamonds.
- Nerfed Quartz gems, especially Jaspers.
- Nerfed gem loot frequencies.
- Fixed item rendering glitch. (Fixed in 1.8.1)
Download the new version here.
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Gillymoth posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsAnother thing to consider regarding end/nether spawning is that the auto-leveling will replicate the block it lands on hundreds of times, so things like quartz-ore should definitely be on the no-spawn list to prevent a silly-looking and rather cheaty quartz-ore platform from generating under the structure.
Also, there's a termination error in both the Iinventory and ChestGenHook directives, where the parsing of the rule itself is terminated at the end of either directive. This only presents a problem if one wants to use more than one of either directive as options in the same rule, as normal block rules can come before them instead of after.
rule1=0,100,IInventory;minecraft:chest;minecraft:torch#1#0#0-5,ChestGenHook:chests/simple_dungeon:5-5
rule2=0,100,ChestGenHook:chests/simple_dungeon:5-5,IInventory;minecraft:chest;minecraft:torch#1#0#0-5rule3=0,100,IInventory;minecraft:chest;minecraft:torch#1#0#0-5,IInventory;minecraft:chest;minecraft:coal#1#0#0-5
rule4=0,100,stonebrick-0,stonebrick-1,stonebrick-2,ChestGenHook:chests/simple_dungeon:5-5
In the above, rules 1-3 always generate the first option, as the rule terminates before parsing the rest of the line, but rule 4 works as intended, as the terminating directive is located at the end of the line.
Also it should be noted that the ChestGenHook in the Forge API has been replaced with a loot table format, so the above "simple_dungeon" directive still works in 1.11 as it's part of Ruins code, but the list of vanilla worldgen chests were located in Forge and are no longer used in that form in the current version of minecraft.
**UPDATE** I just found an instance of the template that I was testing this in and a different result showed up in the chest, which means the above configurations do indeed work randomly in normal use as intended. I'll have to check the template to confirm, and to figure out the exact details.
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KAGIC is a mod that adds machines to your Minecraft world that let you harvest your own servants and soldiers from the ores in the ground.
The Gems:
KAGIC lets you create up to nine different kinds of servants, called "gems", each variation of gem can do different things for you. Here is a list of gems and their purposes:
The Ruby is a very common and versatile gem that will follow and defend you from hostile mobs and anything with the intent to hurt you. The more they are hit, the stronger they get, and they have innate fire powers.
The Quartz is a beefed up version of the Ruby that are nearly invincible. They come in three different species, Amethysts, which have lightning powers, Jaspers, which have powerful area-of-effect attacks, Carnelians, which are just a blast, and Rose Quartzes, which heal nearby players and gems.
The Peridot is a useful gem that helps manage Kindergartens (where you create your gems) by automatically taming gems for you and telling you where you can make the best gems. When equipped with a hoe, Peridots will harvest and replant nearby crops.
The Pearl is a multicolored gem that carries a chest inside of it. With a Pearl, you can have multiple inventories that follow you and pick up nearby items. They also have customizable outfits, hair, and colors.
The Lapis Lazuli is a flying gem that you can ride. When equipped with a hoe, lapis lazulis will water nearby farmland.
The Sapphire is a gem that can predict the future and give you good luck.
The Bismuth is a tall and powerful gem that automatically smelts the items you right click it with.
The Agate is a commanding, multicolored gem that ensures your gems are in line and on post and keeping all nearby mobs on edge.
The Topaz is a powerful warrior gem that can fuse and will have much in store for it in the coming updates.
The Aquamarine is a flighty fairy gem that follows you and makes mockery of your enemies.
The Rutile is a bright gem that leaves trails of light to guide you on your travels.
The Zircon is a lawyer. I rest my case.
The Slag is a hostile reject gem that your Peridots will make short work of the moment they see it.
The Items and Blocks:
The Gem Staff allows you to control your gems. To tame a gem, you can right click it with your Gem Staff and it will serve you. If you want your gems to move to a specific location, you can right click on a block and all of your gems will stop what they are doing and go to that specific block.
The Inactive Gem Base is the item that becomes a Gem Seed once activated and injected into the ground.
The Activated Gem Base is a Gem Base after being exposed to heat. To use it, right click on an Injector block and provide a redstone current to the Injector block.
The Incubator is the top part of the injector. It can hold up to nine gem bases.
The Injector Core is the block used to harbor the next gem base that will be injected.
The Gem Drill is the block that allows the Injector to inject the gem base into the ground.
The Transfer Contract is used to give your gems to other people, simply give it to the person and once they right click a gem it will notify you that that gem now belongs to them. If you decide not to use the Transfer Contract, you can smelt it to receive a diamond!
The Joint Contract is used to give a gem more than one owner. This is useful for people who want to share gems. If you decide not to use the Joint Contract, you can smelt it to receive a diamond!
The Liberation Contract is used to free a gem from her owners, allowing her to be tamed by someone else. If you decide not to use the Liberation Contract, you can smelt it to receive a diamond!
The Autonomy Contract is used to free a gem from her owners forever, letting her become an autonomous gem who won't serve anyone. If you decide not to use the Autonomy Contract, you can smelt it to receive a diamond!
The Warp Pad Core is the central part of a warp pad. When surrounded by nether quartz columns and stairs, it can be given a name with the Gem Staff and used to teleport to other warp pads in the same dimension.
The Warp Whistle is used to select which warp pad to warp to.
Video Tutorials
Here are some video tutorials by Rayne, be sure to give them a like!
Here is a warp pad tutorial I made:
Download KAGIC:
Permissions:
You may use this mod in a modpack provided you give credit to HeimrArnadalr, the current developer, and Akrivus, the previous developer.
Steven Universe and all related characters and elements are trademarks of Cartoon Network.
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Hello everyone, I have taken over development of this mod. The new thread can be found here:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2853758-kagic-v1-9-steven-universe-mod
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Very minor bug: rubies seem to think they can go through doors, but they can't.
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Oh geez, I'm going to need some stronger weapons. I think I have a Breaking Point book in one my spires...
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It worked! Thank you so much for fixing it!
There's a new bug, though: my gems are creating exit holes in two directions. This happens even when one of the holes doesn't reach the sun (e.g. tunneling into the hole of the gem next to her).
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I'm pleased to report that the exit hole bug is indeed fixed now.
However, I've found a new bug: if you give a carnelian a weapon, it won't render in her hand. She'll have it (and it can be swapped out for other weapons), but it will be invisible.
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Do you think you can fix this? It worked fine in the original Archimedes Ships mod.
Also, every time I disassemble it I have to reassemble it (as if it has never been assembled before) before I can mount it again. Then it gets stuck in the hole that didn't get filled in because it can't go against a current. Is there anyone else that has this problem?
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When I first assembled my boat, the displaced water didn't flow back in. This left a hole with current flowing inward that my boat was unable to get out of. I'm using AS V1.8 with Moving World 1.8.1 and Forge version 11.14.3.1502.
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I'm using BoP 1365 with Forge version 1487, try upgrading to that. I remember having problems when I tried it with 1450.