Hello, I am TLHPoE. I used to mod back in 1.7 and have returned. Here's my old thread with my past mods
Scalae is a mod centered around adding a Skyrim-esque skill and perk system where you have many skills that you can level up by doing actions related to the skill. For example, harvesting wheat for leveling your foraging skill. For every skill you level up, experience is added to your character's level (not the level used for enchanting). When your character levels up (again, not the level used for enchanting), you gain a perk point. These points can be used to unlock perks. Below is a list of all the perks and their descriptions.
Pictures:
Skills UI
Perks UI
Interaction within the UI
Brief Overview of the Perks:
Iron Skin - Reduces damage taken
Vitality (& Fruit of Life, Heart of Memphis, Vitalighty) - Increases max health
Haste - Increases mining speed
Extras - Chance of stone dropping minerals
Bonanzas - Chance of having fortune when mining minerals
New Lawn Mower - Chance of dropping more seeds from tallgrass
Fun-Guy - Chance of dropping more mushrooms from mushroom blocks
Green Thumb - Chance of having fortune when harvesting crops
Butcherer - Chance of having more loot dropped when killing an animal and/or mob
Sharpened Edge & Steel/Diamond Blade - Increased damage with a sword
Flame Edge, Fiery Blade, & Lord of Light - Ignites your enemy into flames with a sword
Sharpened Point & Obsidian/Diamond Arrowhead - Increased damage with a bow
Quickdraw (NOT IMPLEMENTED) - Decreases time taken to draw bow
Frosted Arrowhead, Ice Spike, & Ymir's Touch - Slows enemy upon shooting them with an arrow
Jolting Arrowhead - Increased damage with a bow
Zeus' Touch - Chance of lightning striking your target
Swiftness - Increased movement speed
Big Steps - Increased step height (allows movement over 1-block height)
Acrobatics - Increased jump height
Feather Falling - Fall damage is mitigated
How To Use:
When in-game, press L to access your skills and P to access your perks (these can be reconfigured in the Minecraft keybinds menu)
Leveling Skills:
Take damage to increase endurance skill
Mine ore to increase mining skill
Break tallgrass and harvest crops to increases foraging skill
Attack things with a sword to increase swordplay skill
Attack things with a bow to increase archery skill
Sprint and jump to increase dexterity skill
Downloads:
All releases (as of 7/27/2016) are UNSTABLE and are in BETA.
I am not responsible for any damage done to your Minecraft saves.
I am not math major, but this is the algorithm I used for determining how much experience should be gained to level up:
x = current level
(ln(4 * x + 8) - 0.905) * 100
The output is rounded upwards to an integer.
I am unsure of the balancing in the mod, as I have not played Minecraft for multiple months.
If anyone has any balance or perk suggestions, be free to comment below.
After about 5 minutes of pondering, I have decided to abandon all of the mods in this thread completely. To be honest, I completely forgot I had created mods in the first place. With indoor drumline rehearsals and external string orchestra rehearsals to attend, I have no more time to keep up with these mods. Because of this, I have decided to release the sources for all the mods (and some WIP ones) on the OP and allow anyone to create a new thread and claim credit for the mods. I won't ask for a thread lock, but if it's required for abandoned mods, go ahead moderators.
Sorry to anyone who suggested features that never made it into the mod, and for neglecting my mods. I am not completely cold hearted, I feel bad for the people of loved my mods more than I ever did.
I might come back one day though, maybe during the summer. I left a mod named Terrarium in stasis a couple of months back that featured distance-based biome generation, accessories, a revitalized defense system, new mob AI, rehashed mana and health system, and other cool Terraria-esque gameplay things. This mod will likely be my next flagship when and if I return, but if this comes to nothing I will make a post in the WIP mods section and leave the source code there.
As the title states, which Minecraft version is the most relevant for modding? I feel as if 1.6.4 is outdated yet still somewhat relevant, 1.7.10 is the standard currently but I have no clue how long that will last, and 1.8 seems like the future. I'm trying to return to modding from a hiatus and need some help.
Answer the poll, or answer below with an explanation, thanks.
I'm not quite sure about the size to be honest, but my hypothesis is that I don't write useless and/or repetitive code like some other mods (not gonna point fingers)
Anyway, I suspect TF2 Crates is causing the CPU usage during idle times. Due to some servers running 24/7, it checks every tick for the current date and adjusts accordingly. In hindsight, I should have been checking on intervals.
I haven't checked yet, but I'm pretty sure my mods have CraftGuide support by default. Also, never knew what Enchiridion was until just now. I'll look into addding support for it.
P.S. the exp storage is in the Ender Repositories mod.
Sorry about that, what's causing the crash is the fan trying to apply force to an entity that isn't there. It's an easy fix, but I'm waiting for my other mods to be updated before I release it.
I have returned and I love everything!
You did a great job as usual!
Although, it would be pretty awesome to have the festive crate give Festive Paint, which could make festive items the same way minecraftium gold does
No but seriously, i'm glad you set up ad links, cuz you deserve the money.
Thanks I got my first payment about a week ago.
The next couple of updates might be the last updates I release for the mods in this thread. Seeing as how they're nearing completion and my lack of ideas, I've been working on a new mod to replace these mods as my new flagship into the modding community.
Yeah, sorry about that. I'll try to release a new version of every mod this Saturday. I've been finding a bug ever other day since break started about 2 weeks ago in at least one of my mods and have been trying to fix them.
One of my mods does something similar to this, except it just has the mob kills strange effect. I'll add your strange ideas if you want me to in the next update.
After reading just the part about getting ender pearls without hunting, I immediately thought about trapping endermen inside of a structure and leaking their energy into a liquid form (TE addon???). After leaking the endermen after a random amount of time, they would die.
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Hello, I am TLHPoE. I used to mod back in 1.7 and have returned. Here's my old thread with my past mods
Scalae is a mod centered around adding a Skyrim-esque skill and perk system where you have many skills that you can level up by doing actions related to the skill. For example, harvesting wheat for leveling your foraging skill. For every skill you level up, experience is added to your character's level (not the level used for enchanting). When your character levels up (again, not the level used for enchanting), you gain a perk point. These points can be used to unlock perks. Below is a list of all the perks and their descriptions.
Pictures:
Skills UI
Perks UI
Interaction within the UI
Brief Overview of the Perks:
How To Use:
When in-game, press L to access your skills and P to access your perks (these can be reconfigured in the Minecraft keybinds menu)
Leveling Skills:
Take damage to increase endurance skill
Mine ore to increase mining skill
Break tallgrass and harvest crops to increases foraging skill
Attack things with a sword to increase swordplay skill
Attack things with a bow to increase archery skill
Sprint and jump to increase dexterity skill
Downloads:
All releases (as of 7/27/2016) are UNSTABLE and are in BETA.
I am not responsible for any damage done to your Minecraft saves.
B.1.0.0 (Requires Forge-12.17.0.1976)
I am not math major, but this is the algorithm I used for determining how much experience should be gained to level up:
x = current level
(ln(4 * x + 8) - 0.905) * 100
The output is rounded upwards to an integer.
I am unsure of the balancing in the mod, as I have not played Minecraft for multiple months.
If anyone has any balance or perk suggestions, be free to comment below.
0
After about 5 minutes of pondering, I have decided to abandon all of the mods in this thread completely. To be honest, I completely forgot I had created mods in the first place. With indoor drumline rehearsals and external string orchestra rehearsals to attend, I have no more time to keep up with these mods. Because of this, I have decided to release the sources for all the mods (and some WIP ones) on the OP and allow anyone to create a new thread and claim credit for the mods. I won't ask for a thread lock, but if it's required for abandoned mods, go ahead moderators.
Sorry to anyone who suggested features that never made it into the mod, and for neglecting my mods. I am not completely cold hearted, I feel bad for the people of loved my mods more than I ever did.
I might come back one day though, maybe during the summer. I left a mod named Terrarium in stasis a couple of months back that featured distance-based biome generation, accessories, a revitalized defense system, new mob AI, rehashed mana and health system, and other cool Terraria-esque gameplay things. This mod will likely be my next flagship when and if I return, but if this comes to nothing I will make a post in the WIP mods section and leave the source code there.
As always, have fun.
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I'm not supporting any of these mods anymore, sorry
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As the title states, which Minecraft version is the most relevant for modding? I feel as if 1.6.4 is outdated yet still somewhat relevant, 1.7.10 is the standard currently but I have no clue how long that will last, and 1.8 seems like the future. I'm trying to return to modding from a hiatus and need some help.
Answer the poll, or answer below with an explanation, thanks.
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Anyway, I suspect TF2 Crates is causing the CPU usage during idle times. Due to some servers running 24/7, it checks every tick for the current date and adjusts accordingly. In hindsight, I should have been checking on intervals.
EDIT: Hopefully fixed the CPU usage problem.
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P.S. the exp storage is in the Ender Repositories mod.
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Thanks I got my first payment about a week ago.
The next couple of updates might be the last updates I release for the mods in this thread. Seeing as how they're nearing completion and my lack of ideas, I've been working on a new mod to replace these mods as my new flagship into the modding community.
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I might add a config for diamonds fans breaking the crops, but I'm not quite sure what you mean by harvesting plants without having to replant them...
Also, new updates for every mod are coming out very soon. Some fixes, some rehauls, and some additions.
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After reading just the part about getting ender pearls without hunting, I immediately thought about trapping endermen inside of a structure and leaking their energy into a liquid form (TE addon???). After leaking the endermen after a random amount of time, they would die.
I might make this myself actually
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But seriously, looks great.