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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Heya, question. How hard would it be to backport to 1.7.10? Would you ever consider it? 1.7.10 is consistently the largest modded version and having it be available there would be wonderful! It's fine if you don't want to tho, it's probably a bunch of work ;u;

    Posted in: Minecraft Mods
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    posted a message on Wintercraft v1.1.4 Santa Visits, Presents, Reindeer, and much more! Over 220K Downloads!

    NO stahp it's too early for christmas make a halloween mod instead D:

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    OOh! The first picture mist either be a basket or a compost bin. and I assume the second is player housing? Not sure what else it could be.

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from joshie»



    1. The clockmaker doesn't actually have a shop normally. I should remove the greeting for him as he's meant to tell your something else anyway. He only has one if you also have Blood Magic installed. And then it's just a bonus, not important, why I don't tell you the hours anywhere.
    2. Pumpkins are unlocked after year one. So you won't see them in your first autumn, but will in your second.
    3. You can of course name animals with name tags already, I think easiest thing for me to do is to just let you purchase those. I plan for some indicators for their stats for sure.
    4. On my plans, hopefully will be modular so can expand it too.
    5. Sickle: Sickles main uses are: Destruction of withered crops, harvesting of wheat/grass.
    5. Basket: I do have plan for a basket, but I don't think I want it to do what you ask but more just ship things straight away on picking up, I personally don't find it tedious. You can use the sickle to harvest larger areas at a time too. (Upgraded versions).
    6. While a nice idea, i think i want a more peaceful atmosphere, not destruction from critters
    7. Trees are planned for the next major update! That is for sure. They are definitely missing.
    8. Festivals as such are also planned for the next major update!


    Ah that explains a lot then!

    1. I'll just wait and see what the clockmaker and mayor will be used for, though I was just doing something wrong lol
    2. I didn't realize that yearly progression unlocked different things, tho I hoped! I figured that you might not have gotten to that yet since this is a pretty new mod.
    3. Derp I didn't even think about name tags, I don't use vanilla much. Never had much reason to name animals before either.
    4. Excellent, looking forward to housing, hope it's a mid-early game thing like before blacksmith tbh.
    5. Ah ok, I can live with that just wanted to know.
    6. That's ok! Just looking to give you an excuse to add a scarecrow *whistles*
    7. This makes me pretty happy, it was the only thing missing from my ideal concept of fall.
    8. SUPER stoked ;u;

    thanks!

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    This is currently my favorite mod right now! I made a superflat test world for it and I ended up legitimately playing it lol. Here are some observations and suggestions!


    1. The clockmaker is never open, not that I woudl know when he is since all he says is "harvestfestival.npc.tiberius.shop" which is code name for fk off lol. Also there sin't a sign outside saying when he is open either. Same thing for the Town Hall, don't know when the mayor will be useful.
    2. I though that pumpkins would be something unlocked in fall, but I can't figure out how to do that. Do I just find and use regular pumpkin seeds?
    3. Also, naming animals would be a pretty cool thing to include so I know which I've cared for and stuff. Having a visible heart meter on right click would be wonderful so I can know how much they like me.
    4. Having an option for yulif to build you a house would be fantastic, the houses are really well designed and very pretty!
    5. What use is the sickle? When I use it it destroys my field indesriminately, the only way I assume to stop it is to section off your various crops. Left clicking on just grass seems to harvest just that tho so that is great. As a suggestion I would love a harvest basket or something. It would be a glorified right click for maybe a 3x3 or larger. Harvesting things by hand is the only tedious thing so far, and I don't want to resort to setting up automated harvesting machines from other mods.
    6. Crows and wild animals like bunnies that attack your field would be a fun addition. You even have bunnies in mc already. Making a scarecrow to ward them off would be pretty cool too.
    7. Also trees! I don't see any way to grow trees and fruit! I think that's the only thing that I feel is really missing, making an orchard of apple trees and stuff.
    8. Also, lastly, the goddess has talked a tiny bit about harvest faries or something? It got me thinking that seasonal festivals would probably be my favorite idea to be implemented. Harvest festival for fall, a winter solstice/christmas for winter, something for spring and something for summer. Perhaps you'd want to grow as much food as possible before the festival as an alternate way to use your food, which you would be rewarded at the end. Alternatively, you could use gold to buy upgrades for the festival!

    Thanks a whole bunch for this mod, I'd love to help out so I'm may look into seeing what you guys need help with on your github.

    Posted in: Minecraft Mods
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    posted a message on [1.14] Chocapic13's Shaders

    Heya question, getting some flickering in the sky with both the ultra and high packs, haven't tried the others. Tried modifying some settings but can't seem to get it to stop. Also can't find anyone with a similar problem. Anyone know how to fix this? I'm on 1.10 btw and using optifine.

    Posted in: Minecraft Mods
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    posted a message on Runecrafting - Old Magic Reborn (Looking for Team Members/Coders/Modelers)

    I love runescape and can't wait to see this come to fruition. This will be super useful to my friends and I so I'm looking forward to it!

    Posted in: WIP Mods
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    posted a message on Rainbeau's Mithwood Forest

    Hey man, do yourself a favor and upload a couple pictures for people to see! A lot of people (including me) are both wary and lazy and don't like downloading mods without seeing pictures.

    Posted in: Minecraft Mods
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    posted a message on Liquid Registration halp

    My bad, I had forgotten to do that, I will in the future. In fact, it is the future because I just did that. My Github


    However! I have reviewed my code after some sleep and I got it all working! Almost. The only problem is that it doesn't seem to want to use the texture, nor does it seem to want to place itself when I right click with it. Though, progress is progress.

    Posted in: Modification Development
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    posted a message on Liquid Registration halp

    Hey, I used to have a thread on here, but I don't want to necro it and anyway the code has changed a bit. I am trying to create a fluid that does some special things, but right now I just need to get it fully registered. I got the item to show up in game, however I am getting thrown off by some small error. Keep in mind the tutorial I used in tandem is a bit old, however I was able to make it work for me until now. Keep in mind this is for 1.7.10.


    Here is the code I am having trouble with:


    package com.windikite.thefurnace;

    import com.windikite.thefurnace.reference.Reference;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.event.FMLPostInitializationEvent;
    import cpw.mods.fml.common.event.FMLPreInitializationEvent;
    import cpw.mods.fml.common.registry.GameRegistry;
    import net.minecraft.block.material.Material;
    import net.minecraft.item.Item;
    import net.minecraftforge.fluids.Fluid;
    import net.minecraftforge.fluids.FluidRegistry;

    @Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.VERSION)

    public class TheFurnace {
    @Mod.Instance(Reference.MOD_ID)
    public static TheFurnace instance;
    public static Item slagItem;
    public Fluid lavaSlag = new Fluid("lavaSlag");


    @Mod.EventHandler
    public void preInit(FMLPreInitializationEvent event)
    {
    slagItem = new SlagItem();
    GameRegistry.registerItem(slagItem, "Slag");
    FluidRegistry.registerFluid(lavaSlag);
    lavaSlag = new BlockLavaSlag(lavaSlag, Material.lava).setBlockName("yourFluid");
    lavaSlag.setLuminosity(15);
    lavaSlag.setViscosity(6000);
    }

    @Mod.EventHandler
    public void init(FMLInitializationEvent event)
    {

    }

    @Mod.EventHandler
    public void postInit(FMLPostInitializationEvent event)
    {

    }
    }


    And here is the class it is referring to:


    package com.windikite.thefurnace;


    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IIconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.util.IIcon;
    import net.minecraft.world.IBlockAccess;
    import net.minecraft.world.World;
    import net.minecraftforge.fluids.BlockFluidClassic;
    import net.minecraftforge.fluids.Fluid;

    public class BlockLavaSlag extends BlockFluidClassic {

    @SideOnly(Side.CLIENT)
    protected IIcon stillIcon;
    @SideOnly(Side.CLIENT)
    protected IIcon flowingIcon;

    public BlockLavaSlag(Fluid fluid, Material material) {
    super(fluid, material);
    setCreativeTab(CreativeTabs.tabMisc);
    }

    @Override
    public IIcon getIcon(int side, int meta) {
    return (side == 0 || side == 1)? stillIcon : flowingIcon;
    }

    @SideOnly(Side.CLIENT)
    @Override
    public void registerBlockIcons(IIconRegister register) {
    stillIcon = register.registerIcon("modid:lavaSlagStill");
    flowingIcon = register.registerIcon("modid:lavaSlagFlowing");
    }

    @Override
    public boolean canDisplace(IBlockAccess world, int x, int y, int z) {
    if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false;
    return super.canDisplace(world, x, y, z);
    }

    @Override
    public boolean displaceIfPossible(World world, int x, int y, int z) {
    if (world.getBlock(x, y, z).getMaterial().isLiquid()) return false;
    return super.displaceIfPossible(world, x, y, z);
    }


    It is throwing an error at the registration in the preInit claiming that the block cannot be converted into liquid. I am not seeing my mistake, hopefully someone else can help me out here. Thank you for any help!

    Posted in: Modification Development
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    posted a message on Lava Flow Mining request!

    Heya! I'm just looking for a very simple mod to be made. It would just be 1 pseudo lava block that flows infinitely and randomly generates random ores inside the flowing block. It would be very nice if it didn't destroy items and did burn players. It would be a very nice alternative to mining in caves, and also fulfill a dream I have to duplicate the Lava Flow Mines from Runescape. It wouldn't be unbalanced, and rather slow but could be very fun for me and hopefully other people.


    If this would be at all possible I would very much appreciate it! I have other ideas, but I don't have much time or knowledge to get this done, leaving me to just ask for this to be done out of someone's interest in it. Ty for considering helping anyway!

    Posted in: Requests / Ideas For Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Woah that's crazy!
    Quote from Tuhljin»

    What do you think about an upgrade that lets you restrict what is allowed to go in each slot of the golem workbench?


    I would continue to worship the ground you walk on ;;
    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Sorry for the double post ;;


    But with what your saying, they won't be able to craft anything. I can't have them pass to the next inventory since they will infinitely fill that one up, and I can't have them keep it to themselves if they are to use more than one recipe since they will fill up on one of the components or the final product and be unable to finish.

    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Zsashas»


    Two words: Golem Inhibitor.

    Also in what way does making books require five tables? One for paper, and the other for books. Use alchemy to make leather from rotten flesh, and there you go.


    Sugarcane to paper. Cotton to string. Logs to planks. Logs to planks then sticks. Sticks and planks to Tinker's Construct patterns. Patterns, string and paper to books. Completely renewable, infinite books. Even if I used your setup, I would need a mobspawner setup and an alchemy setup just to make leather. It's just as much work. More in fact, since the wood used to make the patterns are also made into crafting tables to burn down using crafting tables into fabrico.

    And although the fetter would definitely work, I would need a tallybox and redstone logic for each workbench. A simple Order Workbench upgrade would solve this issue completely without all this fuss, which is why I'm suggesting it.
    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    But a golem fetter for every golem? Making books requires about 5 crafting tables, and unless I could specify "redstone signal #1 = disable golem #1". then I would need 5 individual fetters, and that's just for one autocrafting setup. :c

    Posted in: WIP Mods
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