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    posted a message on [1.7.2]Custom Weapon Attributes
    Will give it a shot when I get home. That's more or less how I was picturing it(with the whole for loop). :)
    Posted in: Modification Development
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    posted a message on [1.7.2]Custom Weapon Attributes
    That actually helped a bit. What do I call for crits? and the 3x3 mining? and hitting multiple enemies?
    I'd assume the 3x3 would be searching for blocks in an area from the one you mine and mining them somehow..
    Posted in: Modification Development
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    posted a message on [1.7.2]Custom Weapon Attributes
    Something like that, yea. Kind of getting inspiration from Tinker's Construct where like the cutlass can crit even though you're not 'falling', the rapier hits faster than like a normal sword, scythe hits multiple mobs.

    I had ideas like daggers could crit, like a greatsword(2H warrior style) would like cleave to hit multiple targets, but would be much slower than a normal sword swing, things like that.

    I've got custom sword, and I have it to where if you're holding it you can have a potion effect on, but I can't figure out how to make anything else happen aside from potion effects; including on hit things (potion effects only seem to apply to the player).
    Posted in: Modification Development
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    posted a message on [1.7.x/1.8][Forge] Making custom armor that adds potion effects and more
    How could I get a mob to not get knocked back when hit? I tried this, but that makes them go through the floor and anything higher has no effect..


    @Override
    public boolean hitEntity(ItemStack stack, EntityLivingBase hitEntity, EntityLivingBase attackingEntity) {
    hitEntity.knockBack(hitEntity, 0, 0, 0);
    return true;
    }

    edit: removed commented out code
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.7.2]Custom Weapon Attributes
    New to modding, but have learned some basics from tutorials like adding items/blocks, making tools functions, etc.

    Wanted to make custom weapons with innate attributes (such as a dagger that can crit without jumping, rapier type weapon that can attack faster, but has no knockback, area of effect weapons, etc). I've tried searching all over, but either it's really hard to find, or I'm blind and can't find any such thing. Also can't find how to do custom arrows, but that's not nearly as important.

    Any help provided would be great. :) Sorry if I'm in a wrong section.
    Posted in: Modification Development
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    posted a message on [B1.8,MC1.2.5] CraftingTableIII - Bug Fixs, More mod support
    Quote from Inurosen

    IC2 devs have changed something in their recipe system.

    Ah, ok thanks. Waiting for patch then I spose. Wiki, ho~
    Posted in: Minecraft Mods
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    posted a message on [B1.8,MC1.2.5] CraftingTableIII - Bug Fixs, More mod support
    Howdy. I noticed that CT3 isn't working with my IC2 items. Is there a reason for that? I know it worked before (I had to redo my .minecraft folder so I may have missed a step somewhere). Any help is much appreciated.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    I've gotta say. I'm starting to love this as a break from normal Minecraft. I think it can even surpass it. Normal Minecraft is a tad bit too easy and doesn't leave much for the OCD type minds to do. This keeps me busy and is quite fun to go exploring to find new stuff. Keep it up yo. If I find anything I think can be improved or bugs and such, I'll be sure to pass them on.

    BTW Direwolf20 sent me here.. <3
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quick question only cause I can't find a wiki or thing of the sort.. Basalt cobble.. Does it have a use, if so what for?
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] DaftPVF's mods
    Question about the treecapitator mod.
    Is it possible to make the axe take the proper amount of damage depending on the amount of logs cut down? (like another mod, but it made all the plants wonky.. =\ )
    I find it a bit unbalancing that axe takes damage per tree rather than per log. Unless it's just me missing something and it's already working like that.

    Also, sorry if this has been asked before and I missed it.
    Posted in: Minecraft Mods
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    posted a message on [MOD] Battle Towers BetaV1 - New Rarity Patch available.
    Quote from zeno 01 »
    1 question, what happens if i enter a tower in peaceful, or do they even appear there?


    This may have been answered already, I'm not sure.

    If you enter on peaceful, the spawners work just like normal spawners; meaning they won't spawn anything (though they still make the little puff clouds). The golem at the top will still show up, though he will despawn and disappear if you get close enough to activate him.

    So effectively if you want to take all the challenge out of it, you can turn peaceful on until you get to the top, switch it to easy, kill the golem then turn it back to peaceful. You may want to block off the stairs before hand because I've done this and some mobs are able to jump up the stairs. Damn creepers.. >.>
    Posted in: Mods Discussion
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    posted a message on [MOD] Battle Towers BetaV1 - New Rarity Patch available.
    Ok, so I looked on the first page and didn't find it.

    How do I remove this now?

    I've enjoyed it, but I think it makes the game a bit too easy to get TNT, diamonds, mossy, etc. Is very nice mod and all, but how do I remove it so I can make normal worlds again?

    Thanks for the info. :happy.gif:
    Posted in: Mods Discussion
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    I made an account just to say this..

    I love you, and the BetterLight mod. <3

    I love it. I used AO when I saw it in a let's play on YouTube, and I loved that; that same person updated in one of his videos that AO has been updated, I saw what it did, and I had to have it.

    That being said, I agree with other people here on it being darker. I can live with that though as I usually play at night, so I can see everything fine anyhow. Only thing left is to make water tiles look just as sexy as the rest of them. (Maybe it's just me, but water tiles still look like the normal ones with the square lighting effects.) Not sure if it's something that can be fixed or not (or if it's anyone but me noticing that) but I thought it'd be worth it to throw it out there.

    Keep it up! I loves it to death! <3 <3 <3
    Posted in: Mods Discussion
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