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    posted a message on AppleCore (an API for modifying the food and hunger mechanics of Minecraft)
    would it be possible to implent the saturation levels for food that is given by Hunger Overhaul into AppleCore aswell?
    it's a quite helpful feature when combined with NEI, as you can simply NEI the the saturation level that you need and it'd show you all the food of that specific saturation level
    Posted in: Minecraft Mods
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    posted a message on Progressive Automation - Upgradeable Machines
    just a few ideas throwing around here, feel free to ignore them

    as suggested before, how about a machine to autokill mobs?
    ofcourse there would be 4 tiers, and it'd work the same as the other machines.
    but there'd be a bit more to it, where the wood tier only kills mobs and nothing else.
    stone tier kills mobs and gather their loot, iron kills mobs and gathers loot and experience and diamond tier is the final tier.
    there'd have to be a way of using the experience collected, which brings me to another idea.

    there'd be a new item which is basically a container for experience.
    this container comes in 4 tiers, each tier being able to hold more experience.
    the experience containers can be used by machines starting from the stone tier.
    when you've a machine with an experience container, you're able to choose one enchant to be used on the tools, and the level depends on the machine tier.
    if you've a stone tier, you'll have a level 1 enchant. iron is a level 2 enchant and diamond is a level 3 enchant.
    you can pick between silk touch, fortune, looting, unbreaking, efficiency and sharpness.
    note that the machine doesn't actually enchant the tools in the machine, it'll only use that enchant on tools till the experience container is empty
    after that it'll use the tools as it'd normally use.

    there's a small bonus using this together with enchanted tools, but not enough that's actually profitable to have both the machine running at for example fortune 3 and using a tool that has fortune 3 aswell.
    the enchant and level of the enchant will decide how fast the experience container will drain, and you'd be able to configure the level of the enchant with each machine.
    for the efficiency and sharpness enchant, seeing as it has 5 levels, the stone tier would be level 1, iron would be level 3 and diamond would be level 5

    another idea I had would be to make the machines actually being able to progress, instead of it being just tiers.
    just as a player can gain experience by mining ores or breeding animals a machine is able to gain experience by doing it's job.
    each time a machine does work, it gains experience, and with enough experience the machine can level up.
    with each level, the machine becomes more and more powerful.
    everytime a machine levels up, it could for example get a larger internal inventory, becomes more fuel efficient and tool efficient (giving less damage to the tool when used) and perhaps allow the use of new kinds of upgrades.
    there could be a seperate inventory slot(s) aswell where you can place tools in, instead of having to use a hopper to keep providing the machine with tools.

    the level of the machine also decides how much upgrades the machine can hold.
    so obviously at level 1 the machine can only hold a few upgrades.
    there would also be a special inventory where you can find all the upgrades, so you can easily add or remove upgrades.

    there would also be special upgrades for each machine, just like how there's the cobble gen upgrade for the miner right now.
    for the planter and chopper there could be a fertilizer upgrade, for the planter there could be a hydration upgrade, for the slaughterer there could be a breeding upgrade allowing you to use it for animals aswell and so on.
    there's also the special option of upgrading a machine through leveling.
    when a machine has reached it's maximum level for the current tier you can upgrade the machine to the next tier for a lower price then what it'd normally cost.
    this way you don't lose your machine's experience when you are ready to move onto the next tier.

    just a note, I've no coding knowledge myself, so I have no idea if these ideas are even possible...
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    is it possible to offset the minimap? I like to have my minimap in the topright corner, but I don't want it to be completely stuck in the corner, but a bit away from it. but I can also imagine people who'd like to have their minimap at another exact location.
    Posted in: Minecraft Mods
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    posted a message on [FORGE] MineCamera - v1.0.1 - View your world from a whole new angle
    Quote from jjjworley
    I wish you would add camera item and monitor so everything could be viewed by a central location. With recipes.

    that's what I was hoping aswell, to have an actual camera model instead of a floating head
    but nonetheless, very awesome mod
    Posted in: Minecraft Mods
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    posted a message on [NOT SERIOUS] Villager's Nose
    would it be possible to put the noses on other animals and perhaps unlock special trades with them?and what if you wear the nose yourself and try trading with villagers? would they think you're one of them and they'll give you better trades?
    Posted in: Minecraft Mods
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    posted a message on Dual Hotbars [Updated! Single jar for 1.11 and 1.10]
    forge and mods
    and I already tried removing Optifine, as that's the usual suspect, but that did not help

    EDIT: I just had the button problem again and took a screenshot



    the mouse is actually at the white spot (screenshots don't render mouse cursors so I had to to add a dot)
    I have to have the mouse at the dot to be able to click on the quit button
    Posted in: Minecraft Mods
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    posted a message on Dual Hotbars [Updated! Single jar for 1.11 and 1.10]
    hmm, the button issue seems to be gone as I can now click the buttons at the location they're at, but everything still gets shifted
    here's a screenshot of it happening



    it might be a good idea to mention that on 1.7.10 the configurations can be changed through the mod menu, without that I wouldn't have known where to look for it
    also, when changed to the full horizontal bar, the problem seems to be fixed
    Posted in: Minecraft Mods
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    posted a message on Dual Hotbars [Updated! Single jar for 1.11 and 1.10]
    I installed the mod this morning, but I had a problem with itbecause this mod adds 2 hotbars all the menus get shifted up, but the area for buttons that you need to press remains at the same spot

    I tried changing the configuration so there's just 1 large horizontal hotbar, but for some reason the configuration file was completely empty
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    would it be possible to create dynamic world generation for Unique Artifacts?
    with that I mean world generation structures that can be different each time it generates.

    one time a structure could have a trap near the door, but the other time there could be a trap near the ladder.

    with that would it also be possible to actually make secret traps, because right now it's quite obvious where arrow traps and wallplates are. it's obvious where they are, because they stand out too much and are located at the same exact spot on each structure generation, and the amount of iron swords that I collect from them... wow.

    perhaps if possible you could have it so the arrow traps become a different kind of block, instead of it actually using an item from the internal inventory, it can use different types of items, such as swords, arrows and potions, but they can't be collected from the internal inventory, they're locked onto the trap. to prevent people abusing this as a cheap way of getting free blocks that can attack or throw potions, you can't pick up this block, if you try to break it it's gone forever, or perhaps add a damage value to the block, where it can be used 8 times before it breaks.

    people would still be able to cheat with WAILA if they want, as they can look at a block to see if it's a trap or not, but it is possible to fool WAILA to have a block look like a normal block. this was done with silverfish blocks, instead of WAILA telling you it's a silverfish block, WAILA will instead tell you it's normal stone.

    the reason why I'm suggesting is because for me Unique Artifacts adds some nice content, but the items are just too easy to get if you compare it with how much trouble it takes you to gather these items. the world generation is quite high, which can be turned down ofcourse, but the structures are still too easy to pillage
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from MoridinIshamael

    Hey there one of the news guys from the FTB forums! Turns out, Way is working on just that! He's adding in an effect that will reduce the quality of your blood sacrifices if you have died recently. Not only that, but I believe that it is also going to be used to kill the effectiveness of your Bound Equipment and whatnot as well. If I remember correctly, he's referring to it as "Soul Fray" and its going to rebalance the power of the Blood Mage. There are also going to be some updates to Bound Armor which will make it slightly less OP to start with, and you have to upgrade it after it making it to get it back to where it used to be.

    Also: He hates the Fallen Kanade. He's working on something that will work similarly to Soul Fray should an altar detect one nearby.

    Speaking of Soul Fray... he's also been thinking of that being an effect the higher demons coming up will inflict on you.

    So, good news?

    pretty good news, though I don't know if everyone will think the same ;)
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    I don't know if this has been added already, as I'm still on 1.6.4 or if someone already suggested this, but would it be an idea if people would suicide sacrifice themselves rapidly to get LP their hearts would slowly decline? if you die a first time of suicide sacrifice nothing happens, but if you die within 5 minutes by suicide sacrifice again, you'll respawn with only 9 hearts. die again within 5 minutes by suicide sacrifice, you'll respawn with 8 hearts. die again by suicide sacrifice within 5 minutes, you'll respawn with 7 hearts and so on.

    and I don't mean you'll respawn with a heart damage and you'll get healed pretty quickly, I mean you actually lose a heart, for example how Extra Utilities does it now with obtaining Soul Fragments. but if you were to lose a heart, it's not gone forever, but it'll take something like 30 minutes before you can half a heart back.

    this way it should discourage people to continuously suicide sacrifice themselves and quickly regenerate some health so they can continue the suicide sacrifrice
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    this may be a bit of a stupid idea... but would it be possible to add it ingame, or perhaps through a website tool, where players can rate the biomes, give them a rating between 1-10, and through the results of that voting a biome generation would be created with the favorite biomes spawning quite often, and the biomes that you don't like either get turned off, or have a really low spawning rate?
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    this might be a bit of a stupid request, and I don't know how doable it'd be, but would it be possible to add some sort of "Street View" option to JourneyMap? for me JourneyMap feel kinds of like Google Maps, and I love the functionality of Street View, and it would be pretty awesome to have the same feature for JourneyMap.

    you'd open up the JourneyMap map and you can select a waypoint and choose the street view function. what'll happen is that the player's view will get taken to that waypoint and the player can look around that area. to word it in a simple way, the soul of the player will get taken to that waypoint and the player can look around that area, but the player can't interact with that area. the player also can't ghost through blocks, so this is not an easy way of finding diamonds and such.

    if possible the street view area should be frozen, so no ticks should happen, just like with normal street view as you don't see people moving around in there. so entities don't move and plants won't grow. this should prevent people using it as an easy way of chunkloading an area and perhaps it won't cause too much lag, trying to keep several areas loaded at once. perhaps for singleplayer it could be done that the game will pause when using this function, but ofcourse for multiplayer the sun/moon would still move and time will pass.

    now you might think what the use of this is... well, in modded minecraft I usually set waypoints for world generation structures, and the same kind of generations get the same name and color. downside is if you've explored enough you may end up with like 5 waypoints of villagers, but you need to go to that 1 village that may have that one thing you need, but you don't know which one it is anymore. with this function you could "street view" the village waypoints to find the village you need to go to, without having to actually go to all of the villages. this could also be a helpful function for multiplayer admins, if they need to check up on players. the admins can quickly view the area, but their player doesn't actually get taken there.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Beringtom

    You are assuming that i know what AOBD stands for ;)

    Another One Bites the Dust
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Quote from korocota
    This is looking good my sir.

    Im not 100% with the idea of the arcane infussion directly sucking required aspects from the network per se, that's fancy looking and space saving, but you are already not needing anymore alchemy golems/pipe systems with this in a certain point, I would keep the jars or make it require a hard to infusion craft block to do the infusions.

    perhaps have something like an alchemical fumer block, which can send essentia to blocks and machines from the ME system, with the limitations of having a short range and a good chance of spilling some essentia, thus requiring more essentia then what you'd normally need, ofcourse configurable
    Posted in: WIP Mods
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