Hey Zera, Noppes. Just thought up a great suggestion for the next version of MPM, whenever that may come out. It would be great if we could hide individual pieces of armor, or all armor entirely from view. This way we can see our models & skins that we worked so hard on!
Thanks for working hard on this mod. And thanks especially to you, Zera for keeping an eye on this space for everyone.
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Ultimately, altering the hit box of the player based on scale changes this from an aesthetic mod.
It goes against what this mod was intended as.
Regardless of what the F.A.Q says, this has been a question/request over the past several years. Even in Version 1 of MPM.
It is incredibly unlikely to change to the point that the hitbox will change within this mod.
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While yes, the F.A.Q does in-fact state "maybe" it would be added but it's incredibly unlikely. For the exact reason the answer gives.
Consider you play on a server without MPM installed but you encounter another player who does. How unfair of an advantage it would be if that other player were much smaller.
Personally the only way I feel this would be fair would be if this only effected an entire server who also had the mod installed, which for a Forge Server is required for all players to also have it installed. This isn't the case for a Bukkit/Spigot server and puts other players at a disadvantage. There's also players who play with larger scaled models, that's also a disadvantage.
The only solution here, would be to find a way to make the 'hit-box' in PvP scenario the same regardless of size but allow the 1x1 squeeze through blocks in the world. A "scaling scale" as it were. Which would not only be a pain in the **** to do, if it were possible, but also incredibly buggy and iffy at best.
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Making Hitbox changes with MPM has been asked many, many times and each time has been declined.
I'm afraid it's just not going to happen.
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This is intended. This mod is Purely Cosmetic, and will never have scaling hitboxes.
Snout and Tail doesn't require a portion of transparency though. Ears do however.
What file-format is your skin because even if you use Photoshop you can still lose the transparency during the save and upload process if not saved in the right format.
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One or the other.
You can use either the mod or the plugin on the server to make it work.
Plugin uses permission node.
Mod uses gamerule.
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Not 'beta fan', just no interest in dating back my Minecraft version. It either exists somewhere to use or it doesn't, simple as that.
I am not going to be one of those folks who are 4-6 versions behind because they're too busy living in the past. ;P
Also I found a solution that doesn't require me to wait "2-3 years".. Which I don't know where you get that timeline from to begin with.. I posted about it, but you must've skipped that post to make that comment instead.
1.10.2
Now I had a question, I recently crafted myself a Crossbow, but cannot for the life of me figure out how to make the bolts.
I read somewhere I need to make a tool-rod and pour iron on it, that didn't work. Atleast not with stone or iron rods. And I didn't see anywhere to combine those anyway either.
Am I missing something somewhere? JEI doesn't give me any information, so I'm at outdated Wikis it seems and guesswork. Haha!
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So a question, is there a mod out there that can support liquid transfer through pipelines for Tinkers2?
I tried Translocator but those just pop off the Smeltery and Tanks after they've transfered even a little fluid.
I also attempted to use ITanks for a more fluid tank useage, but those don't work as I had hoped either. Haha!
Since it doesn't appear Tinkers tanks will 'drain' to lower tanks (expanding tanks) that ITanks claims to have, I had hoped to install something that allowed me to create large tanks for individual molten storages, and pipes to allow those to transport the liquids.
I was looking at Mekanism, but I'm not sure if those pipes, etc; would work with the Drains, etc; or not.
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For a hybrid plugin+mod server, you can install either.
If you want the data of models to send between clients, yes the server needs one or the other for that to occur.
The permission node only works with the mod or plugin installed, as it prevents the entity data from being sent to the other player(s) from the player turning into an entity. This means a player can look like an entity on their client, but no one on the server will see the entity.
An option to disable armor would be nice too I think
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Limitations beyond the permission node to use Mob models won't be added to MPM I'm afraid.
If you want to police any player model modifications you'll have to do that yourselves with your Staffing team.
Noppes does not believe that limiting player creativity/functionality is a direction this mod will take.
While I agree that limiting certain combinations of scale or other modifications that just out-right ridiculous would be nice, it isn't exactly in the purpose of this mod for that sort of ordeal.
This particular type of request has been asked quite a few times already, and rejected for the same reasons I have listed above.
Perhaps it is time these sorts of questions are added to an F.A.Q
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No worries, I'm not always 100% great with words. Probably could've been a lot clearer?
If you have trouble, let us know. ^.^
Also with the permission node, you'll want to negate it (or make it negative, whatever) since it's something that's given automatically by default.