• 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Latni »
    Is there any way to alter the color of the text that is hardcoded on to the UI elements? I've been pulling my hair out all evening trying to figure it out.

    Well, the vanilla way allows this through editing the language files in the gui.container section. You simply need to prefix it with the symbol § and a number (0-9) or letter (a-f, k-o, or r) to change the way that particular text looks in-game. You can see what the formatting codes do here. Also, you'll need to save the language file as ANSI format to use the § symbol in the language pack... If you're unsure of how to do that, see the bottom of the linked page for an alternative. Just tinker with it (with a back-up, of course). :)

    I'm unsure of if MCPatcher has something that also does this, but it probably does. :P
    Posted in: Resource Packs
  • 2

    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Bad news = Fixed. Turns out that it was a mistake of me forgetting that Minecraft has editable grass and foliage colormaps supported in vanilla, and I was trying to do it in MCPatcher. In any case, this is now fixed. :)

    Good News:
    You still get to test it out now. Here's a temporary page for the download until the Github's all finished up. This page will soon contain a list of unfinished textures/sounds/language and mod support as well.

    dereksmith, please sync the main pack (from the download page linked above) to the Github when you have the time. I've created a temporary repository for the pack, to which I've added you as a collaborator to so that you can freely edit the pack as well. Whether you decide to sync the download from above to yours or just fork the one I made is fine.





    Mod Support Stuff

    Balkon's WeaponMod v1.13: (81/82 Textures complete)
    Looking through the previous posts, I've compiled up the complete set of created textures for Balkon's WeaponMod. There are only one texture still needing to be done for it. All that's left to do is the flintlock.png, which is one of the items. Everything else is done. I've added a long_weapons.png myself, made from the item textures that were already in the pack, as well as knicked Rex_302's javelin texture from the long_weapons.png he'd made. I think perhaps he'd accidentally made the textures 64x instead of 32x, so I cut it down to size.

    So, again, the only texture still needing finished is the flintlock pistol's flintlock.png. Until then, you can get the compiled pack from the temporary download page I'd linked above (not the github). :)



    Solar Apocalypse v4r4: (7/7 Textures complete)
    I've checked ZappyChild's post and found that he has indeed made complete support for the Solar Apocalypse mod.



    I will be checking the textures completed for Buildcraft, IndustrialCraft 2, Ropes+, and Ugocraft as well, so stay tuned for news on that. :P
    Posted in: Resource Packs
  • 2

    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Someone seems to have switched out the old stone bricks textures for Nether Quartz. How does this affect overworld strongholds texture-wise versus the lore? While it wouldn't normally be bugging me, the CTM for Stonebricks has not changed (except for a few rotational additions on my part). In any case, for now, I'll just set it aside as old CTM.

    The other CTM is being reorganized to be a bit more readable to users wishing to change/add their own. The folder format is #### - BlockName, If it has different blocks in metadata, another layer of folders is added with the name ## - MetaVariant. As an example:
    0005 - Wood Planks\
    00 - Oak\
    0.png
    1.png
    2.png
    3.png
    4.png
    Blocks, Slabs, & Stairs.properties
    01 - Spruce\
    0.png
    1.png
    2.png
    3.png
    4.png
    Blocks & Slabs.properties
    Stairs.properties

    Where the 0005 in "0005 - Wood Planks" is the block ID. The reason for four digits is due to the possible future ability to support blocks added in Forge Mods, which go up to a max of 4095. CIT (custom item textures), if any of that is added to the pack, should likely be named with a preceding 5 digit ID for the same reason, except that item IDs can go up to 31999.

    I'm mostly complete with setting things up thanks to Froman. He's sent me what I need to fix up a few things that had broke in the transfer from 1.4 to 1.5.

    I need to make a few more adjustments, write links/credits for some things, list what's missing for 1.6 (with maybe a suggestion or two) and link all of the different parts here. Sounds will be packaged with textures, but music will be packaged separately. The sounds packaged with textures will also have blank music in its place (to be replaced when you add the music add-on)... Rather silence than default music popping in, eh? :P See my reply below for what's going on with music...

    I hope these are all acceptable changes and that they all make sense to contributors, as they're mostly internal and won't affect the user much. Once I'm sure that the music add-on won't get taken down for copyrights, then it will be included in the rest of the Resource Pack as a single package.




    Quote from Gamer11000
    Inspiration! This is just an idea that pop'd in my head wile making my map....I think the textures for the pressure plates are all pretty similar. I think we should change one of the heavy/light pressure plates into "Newspaper"

    Imagine having a hallway with newspapers on the floor!

    and if we use the regular pressure plates i'd bet id look realistic how the paper makes a folding noise and compacts when you'd step on it

    Firstly, pressure plates don't have their own textures. They borrow textures from pre-existing blocks (oak planks, stone, iron block, gold block). To do this would require CTM. While CTM is both possible and quite easy to do, it's not ideal to those who don't use MCPatcher or Optifine. Which, I'm not sure why you wouldn't anymore, considering both work fine with Forge these days.

    It'd take two properties files for the CTM to work properly. One to apply the newspaper texture the top (if not given a rule, the pressure plate's top texture will change when active), and another for the sides of the pressure plate. Can't do a lot with it, as you're only given about 2 pixel height to work with.

    I think then the only issue would be sounds. How would one go about making it sound like you're stepping on paper while maintaining menu button clicking, lever flipping, and button pressing? They all use the same sound file. The menu buttons can be given their own in 1.7, but I don't think that's the case for the other things.





    Quote from Gamer11000
    So whats going on with the sound pack issues atm? I'm not too knowledgeable in the copyright specifics, but are we still gonna include it...cause it really makes a difference.

    Sounds are coming back, it's just that they'll likely be packaged separately from music from now on. We don't need to lose ALL sounds just because the music may be copyrighted. That said, I'm on the lookout for free royalty free (yes, that first free is needed) music. I have 6 songs that seem fitting enough for the pack. I just need to write out credits and links for it, as it was pretty much the one condition of use.

    I'll try to write them out today. Until I have the other 6 songs (which will be difficult or may take a good while), I've simply added two copies of each song as filler.
    Posted in: Resource Packs
  • 1

    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Quote from DeWolf
    Ways to change text color require mc patcher but it is as simple as changing the text color as the font is just another texture:

    Nope. Seems to be supported in Vanilla to an extent. This image covers it well enough, but more info can be found here.


    So, these entries in the LAST DAYS .lang file:
    container.inventory=§aPersonal Information Dispenser
    container.crafting=§aCrafting
    return the following:
    Personal Information Dispenser
    Crafting


    This screenshot should sum it up more efficiently, though. :P

    That seems legible now, eh? :P

    Though, it's unsurprising if MCPatcher does indeed have a setting for it so it's a bit more flexible.
    Posted in: Resource Packs
  • 2

    posted a message on List of Mods for 1.8.9
    Quote from LoLeRx
    list of mods for 1.7?

    I have to wonder why I should feel inclined to reply to you when you're not inclined to read at least some of the posts before yours...
    Posted in: Minecraft Mods
  • 2

    posted a message on List of Mods for 1.8.9
    Quote from Conraad
    Is this mod list actually stil being updated, because the list is pretty out dated, and in some instances mods just aren't added, Ive been submitting my own mod to be updated on the list more than 20 times now for 1.6.2 and 1.6.4 and nadda this is over the course of a month, so just want to know is the list been maintained atm or do we perhaps need a better list, I honestly find mods still way better on planetminecraft stuff is actually being updated on there so yeah take note.

    Planet Minecraft is not the same as a mod list. It's a mod hosting site, actually offering downloads. You can make accounts and manage your own mods there, all fully automated. Every mod has its own manager.

    On the other hand, this mod list is literally run by two people. Two people who have things to do aside from make sure the list is updated 24/7. Every new mod added to the list requires a certain amount of attention to be sure they work and that the information provided is accurate. I tire from the things I must do on a daily basis to the point that I lack drive to continuously add things. Until we get more people capable and trustworthy with the list, you're free to look elsewhere.

    That's a silly comparison to make. Put simply, yes it's still being maintained. The last update (stuff added) was two days ago if you hadn't read the front page of the site. Yes, your mod is on the submissions list to be added when half of the staff (1) gets around to having the drive to provide you the free service... New submissions come in all the time. If the point hasn't come across yet, then how about "It's hard to keep up".

    The list is fair game, free for all to use, ad-free, and no money is earned from it. The two people who do work on it are 100% volunteers. Myself and GrygrFlzr.
    Posted in: Minecraft Mods
  • 1

    posted a message on Snapshot 13w42a Ready for Testing!
    Quote from Bjossi
    ... I'm not too sure about witches spawning naturally, the witch huts weren't that interesting to begin with (unless you know how to create a farm out of them)...

    Surely they'll be much more interesting when something that poses a threat will spawn there naturally. Might make you think twice about going in with nothing to steal that cauldron! :P





    Quote from Ozcr
    I can see people putting inappropriate pictures in there server icon...

    That's always a risk/hazard that comes from visiting any unknown places online. Though, likely, places that run servers from official hosting sites will likely be restricted/moderated in that manner, and you'll probably be able to see what the icon is long before viewing it in your client. We'll just have to wait and see. :)





    Quote from Dragonara
    when will minecraft 1.7?

    The best thing to do if no official resources have posted an ETA or release date is to assume that there isn't one, and cannot yet be answered. Mojang's made a habit to only give expected dates for snapshots (if there's going to be one that week). Until then, keep an eye out on mojang.com for word of a pre-release (not snapshot). They only give you a date to expect when they release pre-releases.

    Short answer: There's no definitive answer. You'll have to be patient.
    Posted in: Minecraft News
  • 2

    posted a message on List of Mods for 1.8.9
    To the person who's doing it, please stop submitting "Zan's Minimap" using the submission form. It's called VoxelMap on the list, as that's what he calls it here on the MCF.





    Quote from Slip_Stream
    Wow! I'm loving the new layout of the website!

    Yeah, it's pretty great. Thank GrygrFlzr for that. ;)
    Posted in: Minecraft Mods
  • 1

    posted a message on List of Mods for 1.8.9
    Quote from HardBastard

    Hi all. It's been a while since I've spoken in the thread. I feared the pitchforks and the torches for my absences that I must often regrettably take. The site will at some point be getting an overhaul. At that point, we can discuss new features such as what you're speaking of.

    I'd also soon like to add some people to the staff of the site so that it can more often be updated as the site at current is run by two individuals. GrygrFlzr and myself. Keep in mind that the site gains no profit as there are no ads, and thus any new staff will be the same as Gryg and myself; Volunteers.

    These volunteers will need to know certain things about the list in order for everyone to work together nicely. Mostly, my habits in formatting. ;) Obviously, once better staffed, the site will be able to update more quickly and more frequently.

    I'll be adding some mods both today and tomorrow for certain. I'll let you know and try and keep an eye out again on the thread. Apologies for all the absences!
    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    I've done what I could to repair it, though there's a few things missing. The spacing is certainly wrong, as I'm unsure of preference. The license section was lost in the gibberish somewhere. Couldn't find it, so that will need to be re-pasted or whatever it was before if you decide to. Hmm, scratch that. I think I found it. Adding it now. Also, one of the screenshots was giving me a 404 with its URL.

    Sorry that it happened Vaz, but it's happened to me on two other occasions. Once was when the mod list was still a forum post, so you can imagine what a nightmare that was.

    [img]https://dl.dropbox.com/u/34938401/TT Logo2.png[/img]
    
    [center][size=large][color=#FF0000][b]DISCLAIMER:[/b][/color][/size][/center]
    [center]Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Vazkii), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.[/center]
    [center][size=large][i][color=#008080]Psst, you can follow progress on this mod by following the github fed account on twitter ([/color][url="https://twitter.com/tt_repo"][color=#800080]@tt_repo[/color][/url][color=#008080]), or my personal one, where I post sneak peak images and general randomness ([/color][url="https://twitter.com/Vazkii"][color=#800080]@Vazkii[/color][/url][color=#008080]).[/color][/i][/size][/center]
    
    [center][color=#800080][i]I created an IRC for people who would like to discuss my work. You can find me at #vazkii on EsperNet.[/i][/color][/center]
    
    [center][color=#B22222][size=large][i]You can suggest features for the mod [/i][/size][/color][size=large][i][url="http://www.minecraftforum.net/topic/1924341-"]here[/url][/i][/size][color=#B22222][size=large][i].[/i][/size][/color][/center]
    
    
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/Introduction.png[/img]
    Thaumic Tinkerer is a spiritual successor to my [url="http://www.minecraftforum.net/topic/1645904-"]Elemental Tinkerer[/url] mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor's [url="http://www.minecraftforum.net/topic/1585216-"]Thaumcraft 3[/url]. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. As of the current release, there are 33 new things you can research, 3 of them being from Knowledge Fragments. [b]Researches that come from this mod are prefixed as [TT] for easy labelling.[/b]
    
    
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/Media.png[/img]
    As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:
    
    [spoiler]
    [img]https://dl.dropboxusercontent.com/u/34938401/2013-04-29_22.10.53.png[/img]
    
    [img]https://dl.dropboxusercontent.com/u/34938401/2013-05-06_20.00.20.png[/img]
    
    (404?)
    
    [img]https://dl.dropboxusercontent.com/u/34938401/2013-05-11_19.51.47.png[/img]
    
    [img]https://dl.dropboxusercontent.com/u/34938401/2013-05-15_22.16.55.png[/img]
    [/spoiler]
    
    What do these things do you ask? Well, you'll have to figure it out yourself ;)
    
    Or you can also check out these videos on the mod, they show off the features pretty well, beware of spoilers though :P
    
    [media]http://www.youtube.com/embed/NqWFY4UQgMY&feature=youtu.be[/media]
    by direwolf20
    
    [media]http://www.youtube.com/embed/LtRoRyhH03s[/media]
    by Joebuz of TheAtlanticCraft
    
    [media]http://www.youtube.com/embed/IzFHQJP0W0o[/media]
    by MartysGames
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/License.png[/img]
    [img]http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png[/img]
    
    Thaumic Tinkerer by Vazkii is licensed under a [url="http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB"]Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License[/url]
    
    If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the [url="http://www.minecraft...dated-1352013/"]Thaumcraft 3 thread[/url] (Mod Packs section), if your modpack can distribute thaumcraft under the license there, you also have permission to distribute this.
    
    
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/Downloads.png[/img][url="http://bitly.com/10ZhL5j"][i][size=xx-large]Download[/size][/i][/url]
    [url="https://github.com/Vazkii/ThaumicTinkerer/wiki/Changelog"][size=large][i]Changelog[/i][/size][/url]
    [size=large][i][url="https://github.com/Vazkii/ThaumicTinkerer"]Source Code[/url] (github)[/i][/size]
    [url="https://bitly.com/10ZhL5j+"][i]Download Stats[/i][/url]
    
    To install, click download, select the release that fits what you need and drop the .zip file downloaded into the mods folder, after properly installing thaumcraft.
    
    
    [img]https://dl.dropboxusercontent.com/u/34938401/TT%20banner.png[/img]
    
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/FAQ.png[/img]
    [spoiler]
    
    [b]Q: Can I use this mod in a modpack?[/b]
    A: Read the License section of this thread.
    
    [b]Q: Any other mods by you?[/b]
    A: Check title="">my profile.
    
    [b]Q: How can I contact you?[/b]
    A: Check my profile.
    
    [b]Q: (Insert any other question here related to me, not my mod)[/b]
    A: Check the FAQ section under [url="http://www.minecraftforum.net/user/257856-"]my profile[/url].
    
    [b]Q: Haven't I seen those sprites before?[/b]
    A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.
    
    [b]Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?[/b]
    A: In theory it should work, it probably will, you should try it yourself to find out.
    
    [b]Q: Why do I crash when I use this with elemental tinkerer? Didn't you make that too?[/b]
    A: I did, but this mod uses similar, but not the equal methods from elemental tinkerer, and since they're packaged in similar ways, they're not meant to be ran together. Even if they worked, they're not meant to be ran together anyway.
    
    [b]Q: The Arcane Transmutator is overpowered, can I configure/disable it?[/b]
    A: Yep, there's an entire section in the config for that, it's the only thing in this mod I allow to be customized to the player's liking, for obvious reasons.
    
    [b]Q: Can I remove feature X?[/b]
    A: The only thing that can be removed is the Arcane Transmutator, at least as of now, if a new controversial feature comes up I may add a config for it too.
    [/spoiler]
    
    
    [img]https://dl.dropboxusercontent.com/u/34938401/MCF%20Separators/TT%20Thread/Special%20Thanks.png[/img][list]
    [*][b]Searge and the MCP Team[/b] for creating the amazing Minecraft Coders' Pack;
    [*][b]SpaceToad, Eloraam, LexManos, cpw[/b] and the rest of the Forge Team for creating Minecraft Forge, which made my mod, and many others able to exist;
    [*][b]azanor[/b] for creating Thaumcraft, of course;
    [*][b]MartysGames and TheAtlanticCraft[/b] for early support;
    [*][b]TheWhiteWolves[/b] for being an awesome beta tester, reporting lots of broken stuff and adding some awesome features.
    [*][b]mDyio[/b] for the Reaper's Scythe sprite.
    [/list]
    Like the mod? Click that [color=#00FF00][b]green arrow[/b][/color] down there ;)
    [represent]

    EDIT: I may have found the license. Updating the BBCode and editing the OP for you. The code broke on me again for a sec. I'll poke about and ask what's going on.
    Posted in: Minecraft Mods
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