• 1

    posted a message on [1.7.2][Forge]Aesthetic and Colored Beacons: Have Decorative Beacons without Beating the Wither[April 12, 2014]
    Quote from Akitori

    bugs with textures.

    I'm stupid. Thanks. Here's the fixed download
    Download
    The main post is fixed too.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]
    Quote from Fixided

    Haha, works perfectly :D
    But what happens if I lose durability and my armor's ID now has a META data

    I haven't tested for that, but in theory it shouldn't matter.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]Aesthetic and Colored Beacons: Have Decorative Beacons without Beating the Wither[April 12, 2014]
    They do need to have open air. If I can manage to get the rendering to stop at the block that's obstructing the beam, I might remove that.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]Aesthetic and Colored Beacons: Have Decorative Beacons without Beating the Wither[April 12, 2014]
    The colored functional ones still require them, but the aesthetic ones will work without the pyramid.
    Posted in: Minecraft Mods
  • 5

    posted a message on [1.7.2][Forge]Aesthetic and Colored Beacons: Have Decorative Beacons without Beating the Wither[April 12, 2014]
    Aesthetic Beacons Mod
    This mod allows you to color beacons, as well as craft much cheaper but non-functional beacons. To color a beacon, just put any vanilla dye in a crafting table with a non-colored vanilla or aesthetic beacon. Colored beacons can also be created using stained glass instead of regular glass.

    Thanks to setosorcerer for the mod review!
    *Note: The rendering issue seen in the video is an incompatability with Optifine.
    Download, Installation, Etc.
    Any feedback is appreciated. If you find a glitch, please report it. Please include a crash log, if possible. Install forge via any means, then put the unaltered zip into the mods folder. Source code is included with the download, if anyone cares.
    1.0.1 (1.7.2): Download
    src: Download
    1.0.0 (1.6.4): Download
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]
    Quote from Fixided



    Instead of writing DIAMOND,
    I could put 310? (Diamond helmet ID)

    Yep. If it's already broken, tell me so that I can fix it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]

    Disgusting. Anyway,

    Quote from Fixided

    Could you fix Modular Powersuit?
    It doesn't show the armor in the config

    I wont add specific fixes to every armor, but I've added an add-by-id function.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]
    Quote from BioMasterZap


    Ah, that works really nicely. I just tested for myself and it even detects the new armor sets from the fusion plugin as well! Thankfully they share the same name ingame as they do in the config.
    So yah, this mod should work amazingly with the mods I am planning. Now I can config simple ores to make all the armor the same protection as diamond but give them all dif buffs I wanted =D And I'll be sure to work on a mod spotlight for it soon!

    Also, I have a suggestion. While I may not use it, at least often, have you considered adding a 5th part of the set being the item in hand? It may be a bit tricky due to mod weapons (like simple ores new bows or scimitars) but it would be interesting to require a full set and a weapon for some buffs.


    Edit: Hey I tested out the mod some more today and I noticed one thing. The potion effect strength aren’t showing ingame. Like I did jump boost 10, but it just says "jump boost 0:00" even though I am jumping super high. For all of them, but one, the effects seems to apply even though it didn't list the right level. For Regen it seems bugged. I set it to regen 5 and I am not regenerating at all (once my naturally regen stopped due to low hunger). The hearts shade like they are regenning, but nothing happens.

    Also, do you think you could look into a buff to modify the player's natural attributes and not just potion effects? I ask this because of speed. With the status effect you move faster, but if you jump it is still normal speed. But I know there is a way to make the speed effect your jump and I think this is by editing the player's speed and not just applying the effect. It would be nice if there was an option to modify that since I believe it not only would fix speed/jump thing, but allows it to stack with the status effect. Although I understand if it is a bit tricky to allow editing of that stuff.

    I'll look into figuring out why the regen doesn't work. I think I know what's wrong with the potion names, but I'm still trying to fix it. I'll think about changing the speed, but that may (or may not) require the use of core modding, depending on how it's done. When I get all of this done, I'll post an update and include the held item.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]
    Quote from BioMasterZap

    Wow, that was quick! The new update looks great. The new config looks a bit more complex, but I think I understand it well enough. Actually it is probably simpler than the old one but I was used to it XD

    Quick question, where would I find the material names for modded armors (or the easiest way)? Sometimes the name isn't as obvious as it should be (e.g. leather=cloth in vanilla).

    The full list of functional names will be in the config. For example, with Simple Ores 2, the instructions read
    ####################
    # set 1
    #===================
    # This will define a single set. Copy this with the name "set 2" (3, 4, 5...) to make others.
    # For 1 through 4, put a valid material. Leave it blank to ignore that slot. Put EMPTY to require an
    # empty slot. Put ANY for a wildcard. Valid material names are:
    # CLOTH
    # CHAIN
    # IRON
    # DIAMOND
    # GOLD
    # COPPER
    # TIN
    # MYTHRIL
    # ADAMANTIUM
    # ONYX
    # 5 and 6 are a valid potionID (See below) and level
    # vision
    # speed
    # strength
    # invisible
    # poison
    # resist
    # fatigue
    # fireresist
    # jump
    # weakness
    # hunger
    # haste
    # wither
    # nausea
    # blindness
    # slowness
    # regen
    # breath
    # You can add "Effect 2" (3, 4, 5...) and "Strength 2" (3, 4, 5...) to add multiple effects for one set.
    ####################
    Unfortunately, that's all the information there is. I might think of a way of finding the in-game name, but that would be just as prone to error.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4][Forge]Armor Effect Mod: Add Potion Effects to Armor [January 18, 2014]
    Quote from Fixided

    1.6.4?

    Finally!
    I can't believe this is the first update I've given this post.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    Quote from purenrg

    i'v tried the leather armors mods and chicken cages. neither are playing nice with forge. is there something missing cause they are just crashing.

    Sorry, I've been kinda ignoring modding for a while. As such, all of my mods are outdated and have received no testing past 1.6.2. If the error is with mc 1.6.2 and forge 1.6.2, give me a crashlog and I'll look into it, now that I've got most of my problems sorted out. It might be a few days before I start to update my old stuff (if I do decide to update it; I tend to think most of my work is terrible) but I think I'm ready to start working on new ideas.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2][Forge]integerArray's Mods: Gilded Tools, Smart Torches, Leather Armor++ [July 29, 2013]
    Quote from castlehunter

    Leather ++ mod is absolutely amazing! I have been searching for something like that for a very long time. Just before I download... is the chain-leather armour dyable too? If not could you please add that feature?

    Currently it isn't, but I might get around to it when I have everything else I need to do done.
    Posted in: Minecraft Mods
  • 0

    posted a message on How to make armor have infinite durability?
    Make a new post, don't just revive months old ones. Anyway, you might want to take a look at this
    package net.minecraftforge.common;
    
    /**
     * This interface is to be implemented by ItemArmor classes. It will allow to
     * modify computation of damage and health loss. Computation will be called
     * before the actual armor computation, which can then be cancelled.
     *
     * @see ItemArmor
     */
    public interface ISpecialArmor {
    }

    This interface is something you need to implement in your armor class. The problem stems from this line.
    prop = new ArmorProperties(0, armor.damageReduceAmount / 25D, armor.getMaxDamage() + 1 - stack.getItemDamage());

    line 117, net.minecraftforge.common.ISpecialArmor
    The last parameter is the max amount of damage the armor can absorb. If your armor had a max damage of zero, you end up with 1 as the maximum for the armor to absorb. However, if your armor implements this interface, then it will use an ArmorProperties object supplied by your class.
    Posted in: Modification Development
  • 0

    posted a message on The Problem with Man's Number System
    Imaginary numbers aren't non-existent. "Imaginary" is just a name, and a rather bad one. Also, mathematical objects don't have to be physically constructible. And just because 3 is a digit in almost all numbers doesn't indicate that anything is wrong, it's just that "almost all" (which is a literally correct, technical term) isn't necessarily every number. The big bang was not an explosion, so taking place over a wide range of space doesn't require multiple "bangs". Special relativity is about how time is measured and experienced. Having a different relative time doesn't let you change the past.
    Posted in: General Off Topic
  • 0

    posted a message on [1.6.2][Forge]Gilded Tools Mod[July 29, 2013]
    Quote from Scubacide



    I tried that and I couldn't get them to work. :s I tried adding a section for the mod itself like IC2, RedPower, etc has, but I couldn't get that to work either. I put the IDs (5011 and 5015) along with the vanilla axe IDs and that didn't work either. :c

    This is the section I tried to add.

    =================================
    }

    integerArray_gildedtools {
    S:axeIDList=5011; 5015
    S:blockConfigKeys=
    S:configPath=integerArray_gildedtools.cfg
    S:itemConfigKeys=
    S:modID=Gilded Tools
    S:shearsIDList=
    =================================

    Try using the ids again, but add 256 (so 5267 and 5271). There are two numbers associated with the ids of items, and I can never remember which ones the configs use.
    Posted in: Minecraft Mods
  • To post a comment, please .