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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    Quote from Quiver86

    While I agree that it would be nice, I can't possibly think of any way for this feature to be implemented in his/her mod. He would have to either know exactly what mods you're playing with, the rarity of everything so a "value" can be assigned, or find an extremely clever way to do it automatically, or just assign a low static base value for every non vanilla item. So whether the item is extremely rare or extremely common you get the same bonus from it, a cheap way and probably not very good way of doing it. Or he can specifically look into a few of the popular mods and manually add in values for all the items they add in case people play with them, which would be extremely tedious I'd imagine.


    Oh, I wasn't considering that, derp. I meant so that the benefits of leveling could carry onto all mod-added tools that one so chooses to put into the proper file, or against mod-added blocks. I was not at all thinking of experience bonuses, so that is a great point. Derp.
    Posted in: Minecraft Mods
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    posted a message on ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]
    I absolutely did NOT notice that at the bottom of the readme. I thought it was the same as the first post! Wow! Thank you! And the method for determining the auto-tool based on tool strength was just brilliant. I did not have the sticky alt issue, but that is very good to know.

    However, when I have a mod-added pickaxe (From Equivalent Exchange) equipped, it does not allow me to place the torch even when the torch is in the leftmost slot, unlike the main pickaxes.
    *tests* OH OH OH. I'm wrong. The reason it doesn't work for hoes, and those specific pickaxes, is because they already have functions to right click. As in, a hoe tills grass when right clicking. Auto Block works fantastically.

    So my only actual bug I'm having is that things that would be most affected by an axe are not properly working, due to a mod of mine that alters axes. As in, when a wood block is out, and I start beating it, it will not switch to an axe in my inventory, even though the axe is what is most effective at destroying it. That's not even a bug with your mod. This was very well done; I just didn't quite realize what I was doing.
    Perhaps for events like this, an optional manual file might be nice. Also, that file would allow one to make it so, say, you switch to your hoe when breaking melon or pumpkin, to make tilling the land easier and quicker. Or make it so it switches to an empty slot or a torch when you break tall grass, torches, leaves, or anything else that you wouldn't want to have a tool use on.

    Thank you so much for responding. You are a great developer, and this is a great mod.

    EDIT: Well, I'm wrong again. Auto Tool only fails to work on wood blocks, whose hardness is altered by Treecapitator. It still works on all others. Yippee!!
    Posted in: Minecraft Mods
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    posted a message on ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]
    There were a few major reasons why I downloaded this.
    -Firstly, WD's toggle sneak could not be used alongside normal sneak.
    -Secondly, I love the concept of Auto Tool and Auto Block. I'm not sure how compatible they are with mod-added ores or items though, but I wish there was an options file where I could add pickaxes, axes, and naturally occurring blocks to lists so that I may use other mods as well.
    -Disable Void fog is included in Optifine, as is Render Less Rain. Smart Furnace Drops is basically in ConvenientInventory, but the subtle changes and goodness of it is just something that wouldn't much affect me. Better Third Person view, Automatic Window Restoration, Swap Left and Right, Toggle Mining, Look Behind, Toggle Full Brightness, these would also not affect me so much.
    -Tap to Sprint, Auto Jump, Auto Run, Run Distance, Sound Effect volume I would actually make use of.

    I just updated, and it no longer breaks audio mod! The thing is, this mod affects the iw class that Optifine does too, and overwriting its iw class with your's causes breakage. I would have loved to just use your Toggle Sneak, Auto Tool, and Auto Block. Luckily for me, all that happens for the iw class being gone is that your depth fog option doesn't work, and I would then also assume that your rain rendering option doesn't either.

    I wish that in the readme, it could be included which class files affected which options, as well as a clear statement that you do not need all of them (or that you do, for that matter). Perhaps the mod would be much more compatible if the code were written so as to allow only parts of your mod to be added at once. That'd be lovely.

    Also, I love how it automatically switches to the best tool even for mod pickaxes and such, even though it disables the right click torches (probably for the best). Unfortunately, probably due to my Treecapitator mod, the auto-tool switching does not work with tree trunks, which is a shame. Also, it continues to use a shovel for tall grass and plants, instead of just switching to nothing so as not to break tool uses. *wink wink*

    I like this mod. I just wish I could disable buttons and parts I didn't want to use.

    EDIT: My solution is just setting every other button command to up on the arrow keys. Voila.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    I too am receiving a glitch where, whenever I place an item in a furnace, the message "saving chunks" pops up, and then the game goes to a black screen. When I close, and attempt to re-access my save, it freezes. This didn't happen to me when this was a part of AMCO, and I don't see how it could happen; the only other mod I have that edits the aaa class is Modloader.
    -In fact, I just tried it with only Level Up v1.5.2, Modloader, and TooManyItems, and it still crashes.

    Also, you said it wasn't a big bug or something to worry too much about before, but I dislike how when you die, if you had unspent skill points, you don't get them back. It forces you to craft a book of unlearning, and if I am just starting a world, that is very difficult to do, and it is just an unfortunate oversight in my opinion.

    Otherwise, I love the mod.

    I very much appreciate the switch to Melee and Marksman instead of Swords and Archery, it makes this mod much more compatible and fun. Now, if I have any mod that adds a weapon into the game, it will work. I don't know how smelting, cooking, farming, and woodcutting work, but it appears to only affect specific items. I guess it'd be nice if it could affect all mod-added food and smelted goods, mod-added trees, and mod-added plants through a property file, but honestly it is right now just fine for me; I've had no issue with it, and I like it. I also don't know how melee and digging work, if they require a pickaxe or shovel, but it appears not, so again, that's pretty wonderful.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    found a nether biome sphere, made it my home. Yes. Yet to find a desert or plains one though, been searching for quite some time now.

    Found a second one, changed my home. By home I mean spawn point. Second was larger. Found my first plains biome, wanna find a desert. Perhaps make an ocean sphere? Just a ball of water, maybe an island in it with some ores and a tree, like deserted desert islands? You could add so many different types of biomes to this!

    OMG yes, at (10,200;-3735), there's a desert. I like.


    grid=9
    ^ controls chunk distance between spheres/biomes. Default is 9. At 1, it all gets screwy.

    bridge_size=2
    ^ Determines width of bridge. Default: 2.

    bridge_rail=85
    ^ determines material of rail of bridge. Block ID. Default: 85, Fence.

    bridge_support=5
    ^determines material of bridge. Block ID. Default: 5, planks.

    enabled=true
    ^ determines whether or not mod is on or off. Default: true.

    special=7
    ^ determines radius of the "special" goodie spheres with diamonds and lapis and such. Default: 7.

    dome=20
    ^ Determines material of dome. Block ID. Default: 20, glass.

    lavaLevel=24
    ^ ?? (assumedly elevation of lava pools underground) Default: 24.

    noise=true
    ^ Determines whether or not the area has elevation changes. Default: true.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    I wish the minimap could display, terrain depth wise, a constant contour map. So in other words, the brightness of the blocks on the display would be determined by its Y value, not relative to you, but just by its Y value. This would allow us to still see mountains, but not have it mess up when I go to the bottom of the map.

    (Also idea, perhaps not for this but maybe for CJB, something that gives the chunk coordinates? For us towny server users.)
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] SporkList Server List Mod
    I hope doomspork is alive.
    Posted in: Minecraft Mods
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    posted a message on (REQ) Convenience mods (x6 ideas)
    More Action Bars was never updated, and the way it was done made conflicts with almost every other mod.

    This thread was updated 4/5
    Posted in: Requests / Ideas For Mods
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    posted a message on Corv's Reforged Interface - Extra Action Bars
    D:
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Lavadine, Lavadine Chunks, and Obsidian Tools!
    Lava Bucket = 100 uses in Furnace. :/
    Posted in: Mods Discussion
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    posted a message on [V1.4_01] SporkList Server List Mod
    cannot wait!
    Posted in: Minecraft Mods
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    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Ugh, Biomes don't work on my end either.
    Posted in: Minecraft Mods
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    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    For some reason, everything on the screen behind this, as in the minimap mod, shows nearly through the screen overlay for this mod. Is there any way to make the layout not be translucent? An option?

    (oh, and I frequently use this mod as a reference sheet, to see which blocks have which IDs, or to see how blocks look with new texture packs. The only reason I need to exit the game now to check the wiki is for recipes and smelting lists. If there was some additional feature, just an easy interface, with pictures of every recipe and smelt in the base game, it would be amazing. [I doubt it would be possible to make it detect each recipe and in that manner add every mod recipe too, but I think it would easily be possible for texture packs to work.)
    Posted in: Minecraft Mods
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    posted a message on [V1.7.3]Biome Colored Water Mod 1.4(based on Nandonalt's)
    This mod is wonderful, I admit this. Biome water originally was great, but now that bubbles and the underwater effect are colored too... the world is so much easier to explore in my opinion now.

    Unfortunately, installing this mod without the ca class turns all water gray, but the rest works fine. Modloader support should be added whenever you have the time.
    Posted in: Minecraft Mods
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