• 0

    posted a message on [Abandoned] LittleHelpers (47,000 DL's)

    I'd really like to update this mod, but as of now I don't have the time. I offer anyone with the ability to do so to decompile the project and update it to whichever version they choose. I'll update the OP to reflect this.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better HUD: Customizable Vanilla HUD and 25+ New In‑game Widgets

    I believe this functionality already exist in the connection portion. Although I've only used the mod on SSP and saw 0ms.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better HUD: Customizable Vanilla HUD and 25+ New In‑game Widgets

    This is a great mod! As a modder myself I see lots of potential (perhaps borrowing from the ideals of WAILA). This may have been mentioned but I'm just doing a drive-by after installing and setting up the HUD - Why is the light level the sky light level vs. the block's light level? Why not both? Then you've got your planting and mob spawning covered. (Apparently I didn't notice that it's contextual, sorry.) Once again, great mod, keep up the good work!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge][Universal] MedicCraft - Bandages and Herbal Remedies(SMP Tested!)

    I've been on hiatus from Minecraft modding for quite some time now, but you have some great suggestions. I've looked through all of my archives and can't find the source code so I feel like this project is basically abandoned. However I have recommended this tool to people although I've never experimented with it myself. Good luck and I'm glad the mod brought some utility to your game play.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Abandoned] LittleHelpers (47,000 DL's)

    It is :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12.2 Modded Adv] Pixelmon Johto - Pokemon's Johto and Kanto (HeartGold, SoulSilver & Crystal) recreated [150,000+ Downloads]

    Sorry I was surfing via my phone. Not so easy to read that way.

    Posted in: Maps
  • 0

    posted a message on [1.12.2 Modded Adv] Pixelmon Johto - Pokemon's Johto and Kanto (HeartGold, SoulSilver & Crystal) recreated [150,000+ Downloads]

    Hey there, first off, I'll say that I've played just about every pokemon/pixelmon inspired map that I could find and honestly this one looks the best. And, I'd like to say that I'm only here to throw them greets, but alas I've found a bit of a problem. I walk in to Falkner's (flying) gym and there's no one there. It's been a while since I've played an actual pokemon game, but in those, when a gym is inaccessible due to story line I can't enter it anyway. So I'm wondering if this is a new bug or something? (Also, I've checked the OP to see if any other mods were required and I didn't see anything like CustomNPCs or anything).


    If anyone knows what I'm doing wrong please let me know. I'd love to continue my play-through.

    Posted in: Maps
  • 0

    posted a message on ENCHANTING PLUS

    Hey there, making a modpack called Noah's Fate, a "SunkenBlock" modpack/map that's inspired by Davy Jones Locker modpack by Tedyhere. Thanks for your permission to use your awesome mod! I'll edit this post with the link when I have one :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5-1.7.10][FORGE] B0bGary's Growable Ores! Mod Support for BOP, TiCo, TE, AM2, IC2 and Metallurgy! NOW WITH AUTO MOD SUPPORT!

    Just wanted you to know that I'm putting together a Curse modpack. I'll edit this post when I'm done with a link. Thanks for this awesome mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Abandoned] LittleHelpers (47,000 DL's)
    Quote from lunchboxxx19»

    ok i've been thinking about this for a couple days now and i think aside from tree, fish, crop and tool compatibility you could also add in an option for the metal extractor to pull mod ores from railcraft and its poor ores (gives nuggets instead of ingots) or other big mods that add ores that i don't use. got the latest update and it's great to see the breeder and farmhand working. what bugs were in the fisher? mine worked perfectly.


    personally i don't like the robot helpers, they look cool and all don't get me wrong but i use the mod "the erebus" and it adds in ants that work for you and the ai is terrible, i have the mod "buildcraft" and they add in robots that do work for you and the ai is once again terrible for them. now i'm not saying you'll write terrible ai code, no what i'm tryna say is that ai code in general has in my experience been far less efficient that blocks like the ones you have now but whether or not you decide to implement them is your decision but please continue to update the current version you have now.


    now my block idea is simple, a woodsaw, this would pull wood logs from an attached inventory and cut them into eight planks and turn one plank into four sticks. this effectivly doubles the output. it would also require a saw blade to use and would have the same uses as a magnet it could be crafted as such -

    ii=iron ingot

    f=flint


    f-ii-f

    ii-ii-ii

    f-ii-f


    I understand your concern, however I won't be using AI in the sense that you're talking about. The way the blocks worked before is how the robots will work. No free will. If nothing related to their task is in their area they will unload their inventory or pick up loose items in their area and then unload. It's not AI, just a hierarchy of tasks.


    YASM - Yet another saw mill. Honestly if I were to build this, it would probably be closer to 150% output vs 200%. I guess I'm kinda biased because I never use sawmills in any mods I've played. Wood is so easy to get even when playing something like skyblock. But I'm not harping on you, just letting you know my reasons for probably not including a saw mill. Sorry.


    Oh, the fisher was super broke. It was overwriting itemstacks due to the inventory sorting algorithm ignoring metadata. And it had no idea what to do with something when it's max stack size was reached. I'm surprised more people didn't see this. However, I guess people don't leave it on for hours with the inventory screen open looking for bugs :) Oh and I changed the inventory type from vanilla chests to IInventory, Hopefully this means that any inventory you sit next to it will work. Even those super huge ones, let me know if it breaks things please.


    Quote from TechieCrow»

    I'm pretty sure the Minecraft AI systems don't have ANYTHING to support that kind of thing so it's probably made 100% from scratch and doing something that complex from scratch is VERY hard especially when the game it self doesn't support it, so of course they are buggy and derpy but for the simple fact that they work is pretty awesome and let's face it, having something with an advanced enough AI to be a "helper" like this is pretty cool to play around with so I can't wait to see what the WittleWobots will be like. :D


    Also navybofus, is there a chance you can link the source code? I'd love to check it out and hopefully help out, maybe even update to 1.7.10 for you. ^_^


    Kk two things and then I've really gotta get back to work :P AI is hard, but please read the above. About the source code, to not embarrass myself, I'd really like to clean it up a bit, especially now that I'm allowing internal block inventories which are far easier to manage that searching the radius for an inventory to deal with. How about this. Next release I drop I'll also drop the source with it! I've never done that before, but what the hell. Party like a rockstar eh?


    Alrighty guys I'm outtie for now, no teasers today sorry. I'm a minecraft weekend coding warrior for now, so updates may slow, but bugs will take priority if you find them.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Help] Custom Container
    Quote from coolAlias»

    Without seeing your exact code, it is impossible to tell what is going on, but if you add the hotbar slots to your container (which you did, otherwise they would not be visible / able to be interacted with), then they must be accounted for when you implement the transferStackInSlot method.


    For some more background on transferStackInSlot, you may want to check here (the last spoiler section is probably the best part); for an implemented version of that tutorial / style, check here.


    This will probably be enough to get me on the right track. Thanks for taking the time to reply and provide links :D

    Posted in: Modification Development
  • 0

    posted a message on [Help] Custom Container
    Quote from Fir3will jump

    BTW I love your mods! :D



    Wow thanks, I really appreciate that :)

    Posted in: Modification Development
  • 0

    posted a message on [Help] Custom Container

    Wrong pastebin

    Posted in: Modification Development
  • 0

    posted a message on [Help] Custom Container

    Bump for a Cool guy :)

    Posted in: Modification Development
  • To post a comment, please .