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    posted a message on Stuck trying to replace vanilla music disks using ffmpeg

    Hello!


    I'm trying to convert a couple of .mp3 songs to replace music disks in a 1.12.2 resource pack, analyzing the structure of vanilla .ogg files i tried this ffmpeg command to convert to exactly the same format:


    ffmpeg -i input.mp3 -c:a libvorbis -b:a 70k -ar 44100 -ac 1 output.ogg


    Renamed the resulting .ogg file to the same filename of one of the vanilla disks, and then i run Minecraft, activate the resource pack, and try to play the disk... and silence.

    What i'm doing wrong?

    Posted in: Resource Pack Help
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    posted a message on Minecraft Calendar Mod...?

    The "closest" that i have seen to this concept is SereneSeasons, but its for Forge. There is a Fabric mod as well, but its more basic and focused more and the seasons themselves than in adding "hints" to a calendar.


    Quote from alinabo12»

    useless mod therefore essential as the expression says but I do not download

    PS: if someone updated the mod sdk's mod I would be delighted


    If you think this is a "useless" idea why bother to come here to disturb his topic?
    Posted in: Requests / Ideas For Mods
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    posted a message on [Beta 1.7.3] Request for mod - Surface strongholds

    I second this - specially on Fabric/Quilt.

    Posted in: Requests / Ideas For Mods
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    posted a message on QoL changes to minecarts (trains, automation, etc)

    bump, this concept still wasn't fully implemented as a mod, specially in Fabric/Quilt, since Forge theorically can be able to use the original TrainCarts using an hybrid Spigot/Forge server.


    Seems like, based on what some modders told me, this revamp is very difficult to implement over vanilla minecarts, in comparision of making a brand new minecart item/entity with the new physics. In this case, maybe creating a "golden minecart" implementing the enhancements like TrainCarts would be sufficient and pratical.

    Posted in: Requests / Ideas For Mods
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    posted a message on Generate .nbt structures in world (like Ruins/Pillar mod)

    Bump, i know there is a way to improvise something like this idea just using datapacks. But from what i learned it offers next-to-nothing ways to customize the spawing of each structure, like how pillar allowed players/modpackers to do.


    Since, despite Vazkii showing some interest in integrate Pillar into Quark for newer versions, we still doesnt have any alternative like this for modern Minecraft versions (and under Fabric/Quilt), the idea is still open for anyone willing to implement it.

    Posted in: Requests / Ideas For Mods
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    posted a message on Replace Testificate-like mobs to human-like ones

    Bump, we already have another modloader (Fabric/Quilt) and still there isnt any way to replicate this idea without Optifine.


    Considering that Mojang is already adding alternate default skins besides Steve and Alex for 1.20, i think that would be a great time for us to get a mod that allows that!

    Posted in: Requests / Ideas For Mods
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    posted a message on [1.7.10+] Advanced Capes mod

    Any plans for a Fabric/Quilt port?

    Posted in: Minecraft Mods
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    posted a message on Generate .nbt structures in world (like Ruins/Pillar mod)

    Hi!

    I'm looking for a mod for easy add of custom structures (and without the need to "hijack" vanilla structures in a messy setup) using datapacks (burrowing concepts from Pillar️ mod by Vazkii).


    Basically add a new folder in datapacks, separated by biomes (and dimensions) and add .nbt structures inside it, or do something more similar than Pillar does: add a single folder, and inside users/modpackers throw .nbt files with a companion .json/.mcmeta file with configs for each structure (quality, weight, allowed/disallowed dimensions and biomes).


    Also add some features to loading chests/furnaces/other blocks with storage with loot tables inside each structure (in Pillar it uses Structure Blocks in DATA mode).

    For reference, here is the Pillar docs explaining how it works in that mod.


    Illustrative image from pillar

    Illustrative image from pillar's curseforge page
    Posted in: Requests / Ideas For Mods
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    posted a message on Replace Testificate-like mobs to human-like ones


    This is basically a Optifine-based Resource Pack. I was requesting a proper mod.

    Just like i said in OP:

    Quote from vpontin»

    and Optifine... i need to say anything?


    But thanks anyway!
    Posted in: Requests / Ideas For Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    Got this crash after updating MovingLightSource for latest version (1.12.2-1.0.4).

    Correspondent github issues: MalisisDoors and MovingLightSource.

    Posted in: Minecraft Mods
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    posted a message on Replace Testificate-like mobs to human-like ones

    Well, that's it.

    Back in ancient versions we had some interesting mods (precisely this one for 1.4.x) who swapped the models of Villagers into Human/Zombie-like ones.


    But in recent versions, except MCA and Optifine (i'll explain below), there isn't any alternative to it.


    My idea is basically a mod who only replace the models from these models (Villagers, Witches, Illagers - Vindicator, Evoker, Illusioner and perharps Vexes) to human-like ones, and using some predefined player-like skins to differentiate each mobs. For Testificate-like zombies they could just be disabled from worldgen (for coherence) or simply reused for a standard zombie just with a sightly altered skin (Alex zombie version???? Herobrines? Lost miners?).


    The only addition beyond aesthetic could be you being able to er... hire (tame isnt a good term) some villagers, they could basically use Wolf AI to follow the player and be able to be equipped with swords and perharps shields to fight along the player, but this isnt so much important in fact.


    This would be a great change to get along the player and zombies, both are human-like entities and can get along with the vanilla feel of the game.


    Alex (slim)-like variations for females would be welcome! Maybe replacing (at least the villager) sounds for the classic ouch would be a less important addition.


    I mentioned MCA and Optifine (and the current Humans mod) as alternatives, but they didnt quite fit some things to be a good alternative: Humans just add new mobs without touching the testificates, MCA add too much complexity (and the "Send child/villager to mine", at least last time i used it, just randomly spawned items in the villager inventory without actually mining, what i think is a bit cheaty/unfair for survival) and for a while even disabled the vanilla trade sytstem (i think this was fixed but...) and Optifine... i need to say anything?


    Anyway thanks a lot if anyone are willing to make that!

    Posted in: Requests / Ideas For Mods
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    posted a message on Equip shulker boxes on a baubles slot (effectively a simple backpack mod)

    And again thanks a lot!

    Posted in: Requests / Ideas For Mods
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    posted a message on Equip shulker boxes on a baubles slot (effectively a simple backpack mod)

    Basically, why not make a mod who let the player to equip a shulker box on the "second chest" bauble slot.


    I mean this slot circled in red.


    It could be rendered or not on the back of the player, and a keybind could be available to open it directly (without placing it on the ground).


    Reasons? Well, most of backpacks mods here are outdated and/or have so much complex (and not vanilla-like) behaviors for a simple portable storage mod. On the other side Shulker boxes were introduced by Mojang on vanilla, and i totally see them as a makeshift backpacks if a mod enable them to be equipped on that bauble slot.


    Think of this mod somewhat like Bauble of Undying, a simple mod who add a small but noticeable feature on a vanilla item to a great API.

    Posted in: Requests / Ideas For Mods
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    posted a message on [1.7.10+] Advanced Capes mod

    If you want to see other player's capes or want others to see your cape then yes.
    It should also be compatible with OfflineSkins, since that does not interfere with the server.



    Thanks for the info!

    Edit: Well, i tried to use your mod, but when i pressed the key to open the cape gui i ran with this crash. According with VanillaFix the it was AdvancedCapes fault. Log: https://paste.dimdev.org/jepitoceha.txt

    Posted in: Minecraft Mods
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