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    posted a message on 1.12.2 scala-compiler library won't download.

    Oh yeah, check out the Forge forums. https://forums.minecraftforge.net/forum/18-support-bug-reports/ LOTS of people are having trouble and not just with 1.12.2. The Forge website itself is running slow, too.


    I think Forge has a problem. We'll just have to wait this one out. :-/

    Posted in: Java Edition Support
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    posted a message on 1.12.2 scala-compiler library won't download.

    Me Too (tm)! Me Too (tm)!


    And rebuilding the Minecraft directory won't make a difference since this is the very first time Minecraft has *ever* been on this computer.

    I noticed one thing, though, while poking around with getting *my* Forge to install...


    Try directly downloading the packages via Chrome or whatever. It will download for a little while, then give up the ghost with "Network error." Eventually, after hitting Resume a myriad of times, *then* I was able to download the packages. Totally useless, though, without knowing how to work around the Forge installer.


    I get the feeling the problem lies on Forge's webserver(s). Kinda interesting that at least 2 of us (so far) are having issues downloading the exact same library files for the exact same Forge build on the exact same day, n'est-ce pas?

    Posted in: Java Edition Support
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hey...how do I tell BoP to allow villages to spawn in certain biomes (1.12.2). I've edited the .json files under %appdata%/.minecraft/<version>/config/biomesoplenty; but every time I make a change, and load minecraft, the config automagically changes back to "false"


    :(

    Posted in: Minecraft Mods
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    a...*scoreboard* timer? You mean, outside of having a command block do the occasional scoreboard objective checking?

    Huh. No idea how to do that. Hopefully I can find a good tutorial. I've seen lots of ways of making clocks with redstone and hoppers... I'll have to see what I can dredge up.


    Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    Sounds like I can't just simply run that thru a repeating (always active) command block. I'd have to create a redstone timer.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    Oh crap.


    Well, the regeneration potion effect doesn't seem to work when those commands are put into command blocks. Things like JUMP_BOOST (and others) do, but not this one. The little hearts dance around, but empty hearts don't refill...until I take the armor *off*. Then as the REGEN buff timer counts down, the potion effect works.


    *shrug*

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    D'oh! Never mind, I figured it out. Had to use tag:{REGEN:1b} and it worked great.


    Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    Thanks for the replies!

    I guess I probably did a poor job of explaining what I need (obviously). I figured using the item name (i.e. "minecraft:iron_boots) would be a good enough example. But let's say I have added an arbitrary tag (i.e., "REGEN:1b") to certain items. I'm trying to get an effect (or, even, cumulative effects in this case) if a player is wearing *any* armor item, they get (for example) regeneration 1...2 armor items, regen 2, etc.


    Sorry about not being very clear. Though, the above info does help. I may have to do a separate command block for each particular tier of armor (leather/iron/diamond/etc). I was hoping for something a little more compact.


    Thanks!


    PS: I actually have that wiki link bookmarked. I think I need something with more detail to it. Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Cumulative effect(s) based on the # of a particular item (ie armor) equipped

    Hope my title wasn't too much of a word salad.


    Anyway, this is what I'm trying to do. Say a player has iron_helmet and it's equipped on their head. I have a command block that will test for that and give them the potion effect I'd like them to have (say, for example, Regeneration I). Works perfectly fine. Now, say that same player has iron_chestplate equipped. I'd like for that player to now have Regeneration II. Iron_leggings yield Regeneration III. Etc. And, of course, if they now only have 2 iron armor pieces equipped, now they go down to Regeneration II, and so forth.


    I'm not sure how to do math utilizing /scoreboard. Any help, please? I've been using /scoreboard players tag up to now. I suspect I need to use a dummy objective, but am not sure how to make it work right.

    Also...it's looking like I could use a really good "course" on /scoreboard, since a lot of the web pages I've found are kind of terse...and I have the feeling it's probably something I'll be making use of a *lot* in the near future.

    So, any help on my "math" problem, and on a good /scoreboard learning source, would be a big help.


    Thanks!


    Oh. I should say I'm using Minecraft 1.12.2 right now.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Testfor (etc) a NBT tag with formatting codes in it?

    Wow, I didn't realize I could add arbitrary nbt tags to things. Thanks! That worked like a charm

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Testfor (etc) a NBT tag with formatting codes in it?

    So, I want to have a command block test for (or its equivalent) someone holding an item with a Lore tag...but it has a formatting code in it (such as §9). It seems that copy/pasting into the command block doesn't work, nor can i use the Windows special code sequence to get the § into the command block.


    Is there something I'm missing?


    Or, even better, is there a way to have command blocks work with regexp (or even just simple wildcards, like "*")?

    Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    This mod is fantastic. I can't do without it.


    I have only one "complaint" (if you want to call it that): storms should blot out the sun/moon/stars. It's kind of strange to see the sun when you're in the middle of a hurricane, for example. And that's really my only critique.


    Your sandstorms. oh. my. god. A++++++++ would haboob again.

    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    Quick question,


    Maybe I missed it somewhere, but .... is there some way to customize the icon(s) for waypoints? I.e., something other than <> for a regular waypoint and X for a deathpoint?

    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Since BoP doesnt generate wih default noise, a switch to BoP creates often ugly Chunkwalls (even with tools like Geographicaft running) so a check for smooth transition when generating new terrain would be cool and much appreciated if such thing is possible.

    Especially troublesome if you go between versions of BoP (like, for MC 1.11.2 to 1.12) and biomes are removed from the mod.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Sorry if this has been asked before but: let's say I have 2 Transporters. Transporter A is in one location and doesn't move around much. Transporter B moves around a lot. Is there some way to have A transport you directly (or very close) to B and not just to B's original (spawn) point?


    Second: is there a way to set a faction score *to* a number and not just increase/decrease by an amount? Something through scripting perhaps?

    I'm still using 1.11.2, so if 1.12.x does this already, just tell me to blow. ;)


    Thanks!

    Posted in: Minecraft Mods
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