• 0

    posted a message on Risugami-inspired mods for modern Minecraft (1.12/1.14+)
    Quote from darknight101634 >>

    How to download

     Uh-oh. Seems like Risugami deleted his dropbox account.


    The old versions links are still up, they are hosted on mediafire. But, yeah, they are for older versions, like the name says.

    Posted in: Minecraft
  • 0

    posted a message on [Mod Request][Forge 1.12.2] Override default Elytra to support Baubles (Body Slot)

    This would be amazing!

    If anybody implements it, could put the elytra on charm slot? Or let the player to be able to change the slot on config.

    Because i already use Bauble Shulker Boxes and it enables Shulker Boxes right on body slot.

    Posted in: Minecraft
  • 0

    posted a message on I'm up for updating or making mods to version 1.12.2 (Forge) or 1.14.3 (Fabric). Paid requests get higher priority.
    Quote from zerogakill >>

    In reply to Alexiy_Orlov:

     

    Hi, can you have them add or add your Custom Mob Spwaner for version 1.12.2? is that in Aternos is the Mo Creatures 1.12.2 and not the custom mob spawner for that version, please it is one of the best mod

     You can use BiomeTweaker to make this. Less coremoddy than CustomModSpawner

    Posted in: Minecraft
  • 0.945856873822975

    posted a message on Risugami-inspired mods for modern Minecraft (1.12/1.14+)

    Hi!

    Visiting the thread of Risugami mods i noticed some of then didnt have a counterpart for modern Minecraft, even those being very util.

    The ones i was thinking are:

    • Biospheres: I know there's some alternatives out there, but most of them are integrated in larger mods. I'm requesting a standalone option.
    • Shelf: I know there are item frames and armor stands on vanilla right now, but this would be interesting.
    • Griefer Creepers: I've seen some mods who cancel the block griefing for creepers and add other animations (like fireworks), but shooting arrows in the air would be a very challenging experience.
    • Floodgate: Same like Biospheres.
    • Sign Tags
    • Block Distortion (dont know if is possible to make something similar without coremodding and conflicting with Optifine)
    Posted in: Minecraft
  • 0

    posted a message on JavaScript "mod loader"

    In reply to crispytwig:

     Sadly CubeX2 seems to be away and this mod isnt going to be updated...

    Posted in: Minecraft
  • 1.91653980438224

    posted a message on Dog breeds (similar to 1.14 cat breeds)

    A mod that adds a proper Dog entity, replacing the Tamed Wolf (thus separating wild Wolf and Tamed like Ocelot and Cats). It could use the same mob model than the (Wild/Tamed) Wolf, but have different textures for different breeds, in a NBT structure similar to the one found on Cats.

     

    Of, if interested on different models for each breed, perharps something similar to Style models (sadly the mod seems to be discontinued).

    Posted in: Minecraft
  • 1.8435882742746

    posted a message on Standalone shader mod for modern Minecraft
    Quote from sixtymillionsqrd >>

    In reply to vico_vps:

    Sounds like you're the one who doesn't know what they're talking about.

     I dont know what i'm talking about? Who was the first to tell bullshit without reading the whole post (i was talking about activate VANILLA-LIKE shaders on general gameplay, but in the style of Optifine).

    Posted in: Minecraft
  • 0.946251768033946

    posted a message on Standalone shader mod for modern Minecraft
    Quote from sixtymillionsqrd >>

    Shaders without Optifine? You'd better have a top of the line pc.

     What? Where did you get that nonsense from? Minecraft actually use shaders to render things like spider and creeper vision, not forgeting the old "Super Seecret Settings" that was present in MC menu until 1.9

    Posted in: Minecraft
  • 0

    posted a message on Port/Rewrite of TrainCarts for Forge/Modern Minecraft

    Yeah its sad.

    Maybe IF someone like this request and try to make a Forge version...

    Posted in: Minecraft
  • 0

    posted a message on JavaScript "mod loader"

    I know some modders would kill me because of this request, but ill post anyway.

     

    What about a mod who "exposes" the Forge API via Javascript, making possible to newbies to create their own mods using JS?


    Maybe to prevent confusion with native Forge mods the mod could load the JS mods from another folder at the root of the game profile (eg.: jsmods or even "plugins"), and each mod would consist of a zipped (or not) folder with the .js files in the root, and the structure of a resource/datapack (because every standard mod is both too).

    Projects with concept similar, but for older versions of Minecraft:

    https://minecraft.curseforge.com/projects/jmod-the-javascript-mod-loader

    https://minecraft.curseforge.com/projects/jscraft

    https://minecraft.curseforge.com/projects/shadowjs

    https://minecraft.curseforge.com/projects/custom-stuff-3

    https://minecraft.curseforge.com/projects/korgelin (this is for Kotlin but could be the very same concept, but for Javascript)

    Posted in: Minecraft
  • 0

    posted a message on Customized for 1.13+

    Self-explanatory.

    Reintroduce the CUSTOMIZED world-type (with backward compatible preset system) for newer Minecraft versions.

    Posted in: Minecraft
  • 0

    posted a message on Expand the datapack system to customize mob spawns (and other BiomeTweaker-like variables)

    Basically a way to let datapacks customize things like mob spawns, ores and other features currently not possible to tweak using vanilla datapacks).

     

    "Why not just wait BiomeTweaker and Orespawn to be updated?"

    Because datapacks are the new way to customize Minecraft, the old one (tweaking config files) is now a old mindset.

    Posted in: Minecraft
  • 1.83115720432488

    posted a message on Standalone shader mod for modern Minecraft

    Currently to use shaders we need to resort to Optifine which is prone to break with some mods.

     

    I was thinking about a way to make a shader system based on vanilla and embedded in resource packs (assets/minecraft/shaders/), but with a configuration system similar to the shader mod now build in OF.

     

    Could be done? 1.12/1.14+

    Posted in: Minecraft
  • 0

    posted a message on Port/Rewrite of TrainCarts for Forge/Modern Minecraft

    In reply to hedinz:

     But are you using plain Forge, Bukkit/Spigot or Sponge in your dedicated server?

     

    If one of the latter than i think someone already did something similar for those ecosystems - I'm requesting specifically for Forge 1.12+

    Posted in: Minecraft
  • 0

    posted a message on Common datapack system for 1.14
    Recreated the thread since the original was kinda "hijacked" with random (and most arent even true) comments about Forge, Fabric and modding in general, plus i felt the need to try "clarifying" what i want in first place.

     

    This is "basically" a way for modpackers to load datapacks in every world from a common folder in the root of the profile directory. "datapacks" would be good. Basically in a similar way of the vanilla Resource Pack system (which loads "common" packs from "resourcepacks" folder.

     

    Plus a new option in menu to manage this common datapacks, identical to the Resource Pack menu (shown below); the user can enable or disable global datapacks when he wants. Additionally in a similar way of how vanilla have a "meta slot" fixed at the top of the list (since the local datapacks will always get priority than global ones, just like vanilla resource packs does) representing the original assets, named "Default - the default data for Minecraft", a "meta slot" would be added to represent all per-world (aka the ones normally loaded by vanilla) datapacks to be loaded for each world. They should continue to be managed using the /datapacks command.

     

    Screenshot of the resource pack menu for understanding:

     

    Posted in: Minecraft
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