Minecraft Mod; CAPO 0.0.1(Beta)

Today I have decided to publicly announce the CAPO mod (aka ‘Contingently Augmented Preposterous Objects’). Essentially, a lot of stuff that I wanted to tweak or add, or things I have heard around the community that would be neat to add. Quite a similar idea to RWTema’s Extra Utilities mod. It is currently in Beta, so nothing is perfect yet, things are not really interconnected, and everything is subject to change.
I do have a github setup for it at if anyone would like a look see at the mechanics.

Otherwise, lets get started with what CAPO contains at the moment!

Ender Shard (Block);
Crafting: The Ender Shard is composed of 3 Obsidian, 1 Ghast tear, and 3 Ender Pearls.
endershard
Function: Will generate a single ender pearl every 20 minutes (2 minecraft days) as long as it does not currently hold an ender pearl. To harvest the pearl, simply right click the Ender Shard.
NOTES: This block should be compatible with most ways of invetory slot pulling ;D

Player Checker (Block);
Crafting: Currently not craft-able, creative only
Function: Allows a player to look at all players on the game at that moment. Can select players based on usernames and can add player to the active players list. If any players in this list on online, block will emit (or not emit) a redstone signal.
PlayerChecker
NOTES: gui incomplete, functionality not complete

Multi-Item (Item);
Crafting: Currently not craft-able, creative only
Function: Will trigger all items stored inside when used doing any action (5 items max). Can be partitioned for extra effects. For Example, if you inflix a pickaxe, shovel, axe, and hoe you would be able to do all their individual functions using each item separately (damage, tool material, etc). Definitely a space and time saver. There are also other functions. Here is the complete list of inflixible items and their functions:

Inflixer (Block);
Crafting: Currently not craft-able, creative only
Functions: Inflixes and partitions a Multi-Item
Inflixer

Multi-Dye (Item);
Crafting: Not craft-able, only gotten through Multi-Item
Functions: This takes the Multi-Item to the next level with colors. You can change its color based on and RGB color scale (6-digit), and eventually, other things too. Color can be chafed with the colorizer.

Colorizer (Block);
Crafting: Currently not craft-able, creative only
Function: Using a multitude of text boxes, you can change the color of any Multi-Dye.
Slots:
– 1; Dye Slot (Upper left); This takes any vanilla dye and will store its color values, absorbing the dye. Will also accept a bucket of milk to rinse out all dye colors.
– 2) Color Storage; This is where the current amount of colors are stored. This is how you will determine how much you have and how much you need to color you Multi-Dye.
– 3) RGB values; Three text boxes allow you to specify your color using integers between 0 and 255 for each Red Green and Blue.
– 4) RGB Field; A text box displaying the hex value of the RGB color scale.
– 5) Set Color button; Sets the color of the Multi-Dye from the RGB Field. Is only active if there is enough storage and a Multi-Dye item present
– 6) Multi-Dye Slot; A slot which will only accept Multi-Dye items. One at a time please!
Colorizer

Player’s Sack (Item);
Crafting: Currently not craft-able, creative only
Function: Holds an inventory similar to a player’s. In fact, it is symmetrical to that of the player’s. When right-clicked, the sack with swap the inventory it holds with yours. This allows for easy access to anything you need. You can also sneak while right-clicking to open its GUI. From here you can move items about or rename the sack. Sacks without a name, and sacks with the same name, cannot go inside the sack (i.e. sacks named “Greg’s Sack” or do not have a name cannot go inside another sack named “Greg’s Sack”). This prevents you from losing items. Also, when it swaps items, the slot from which you click the sack will not be swapped, as this would put the sack inside of itself (which is impossible).
Sack

UnStable Core (Item);
Crafting: Uses an empty map and 4 obsidian
unstable core
Function: Stores coordinates and dimension for teleportation
– RightClick;
– Store Coordinates if empty
– Full Coordinates or +Sneak;
— Erase Coordinates

Stable Core (Item);
Crafting: Uses an UnStable Core and 8 Ender Pearl
stable core
Function: Stores coordinates and dimension for teleportation
– RightClick;
– Store Coordinates if empty
– Full Coordinates or +Sneak;
— Erase Coordinates

Teleporter (Block);
Crafting: Currently not craft-able, creative only
Function: Will teleport a player based on various variables, on right click.
– RightClick
— No Core; Insert Core (if holding Core)
— Has Core; Teleport the Player
— Has Core + Sneaking; Remove Core
Variables:
– UnStable Core; Will teleport the player but will not go through dimensions under any circumstances. Has a chance to cause unstable effects, including teleportation to areas unspecified and nausea, among others.
– Stable Core; Will teleport to desired location. Will teleport to dimension if conditions are right (see below).
– Redstone inserted (right click with in dust in hand); If getting a redstone signal, will teleport any Players within a radius of 10 blocks to the specified location.
– Gold Block inserted (right click with in block in hand); ??? I will have to figure out what this was supposed to do….
– Egg inserted (right click with in egg in hand); Will allow for teleportation of any entity (Unfinished)
– Ender Pearl (right click with in pearl in hand); Will allow for teleportation to any dimension, if it is a Stable Core
Aesthetics:
Teleporter

Also in-game, but not documented yet:
– Mineral Extractor
– Compressor
– Multi-Pipes (unstable)

Talisman and Charms: SOON

TODO List:
– Add config option for Ender Shard generation time.
– Compatibility between Multi-Dye and EnderStorage by ChickenBones
– Wool dying with Multi-Dye
– Sheep dying through Multi-Dye
– Add sliders to Colorizer GUI
– What does a Gold block do? (Teleporter)
– Egg functionality (Teleporter)
– Document and unhide Talisman and Charms

Download here for the time being: http://minecraft.curseforge.com/mc-mods/capo/
CG_Core is required: http://minecraft.curseforge.com/mc-mods/countrygamer_core/

Its almost Friday; The mod updating and Gradle confusion post

Why hello there!
For me, its just about Friday. Fun things have been about on my computer. Whether its watching streams from Forgecraft’ers like Soaryn (currently watching), frustratingly setting up the ForgeGradle environment, successfully getting ForgeGradle to work, downloading ALL the 1.7.2 ForgeGradle environments (as they are updated), or finally updating a bunch of the mods, it has been a crazy week.
Like I said, I have been working on the mods a lot. If you are watching my github, you might have noticed that CountryGamer_Core is now updated to CountryGamerCore (to be version 2.0.0), WeepingAngelsMod got some commits and is being updated to CountryGamerWeepingAngels (to be version 2.0.0 as well), and even PlantsVsZombies up to a relatively stable CountryGamerPvZ (to be version 4.0.0).
Among those mods, I was working on a Teleportation mod, but I am not sure I will be releasing.

One other thing is through my frustration with ForgeGradle, I was unable to find an easy way to build multiple mods at once, so I made an AppleScript work around! 😀
Essentially, the script separates my mods and repackages as .zip files. There are a lot of hard-coded values, but if you want to look at the source, here is is on pastebin 😀

Not much otherwise going on. I hope those on the Northern sea-board are doing well with the snowstorm!
– CountryGamer

AppleScript; AutoRunScript

So I made this nifty little script for AppleScript. For those of you who don’t know what AppleScript is;

AppleScript is a scripting language created by Apple Inc. and built into Macintosh operating systems sinceSystem 7. The term “AppleScript” may refer to the scripting system itself, or to an individual script written in the AppleScript language.” -Wikipedia

Pretty neat stuff! Anyway, this script I created, assuming you meat the requirements, will compile and run computer programs. Currently it supports Python (.py), C++ (.cpp), and JAVA (.java).

Program Requirements:
– Mac with OSX Mavericks
– AppleScript Editor
– Xcode’s plugin GCC (uses the g++ command for c++ scripts)
– JDK
– Maverick’s Terminal app

After downloading the script, you can activate it in 3 ways.
1) Double click on this .app and select your program file
2) Right click on your program file and select “open with” and find this .app
3) Drag your program file onto this .app

The source can be found in this pastebin (you can copy and paste the source into an AppleScript Editor if need be). You can download the “Run Program.app.zip” from my dropbox here, just make sure to unzip to get the .app first.

*Poof* New Mod?? Its up to you!!!

Hello!

I recently posted in the WIP mods section of the minecraftforum.net (I love the forum). The mod in question is a little something I have been code for fun, and I am looking for a little input and a name for it.

If anyone want to look at what the mod is about, just go to the topic I posted. Its right here!

If I get a bunch of POSITIVE input, and a name that I like, I might release it to the community! Thanks for your time! Here is an image for ya!

Details of the Weeping Angels Mod

It has been brought to my attention that the current mod post in the minecraft forums is not up to date. So I am going to fully express everything here. I plan to update this post and link it in any updates so that everything is kept together and I don’t have to keep re-writing this post.

Continue reading Details of the Weeping Angels Mod

CGCore 1.1 and Weeping Angels 1.2.0

Welcome to the world. The world of refactoring, teleportation, add-ons, and bug-fixes, that is!

Here we have two updates. Changelogs for both CGCore and Weeping Angels can be found below. A quick glance will reveal the re implementation of teleportation, refactoring for multimod compatibility through CountryGamer_Core, and the creation of a config enabled add-on for Weeping Angels.

Changelog; CGCore:

+ Added CoreUtility class

+ Added the functionality of an actual registered mod

+ Added ItemMetadataBase class

+ Added GuiButtonArrow class

+ Added and Fixed teleportation issues

Changelog; WeepingAngelsMod:

+- Tested and played with making the player invisible in case it might be needed if a player would be sticking out from something like a big blue box when said player mounts said blue box

+ Added add-on “Vortex Manipulator”

– Removed unnecessary code

+ Refactored and prepped for 1.2.0

+ Added a few config options for various things

As always, downloads will be found in the downloads post. Here is the link.

Weeping Angels 1.1.0; We have HUDS now. HUDs are cool!

Thats right. We have added a new feature to the heads up display! 😀

You know how we used to have players get that pesky potion effect if they were infected by an angel? Well I have decided to take a different route, and now players have an attribute that decides if they have this infection or not. This, in the end. will just make it easier to work with.

Full changelog, as always:

– Mainly the replacement for the AngelConversion potion effect

– Minor bug fixes

– Removed the weeping angel painting. I promise something similar will replace this, but for now I have decided to just completely remove it.

Whats that? You want to see screenshots? SPOILERS! 😀

I hope everyone goes and downloads the mod. Requirements are still Minecraft 1.6.4, MCForge 9.11.1.965, and CountryGamer_Core version 1.0

Downloads over here , Pond!

PlantsVsZombies 3.2; Welcoming the Plants to the People

Why hello there little plant… Whats that?… You want to interact with more people now? Okay.

Welcome to the Plants Vs Zombies update to version 3.2. This download requires Minecraft 1.6.4, MCForge 9.11.1.965, and CountryGamer_Core version 1.0.

The change log for the update is as follows:

– Multiplayer compatibility now available

– Changing code layout (folders)

 

Overall, it is a pretty basic update. The mod is now inherently both Single- and Multi- Player compatible, all you have to do is get the CountryGamer_Core and CountryGamer_PlantsVsZombies from the downloads page.

You can find it right here!

Don’t Blink, Its finally here

OK. I think it is ready.

I am now releasing version 1.0.0 (not a beta) of the Weeping Angels Mod.

Changelog:

– Disabled Weeping Angel teleportation

– Fixed and applied Weeping Angels teleporting players

– Added sounds

– Other background debug things for easier manipulation

– Added “Scared of an Angel” Achivement (HINT: find a statue)

– Added requirement for CountryGamer_Core

NOTE! You now NEED CountryGamer_Core to use this mod. Also, you must DELETE your previous config file before running the game with this new version.

All the downloads are in the same place. Make sure you get the latest versions of whatever it is you are playing.

The main site for many things, including Minecraft & Mods, Doctor Who, among other things.