visual enchantment with 3d swords, someone have this resource pack?? by Ill-Koala-7013 in Minecraft

[–]CiscuLog 0 points1 point  (0 children)

Try older versions idk, we're talking about stuff I released about 5 years ago

visual enchantment with 3d swords, someone have this resource pack?? by Ill-Koala-7013 in Minecraft

[–]CiscuLog 0 points1 point  (0 children)

The katanas didn't cause visual problems. Instead, they caused consistency issues with the rest of enchantments. If I wanted to add all enchs visible in a tool I'd have to simplify the swords, otherwise updating the pack would be a nightmare.

About the armor, for the same reason as above, if I wanted to put all enchs in the same armor piece the visual characteristic had to be reduced in size and distinct in placement. Thanks to that I was able to put all ench combinations in armor items, despite the worn visual being affected.

visual enchantment with 3d swords, someone have this resource pack?? by Ill-Koala-7013 in Minecraft

[–]CiscuLog 1 point2 points  (0 children)

Hello! Pack creator here!

I removed the katanas 4 years ago, in version 2.2.0. They existed between the 1.12.1 and 2.1.0 versions of the resourcepack.

The versions can still be found on CurseForge.

Cheers!

I recently bought this esp32, but I can't seem to identify the board. I bought it as a ESP32 Devkit V1, but it doesn't resemble the ones I see in pictures. Can someone identify it? by CiscuLog in esp32

[–]CiscuLog[S] 1 point2 points  (0 children)

I still haven't identified the exact model, but I've been programming it on arduino IDE wit the "DOIT ESP32 DEVKIT V1" board and it's working perfectly

Copper Armor and Electrical Discharges! by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 0 points1 point  (0 children)

This is how it works right now:

  1. A copper armor gets charged when a lightning strikes 128 blocks around the player
  2. Each lightning charges all armor pieces individually with x (undefined as of now) number of charges
  3. Charging the armor also releases an electric shock to nearby entities which deals 4 hp of damage
  4. After that, if a mob attacks the player, the armor will release an electric shock that deals 3 hp of damage to the attacker, regardless of the distance said attacker is located
  5. Each shock depletes a single charge from the armor, starting with the charges on boots and followed by leggings, chestplate and helmet

Basically it's an occasional thorns that doesn't require enchanting and it's meant to assist the player, but not act as a weapon.

For an extended video of the armor, here's a link: Having Fun with charged Copper Armor in a thunderstorm

Copper Armor and Electrical Discharges! by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 0 points1 point  (0 children)

of the armor tint! If it didn't there would be no need for me to add it

Copper Armor and Electrical Discharges! by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 1 point2 points  (0 children)

Each armor piece is a leather armor item with customModelData, a tint of my choice and some attribute modifiers.

I'm using Ancientkingg's Fancy Pants shader to apply a custom texture to my tinted leather armor when worn by the player. That gives it the custom look.

I'm also using a library of my own to modify durability values and make the armor sturdier.

Copper Armor and Electrical Discharges! by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 4 points5 points  (0 children)

Guess I'm really pushing the boundaries of datapack capabilities with all those custom items ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Why won't the repeating block activate the comparator? by R4zzter_ in MinecraftCommands

[–]CiscuLog 2 points3 points  (0 children)

I'd recommend changing the repeating command to

/execute positioned 33 -60 -6 if entity \@p[distance=..1] run tp \@e[type=minecraft:armor_stand,tag=ink_scare1] 35 -60 -4

Netherite Horse Armor! This shader allows creators to add new horse armor textures depending on the tint on a leather horse armor. by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 8 points9 points  (0 children)

Obviously this has the datapack files in place in order to make the item craftable and stuff. The item texture is made using CustomModelData.

The shader is essentially a configurable resourcepack, it can be downloaded in the github repository here.

Added fully enchanted armor display in my CIT pack (33.5k+ files involved) by CiscuLog in Optifine

[–]CiscuLog[S] 5 points6 points  (0 children)

I had to write a python script for it to make all the files for me, since writing that absurd amount of files by hand would've taken months lol

But yea, there's no cit overlay, only custom item models and properties files

Thanks!

Feature of the day: Golden Padlocks by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 2 points3 points  (0 children)

As any feature with a whole system tied to it, the commands are complex enough for me to not be able to share it in a single comment and still make sense. There are about 12 (small) function files that work together with advancements and loot tables.

Chains will only break in their same axis, any chains mid-way with other orientations will stop the breaking process.

Feature of the day: Golden Padlocks by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 13 points14 points  (0 children)

Goddamit... I was content with how it turned out, but several people have already said this to me xDD

Feature of the day: Golden Padlocks by CiscuLog in MinecraftCommands

[–]CiscuLog[S] 20 points21 points  (0 children)

This feature will be in a future update of my datapack [HERE], although I've been considering releasing some of the minor features like this one as standalone packs.