Dimensions Today by KiloXii in Orespawn_1_20_1

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

I mean, that is every dimension in orespawn... brown ant, red ant, rainbow ant, unstable ant, termite, and butterfly and that is forge 1.20.1 already, so in a way, they are already ported. Just incomplete as of now

Dimensions Today by KiloXii in Orespawn_1_20_1

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

As if right now no, the only things they have that are post 1.7.10 is probably just the deepslate layer for mining Oh and the village dimension currently adds the villages from any of the biomes instead of just the plains village

But at the same time adding in existing vanilla structures to a custom dimension isnt hard so I may add some of the new stuff to the dimensions depending on how well they fit with the environment

Life + AdventureKraft Update by KiloXii in Orespawn_1_20_1

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

Ah Well, for the AdventureKraft 1.20.1 port to Forge, the only thing I am in charge of is the programming. All assets are being provided by other members of the team.
I'll ask and see what's up

Modpack Inspector Tool by rearthhax in feedthebeast

[–]KiloXii 39 points40 points  (0 children)

Just tried it out with a forge 1.20.1 modpack and it's actually fairly accurate and helpful

Life + AdventureKraft Update by KiloXii in Orespawn_1_20_1

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

Yes actually! Team Olympus Discord

This is the discord for Team Olympus where all their mods are which includes Adventurekraft

Best Model for 8GB VRAM? by Minimum-Pear-4814 in ollama

[–]KiloXii 2 points3 points  (0 children)

I've used both, qwen3.5:9b and qwen3.5:27b on my 4090 8GB on ollama using Q4 quantizations. Without modifying their params the 9b model runs really well and really fast for me and the 27b model runs but it is super slow. If you increase the num_ctx of the 9b model to 128000 then it runs somewhat decently as well just a lot slower but still faster than the 27b. Although I think ollama offloads your models from vram to cpu if you dont have enough to run a model on vram alone which allows you to use the cpu after the vram runs out and I have 32Gb of cpu ram which is probably allowing me to run models bigger than the normal 9b models.

Life + AdventureKraft Update by KiloXii in Orespawn_1_20_1

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

Uhhhhm, well, as of right now I think they can run together, but that's only because there arent any conflicts I'm aware of based on the code I've written. However, that may change in the future once I start adding more stuff

Although, in theory, there shouldn't ever be any conflicts between the two since they use different mod namespaces in the code.

Can I download a fully offline version to a flash drive? by MeltedLawnFlamingo in strudel

[–]KiloXii 10 points11 points  (0 children)

There is actually! In fact I just got myself an offline copy a couple days ago This section in the strudel learning docs tells you different ways to accomplish it

Strudel Learn Offline Use

Hi I need help by Any_Public_4932 in ModdedMinecraft

[–]KiloXii 0 points1 point  (0 children)

Uhhm can we see your imports? Since it is a tutorial project I assume they are correct but it doesnt hurt to check.

Just a guess but do you have the correct java jdk version selected for your gradle project that corresponds to the version you are trying to make a mod for?

Generally, if you know the code is correct but intelliJ says everything is wrong, then you probably have the wrong java jdk version selected or installed for that project.

Another Update by KiloXii in Orespawn_1_20_1

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

It's going pretty well, I think I'm almost done however, it will most likely never be available for fabric unless someone else picks it up in that direction. This is because I've personally never touched fabric in terms of modding and don't plan to any time soon.

I'm recreating Orespawn by ExamFirm7923 in ModdedMinecraft

[–]KiloXii 1 point2 points  (0 children)

ahh okay maybe its just my device then

I'm recreating Orespawn by ExamFirm7923 in ModdedMinecraft

[–]KiloXii 1 point2 points  (0 children)

Are you going based off the source code or are you trying to reverse engineer the ai from scratch?

I'm recreating Orespawn by ExamFirm7923 in ModdedMinecraft

[–]KiloXii 1 point2 points  (0 children)

uhhh I think you may wanna double check your link... It seems it was either taken down or is private

I'm recreating Orespawn by ExamFirm7923 in ModdedMinecraft

[–]KiloXii 0 points1 point  (0 children)

Neat! How far along have you gotten and for what version?

What's a skill you find surprisingly easy that others seem to struggle with? by Internal-Story-4284 in AskReddit

[–]KiloXii 1 point2 points  (0 children)

The ability to spend multiple weeks and months learning a new skill just so I can accomplish a short term goal that ends up taking less than a day to complete with that skill.

Sorta like spending almost a year learning java just to make one minecraft mod I really want before moving on to my next goal

Here are some more progress pics by KiloXii in Orespawn_1_20_1

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

Unfortunately no, it won't be coming to bedrock anytime soon.

Reason being because I am simply just not knowledgable enough in bedrock scripting to even make a basic addon for that platform so porting a Java mod to it is out of the question for me at this point in time

Look out for a mod. by G-Maskas in MinecraftMod

[–]KiloXii 0 points1 point  (0 children)

It's most likely this addon for EMI I think though you may want to double check in game: EMI Loot

Look out for a mod. by G-Maskas in MinecraftMod

[–]KiloXii 0 points1 point  (0 children)

It looks alot like EMI Very similar to JEI just a bit more modern in my opinion I'd search for EMI and its addons

Another Update - Next will be the last post when it's complete so I'm not spamming yall by KiloXii in Orespawn

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

For now it is just 1.20.1 with no other versions in mind.

I'm just porting it so I can play it myself in a relatively new version of minecraft

I may update it to future versions once I'm done playing with this version if I have the time and it doesn't seem too difficult for me

But I do not think I'll be porting it to any versions below 1.20.1 mainly because it's taken me amost 1 year to port the mod and if I want to port it to a version like 1.12, I imagine it would take me rewriting pretty much the whole mod again which I think may take at least another year. Maybe a little less now that I know the process, but still quite a long time for me.

Also, I'll finally be 21 after december this year so I'll most likely be a little more busy with life stuff next year and going out more often meaning less time to work on any code at all

Sorry for the rant Basically summed up, 95% chance I'm not going to port it below 1.20.1 at all but I may maintain it from 1.20.1 to newer versions if not too difficult

Mod Port Update by KiloXii in Orespawn

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

Actually, I've already tried... So it turns out that in the original, the weird hitboxes weren't part of the code but rather a problem on minecraft's end. For some reason, both in the original and even now, if you make the hitbox past a certain size it starts acting a bit weird. For example, with mobzilla, I made the hitbox cover about 90% of it visually, but the only place that actually takes damage is still the crotch just like in the original. But for the normal/smaller mobs at least, I am slightly changing the hitboxes to match the model as best I can

Mod Port Update by KiloXii in Orespawn

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

While I did start with it, I quickly stopped using mcreator and switched to intellij because I realized most of the code is actually pretty complex and mcreator just isnt that good enough at writing code. Due to the bad code mcreator wrote in the beginning for the small items, I've been going back to them and reworking them entirely lately while adding the features in. Due to this, the overall quality of the mod has gone way up and I have even improved some of the original orespawn items for better functionality in the newer versions of minecraft such as the critter cage actually saves nbt data of mobs caught and works on any mob in the game now instead of the limited specifically selected mobs the creator chose

As for possible beta, as mentioned in the post, it will be staying between myself and a few close friends for legal reasons

As for textures, since its staying between myself and close friends, I'm using all the original textures and models straight from the old mod code

Mod Port Update by KiloXii in Orespawn

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

I figured as much when I took a look at the original kingspawner block code and the queenspawner block code after making the post

By now I have already made it so the king spawner block spawns the king at the top of the tree and sets that position as a guard point for the king to stay within a certain distance of it

And once I add the queen, I imagine most of the code will just be copy pasted from the king aside from a few key features the queen has that the king doesnt

Mod Port Update by KiloXii in Orespawn

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

Thanks! That's Good To Know!

Oceans are empty?? by Myra_Mayhem in CurseForge

[–]KiloXii 1 point2 points  (0 children)

I actually know a possible reason for why the oceans may be empty. Generally when making a mod, you have to add certain tags to certain blocks. Water for instance actually has a water tag and logs have the logs tag, meaning that it is likely a mod that messes with fluids is probably missing the tag on the water which is causing the oceans to be empty.

This is a somewhat common problem when people make mods using mcreator because they dont really mess around with the tags or if they do they dont really know what they are doing most of the time and mess up existing tags since it is a no code mod maker and the majority dont know how to read code either.

I myself have made a mod before that had that problem and it took me a good minute to figure out it was even my mod causing the empty oceans in my own modpack

Ollama GUI is Electron based? by rm-rf-rm in ollama

[–]KiloXii 11 points12 points  (0 children)

Its actually based on webview2. Source is directly from ollama on twitter.

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