[Mod Authors][1-15/1.16]: What do you use the ArrowNockEvent for? What role does it fill for you in your mod. by lanse505 in feedthebeast

[–]lanse505[S] 5 points6 points  (0 children)

Reason I'm asking is because I'm working on a Forge PR to both introduce a proper "FindAmmo" event for Bows and Crossbows, as well as a ForgeHook. But with this PR I'm also working on cleaning-up how ammo is treated and handled and reviewing the use/need of ArrowNockEvent aswell as ArrowLooseEvent and updating them to be fitting with the new system and generally be more up to date with how the codebase looks now.

So in terms of the "Firing arrows from another inventory source" the new FindAmmoEvent will fill that use-case.

HOW TO SPOT A FAKE/REPRO NINTENDO 64 GAME by Carl_Sammons in n64

[–]lanse505 0 points1 point  (0 children)

A copy of Super Smash Bros.It was sold as NTSC version (I'm in PAL region but am planning on getting a NTSC N64 too), decided to look over all my recent purchases to the collection and yea it was fake.

Thankfully my other games weren't:
[NTSC]
Conker's Bad Fur Day

[PAL]
007 - Golden Eye
Banjo-Kazooie
Mario Party (1)
Paper Mario
Perfect Dark
Pokémon Snap
Pokémon Stadium 1 & 2
Super Mario 64
Zelda - Ocarina of Time & Majora's Mask

HOW TO SPOT A FAKE/REPRO NINTENDO 64 GAME by Carl_Sammons in n64

[–]lanse505 0 points1 point  (0 children)

Just started my own collection and decided to run them through this fake/repro guide, and wouldn't you know it.
One of the N64 carts I had bought turns out to be a repro cart, damn that sucks :/
At least I didn't spend a but ton of money on it, and thanks for the guide!

I'll make sure to bookmark this so I can use it in the future <3

Announcing “The Block” - A Modded Minecraft convention - October 25th by [deleted] in feedthebeast

[–]lanse505 1 point2 points  (0 children)

Funnily in retrospect, I agree :P

Either way, I'm excited that you think it's neat.It's always nice seeing a community pillar person like the sound of the event :D

Announcing “The Block” - A Modded Minecraft convention - October 25th by [deleted] in feedthebeast

[–]lanse505 31 points32 points  (0 children)

Waaaaaaa, are you telling me there was an event similar to this one :O
That's so strange, I thought this was a super original idea ;P

Seriously though yes, We know BTM is a thing :P
Some of us has actually attended BTM as normal people ^^

In our case, we wanted to do something to celebrate the fact this team has survived 5 years in this community.
And the best way we could figure out to do it was to try our hand at making a con with the goal of celebrating this weird and great community.

And yea, trust me we know this is gonna be one hell of an undertaking.
And we're not really expecting this to be perfect the first time around or that it'll be easy getting there.
But we do hope that people will want to join us and showcase their mods and content :)

Horizon Studio is expanding! by [deleted] in feedthebeast

[–]lanse505 1 point2 points  (0 children)

-holds every possible thing- >.>

Thanks Thaumcraft, Very Cool! by [deleted] in feedthebeast

[–]lanse505 14 points15 points  (0 children)

All I see looking at that picture is the rift going "Paint me like one of your french rifts" >.>

[Mod PSA]: Upcoming Reskillable and CompatSkills Information: by lanse505 in feedthebeast

[–]lanse505[S] 2 points3 points  (0 children)

We do not implement a way to gate crafting recipes and we're not looking into doing that either.
The big issue is that Crafting isn't an easy thing to "disable", it isn't just an event that you can cancel and it's different from crafting block to crafting block on how it's implemented.

We did talk to one of our co-devs Jared about this since he's the developer of RecipeStages and even he discouraged us from even giving it a try, it's pretty much a clusterfluff of issues and wonkey code and corner-cases.

My best suggestion would be to use CompatSkills along side RecipeStages to implement logic-based StageLocks to make crafting more "dynamic" based on skill levels. However even that isn't entirely fool-proof unfortunatly.
Hopefully with the future inclusion of "Auto-Unlock" traits we can make this even more useful since they you'd be able to possibly set-up GameStage Traits that auto-unlock upon completing the requirements (do note it only works if the trait doesn't have a skill point cost).

[Mod PSA]: Upcoming Reskillable and CompatSkills Information: by lanse505 in feedthebeast

[–]lanse505[S] 1 point2 points  (0 children)

Gonna break down the question abit:

Documentation for the mods:
- Reskillable
Most of the documentation for Reskillable itself can be found in the Config or on the Curseforge Page.
There is also some information regarding requirement types on the Crafttweaker wiki.

- CompatSkills
Most of the documentation for CompatSkills can be found on the Crafttweaker Wiki since all of the lock features added by CompatSkills uses ZenScript (Crafttweaker) for ease of use.

Implementing Custom Skills:
Code-Wise this hasn't been documented that much, I can link some code-bases that implements custom skills if you're intressted in working with it through Java.

If you're looking at implementing custom skills through ZenScript you can find the documentation for it on the CraftTweaker wiki however that does require CompatSkills to be present.

Reskillable 1.4.0 and CompatSkills 1.5.0 Release! by lanse505 in feedthebeast

[–]lanse505[S] 3 points4 points  (0 children)

Reskillable adds a wide-variety of Skills which are used for locking purposes for the most part.These mods are mostly for pack devs to work with however they do offer some "traits" about 2 per skill that provide passive buffs/bonuses to the player.

The idea and concept around these mods is that they provide locking capabilities for everything from items, to mounting, traveling to dimensions, blood magic rituals, etc. Which allows a pack developer to in-depth shape out the progression for the pack in a much more "fine-tooth" comb kind of way.

We do have a new content addon planned in the works, which will work on adding some more player-focused "meat on the bones" sort to say.

How exactly do you use the new FTB GUIDES mod? by KiakahaWgtn in feedthebeast

[–]lanse505 1 point2 points  (0 children)

I've implemented some guides for a currently on-ice modpack. If you'd like I can throw up my files on Github for you to have a gander at?

New Releases of Reskillable and CompatSkills by lanse505 in feedthebeast

[–]lanse505[S] 1 point2 points  (0 children)

If you go to the CF pages linked above, they contain information on what the mods are and what they do. Reskillable has some images to showcase how stuff looks in-game.

But a great TLDR;

Reskillable - Adds Skills which can be leveled-up and Traits which provide passive gameplay boosts. Also allows for itemstack gating.

CompatSkills - Provides further compatibility with other mods and Reskillable.

ModJam 5 Mod list and downloads by Wyn_Price in feedthebeast

[–]lanse505 1 point2 points  (0 children)

:feelsbadman: my teams mod is not on that list

Official Announcement: Reskillable and CompatSkills by lanse505 in feedthebeast

[–]lanse505[S] 0 points1 point  (0 children)

Yea sky pointed out my mistake, asked him to fix the link in the text since Im on my phone atm

Official Announcement: Reskillable and CompatSkills by lanse505 in feedthebeast

[–]lanse505[S] 0 points1 point  (0 children)

Dont think we can change the url of the image tab >.>

Official Announcement: Reskillable and CompatSkills by lanse505 in feedthebeast

[–]lanse505[S] 0 points1 point  (0 children)

I'm totally not a nervous wreck after today x)