Raust's Mods Thread (Discussing Project Enderscale)

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Which of my mods do you use?

Doggy Talents
10
29%
TTWTTTTT
3
9%
MagiCats
6
18%
Raust's Tools
11
32%
Nyctophobia
4
12%
 
Total votes: 34
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RaustBlackDragon
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Re: Doggy Talents BTW Thread

Post by RaustBlackDragon »

made a quick update to extend the pathing distance for the food bowl and fix the throwbone bug.

http://dl.dropbox.com/u/25139867/DoggyT ... v1-8-4.zip

I'd appreciate feedback on the Food Bowl and whether or not it:

A: Works well in practice,

B: Is cooperative with automation.
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whynocheese
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Re: Doggy Talents BTW Thread

Post by whynocheese »

A: So far yes

B: Only did a slight auto and that doesn't really make a chance for a bud detection so I will try some things in my Creative.
whynocheese
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Re: Doggy Talents BTW Thread

Post by whynocheese »

Not sure if this is bug or install error but every time I start a new world I always come equipped with Command Beam, and Doggy Charm. :\
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RaustBlackDragon
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Re: Doggy Talents BTW Thread

Post by RaustBlackDragon »

whynocheese wrote:Not sure if this is bug or install error but every time I start a new world I always come equipped with Command Beam, and Doggy Charm. :\
That's not a bug, it's a feature :)
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walker_boh_65
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Re: Doggy Talents BTW Thread

Post by walker_boh_65 »

RaustBlackDragon wrote:That's not a bug, it's a feature :)
A real feature, or a bug you won't know how to fix for a few releases? ;)
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RaustBlackDragon
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Re: Doggy Talents BTW Thread

Post by RaustBlackDragon »

walker_boh_65 wrote:
RaustBlackDragon wrote:That's not a bug, it's a feature :)
A real feature, or a bug you won't know how to fix for a few releases? ;)
A real feature.
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whynocheese
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Re: Doggy Talents BTW Thread

Post by whynocheese »

RaustBlackDragon wrote:
walker_boh_65 wrote:
RaustBlackDragon wrote:That's not a bug, it's a feature :)
A real feature, or a bug you won't know how to fix for a few releases? ;)
A real feature.
Is there anyway to turn it off, because i am not sure if I want dog to-.... Nevermind it is insane to want an already optional feature to have an off button, if I really wanted to I could throw them into a ravine, thanks I was a little scared I still didn't install right, glad to see I am so far in the clear, By the way thanks for a great mod! :D
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RaustBlackDragon
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Re: Doggy Talents BTW Thread

Post by RaustBlackDragon »

whynocheese wrote: Is there anyway to turn it off, because i am not sure if I want dog to-.... Nevermind it is insane to want an already optional feature to have an off button, if I really wanted to I could throw them into a ravine, thanks I was a little scared I still didn't install right, glad to see I am so far in the clear, By the way thanks for a great mod! :D
Thanks! Be sure to post pictures of your setups! Those are always fun to see :) In particular, if anybody has an automated food bowl setup going, please show me, I'd love to see it!
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RaustBlackDragon
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Re: Doggy Talents BTW Thread

Post by RaustBlackDragon »

I've made a sort of beta update fixing some lagging issues with the food bowl. Basically, if your dog was loaded but the chunk with his bowl wasn't, and he wanted food, he'd attempt to path toward it every in-game tick, which would slow the game down to a crawl. This would also happen if the food bowl became empty when he was hungry.

http://dl.dropbox.com/u/25139867/Doggy% ... v1-8-7.zip

This should fix that, but I'd like some help testing it :)
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

Updated the thread as per FC's request to keep all of my mods to a single thread.
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Cuchonchuir
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Re: Raust's Mods Thread

Post by Cuchonchuir »

Hope to see the 1.2 version of TTWTTTTT mod soon. :) I had not noticed it before, but I'd like to try it.
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

Cuchonchuir wrote:Hope to see the 1.2 version of TTWTTTTT mod soon. :) I had not noticed it before, but I'd like to try it.

It's by far my least popular mod on the MCF, and even here, in a technically-oriented community, it's not much better. However, I was personally motivated to make it, so you can count on an update soon. Right now, however, I'm working on adding the actual "magic" to MagiCats, because, as I feared, MagiCats don't scare off creepers, so currently I've sacrificed their only function in exchange for aesthetics.
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

I've updated MagiCats! It has actual spells now, currently consisting of potion effects, including some that aren't normally obtainable in game, such as resistance, underwater breathing, jump, and digging speed!
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

*sigh*...

I was hoping that magicats would be a bit less dickish than regular cats. No such luck :( I just witnessed a newly-magic-imbued cat walk up to toby, shove him off of his food bowl, and then perform a spinning victory dance bouncing up and down.
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morvelaira
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Re: Raust's Mods Thread

Post by morvelaira »

He's got the moves like Katter?
She-who-bears the right of Prima Squee-ti
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

morvelaira wrote:He's got the moves like Katter?
She. I've named my cats after either fictional cats, or the names of my current and past cats. Emily's my current cat, and I'm pretty sure she' the one who did that.
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Sarudak
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Re: Raust's Mods Thread

Post by Sarudak »

I'm interestied in TTWTTTTT but afraid of it becoming BTW incompatible in a future BTW release...
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

I'm thinking i'm going to add an update to MagiCats which includes a new spell, Repair, which would restore 5% durability (max, 1% per spell level) to every item with durability in your quick bar upon use. Since you get 5 charges per new moon, this would be a total of 25% for up to 8 items (you need to have one of the 9 quickbar slots occupied to cast the spell) per new moon. I've decided to err on the side of caution with this, because we're talking about something that would PRESERVE the enchantments of the tools it repairs, which is almost entirely unheard of, even in the mod scene. Any thoughts regarding the balance of something like this?
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Sarudak
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Re: Raust's Mods Thread

Post by Sarudak »

Sounds horribly imbalanced to me. There's no cost associated with it.
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

Sarudak wrote:Sounds horribly imbalanced to me. There's no cost associated with it.
Actually, this requires access to magma cream, nether wart, and ender pearls for each point, and it takes 15 of each to max out just this spell.
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

So... apparently I have my first piece of fan art?



Image



CrimsonWolf is amazing. Seriously, she just is.
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Kain Magin
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Re: Raust's Mods Thread

Post by Kain Magin »

i get the creeper detector doggy, the riding doggy, the lava walking doggy, but whats the one on his head, the blue one with torches and the one with the red bandanna for?
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RaustBlackDragon
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Re: Raust's Mods Thread

Post by RaustBlackDragon »

Each of the six has 3 of the 18 skills in the mod. The yellow one has Pestfighter, creepersweeper and magimutt, the one with armorish things is blackpelt, guarddog and hunterdog, the red has hellhound, fisherdog and poisonfang, the blue one has pillowpaw, doglight and happyeater, the mount has wolfmount, doggydash and packpuppy, and the one on his head has bedfinder, puppyeyes and rescuedog :)
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Kain Magin
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Re: Raust's Mods Thread

Post by Kain Magin »

that is just soooo adorable ^^

question, have you fixed the bug where sometimes the doggy's multiply? havnt used Doggy Talents since i made a lets play and my world kept crashing (not because of Doggy Talents mind you ^^) every time i had a crash, i came back to the game to find my doggy had multiplied (its been awhile)

Edit:went back and looked at my lets play, made it back in 1.0.0.... so its prolly been fixed
Last edited by Kain Magin on Fri Mar 23, 2012 12:00 am, edited 1 time in total.
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orangeweaver
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Re: Raust's Mods Thread

Post by orangeweaver »

Lmao that pic is fucking awesome. XD
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