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21
Discussion / Re: Suggestion: Redstone / Electrical Age Support
« Last post by WThieves on December 04, 2015, 12:09:57 pm »
I'd love if these lights could be powered by Redstone or Electrical Age electricity.

I've never modded before, but am experienced with Java (and very experienced several other programming languages), and could probably add this feature myself with a little push in the right direction.

I was wondering if I could have permission to help add this feature to LATL, to be turned on and off with a simple config file.

For some reason, installing Forge doesn't install the MCP, but once I can resolve that, I can start modding.

That's not really how modding works, I can add these supports but I have deliberately chosen not to, since otherwise you'd have to wire every lamp and not many people want to do that.

If you want to mod, you should get the Forge Source and install it, then you read some minecraft tutorials to see where to look and if you already have experience these will easily make sense to you.

You have my permission to add something to the mod (as long as you can make your changes standalone and without my source code).
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Discussion / Suggestion: Redstone / Electrical Age Support
« Last post by LicenseTooThrill on December 04, 2015, 02:14:45 am »
I'd love if these lights could be powered by Redstone or Electrical Age electricity.

I've never modded before, but am experienced with Java (and very experienced several other programming languages), and could probably add this feature myself with a little push in the right direction.

I was wondering if I could have permission to help add this feature to LATL, to be turned on and off with a simple config file.

For some reason, installing Forge doesn't install the MCP, but once I can resolve that, I can start modding.
23
Discussion / Re: Four RR Suggestions
« Last post by JoePCool14 on September 22, 2015, 11:03:00 pm »
Thanks for the reply, I appreciate it! :D

Anyways, I completely understand the lack of time that you might have, and 1.8 support is also something tough.

In terms of different railroad styles, I could probably go on forever about the different types, but obviously adding every single one or even a small chunk of them would be painful. However, some small variety would be pretty cool.

Thanks again!
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Discussion / Re: Four RR Suggestions
« Last post by WThieves on September 22, 2015, 08:44:43 pm »
Hey, thanks for your suggestions!

I will look into them but at the moment I'm really struggling with the 1.8 updates as they are quite demanding and force me to rewrite all of the mod.
I haven't been as active as usual the past 6 months because of other things, which is also the reason there is no 1.8 support yet, there definately will be though!

I'm also looking into some other additions to the mod but since there are so much different styles of railroad crossings in the real world, I don't really know which country styles to add.
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Discussion / Four RR Suggestions
« Last post by JoePCool14 on September 20, 2015, 06:50:03 pm »
Hey there,

First I'd just like to say your mods are very, very nice and they are very accurate! You've done an awesome job on them and I hope there is more to come!

Now, I'd like to offer some suggestions that hopefully you don't already know about. They aren't super common ones, but I'm going to say them anyways!

Pretty much all I have to suggest is some new items.
- A bell item - It can either just be cosmetic or actually be the only way to get bells at a railroad crossing. I don't really care which way, just for cosmetic reasons primarily.
- A different style cantilever (overhead post) - This could be used to model overhead railroad or a different style of traffic signals. Its once again cosmetic, but unfortunately its tough to add overhead railroad lights.
- Double-sided crossbucks - Its just a small suggestion, either a new item or someway to put two on the same post.
- Different style of light that has a bell - Some crossing don't have gates but they still have lights and a bell. It would be awesome to be able to do this! It would also be nice to have a gate without a bell.

Hopefully these don't seem demanding, because its your mod and you do what you want with it. If you are ever looking for ideas though hopefully these come to mind. 1.8 support would always be fantastic too, but that's not too important. Thanks for making this awesome mod, and good luck with its future.  :D
26
General / The terms and conditions
« Last post by WThieves on September 05, 2015, 02:05:59 pm »
The terms and conditions:



0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER WThieves AKA Thieves, Original author(s) of the MOD.
Under the copyright terms accepted when purchasing Minecraft (https://account.mojang.com/documents/minecraft_eula) the OWNER has full rights over their MOD along with MOJANG.
USER - End user of the mod, person installing the mod.



1. LIABILITY
THIS MOD IS PROVIDED ĎAS ISí WITH NO WARRANTIES, IMPLIED OR OTHERWISE.
THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD.
THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED.
ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.



2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.



3. REDISTRIBUTION
This MOD may only be distributed via linking to the original download link from this website.
The original download link may only be altered or mirrored by the OWNER solely.
All mirrors of this mod should have advance written permission from the OWNER or else no support will be given (This includes modpacks).
ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) by anyone other than the OWNER are STRICTLY FORBIDDEN,
and the OWNER or MOJANG may claim damages or take other action to rectify the situation.



4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor.
Public distribution of modified versions of this MOD should have advance written permission of the OWNER and may be subject to certain terms or else no support will be given.



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Annotations from the author.

Asking for advance written permission before redistribution any form of this modification is respectful towards the author and encourages the author to keep working on the modification.
Do not be afraid to ask, there are almost zero circumstances in which advance written permission will not be given.
27
Discussion / Re: Custom Add-ons
« Last post by WThieves on August 11, 2015, 11:14:32 am »
Should be fixed, stay tuned for 1.0, which will be for minecraft 1.8 and contain a full guide on how to create Add-ons, since the way Add-ons are created will change drastically (And will include things like creating your own model for the gun and using tools to create a sound shooting profile)
28
Discussion / Re: Custom Add-ons
« Last post by WThieves on August 11, 2015, 10:50:26 am »
No, it's not that, the latest version of 0.9 is bugged when it comes to addons, the names and sounds are not being registered in the right place, I'll make a fix for this soon.

The profiles folder contains music shooting profiles, in other words when and where to shoot during music, this is not mandatory for the gun to function.
I'm developing a simple tool for that, it's not really possible to create that on your own.
29
Discussion / Custom Add-ons
« Last post by JPstang99 on August 07, 2015, 12:38:58 pm »
Hey, I made a custom add-on for this mod and when I put it into the new version 0.9, all of the names turn into
"item.(Name of gun).name" and the music doesn't play. I made a new gun the same way I always did and its result was the same. Did something about making an add-on change?

Edit: I feel it may have to do with this new "profiles" folder, but I have no idea if I'm supposed to make a .txt file for my guns and somehow figure out what all the numbers and X's mean or just leave it alone.
30
General / WMobility Main : Download
« Last post by WThieves on August 01, 2015, 11:30:35 am »
WMobility Beta 0.1!
For Minecraft 1.7.10!

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Latest Changes

The first release!

It's finally released, WMobility!
The current version has a couple of things for you in store.
It currently features 4 vehicles, an Oldsmobile style car, a tractor, a dunebuggy styled car and a motorcycle.
All 4 vehicles can be crafted with a car platform, which in turn can be crafted by building a 3x3 grid of iron pressure plates, but leaving the middle one empty.
Then you craft the car platform itself with 6 stone pressure plates on the sides and 1 iron pressure plate in the middle and put that down in the circle of iron pressure plates, it will turn into a 3x3 car platform.

After you've crafted the car platform you can right click it to bring up the car crafting window, which will allow you to choose which car to craft and show you the materials needed to craft it.

Each car features 5 stages of crafting, Chassis, Wheels, Engine, Electronics and Dye.
The crafting progress will be visible on the bottom of the car crafting window, and the items needed to finish the current stage will also be visible.

When a car is created one can right click it and take it for a spin, every car handles differently and every car has a different hitbox.
Cars also have names that will be temporarily visible (Yes, like GTA, that's also where the names came from by the way)

When a car is broken, it will drop a receipt, this could be seen as your insurance and will allow you to respawn the car at any car platform.
(In the future there will be a setting in which a penalty can be set)

In creative mode cars can be spawned by right clicking with a receipt.

Vehicles have a handbrake (Default Left ALT) and a Horn (Default H) and they make sounds when driving.

As a last note, the mod does currently allow you to actually create your own vehicles, but since the mod is in Beta I've yet to make a tutorial on that.
Custom content will be the future for this mod though.

This is still a beta mod, so there might be some bugs.
Chances are it will actually crash your game.
If you do encounter bugs, please report them to me so I can improve the mod!

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Needed for these mods to run

For version 0.1 of this mod no Forge versions higher than 10.13.4.1448 can be used.

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Download (Universal)

1.7.10
By following this link you agree to the Terms and Conditions.

Older
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What does this mod do?
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Videos
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Images
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Installation:
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Changelog
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Planned
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Known bugs
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Credits to
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Suggestions and feedback are welcome and appreciated!


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