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ATLauncher's discordWeekly Threads ArchiveIf you would like more information on FTB then check out our to see all the current modpacks, and discussions from the community, as well as helpful links!Tools & Resources. I'm playing with 100+ mods in 1.7.10 and I'd love to have a resizing mod to be able to fit inside one block spaces, but the only one I can find is the which I don't really want to use considering it requires a suit of armor using (I'm guessing, the recipes aren't on curseforge) mod-specific ores which will be immensely difficult to find since I've done quite a bit of exploring, or the which crashes my game as soon as I kill a new mob. Is there a mod that works for 1.7.10 that can make me resize my player to fit into smaller than 2x1 spaces?
I'm playing with 100+ mods in 1.7.10 and I'd love to have a resizing mod to be able to fit inside one block spaces, but the only one I can find is the which I don't really want to use considering it requires a suit of armor using (I'm guessing, the recipes aren't on curseforge) mod-specific ores which will be immensely difficult to find since I've done quite a bit of exploring, or the which crashes my game as soon as I kill a new mob. Is there a mod that works for 1.7.10 that can make me resize my player to fit into smaller than 2x1 spaces?. Final torrent free.
This mod is called Gulliver. It’s named for the book Gulliver’s Travels, though much of the inspiration comes from The Borrowers, Alice in Wonderland, and other size-related stories.What it does. From the outside, it looks just like plain vanilla Minecraft. There are no new blocks or items, just two Potions.
But with Gulliver installed, you now have the ability to change your own size or the sizes of mobs & NPCs!. The world works differently when you and mobs change size.
. Updated to Minecraft 1.6.4!. Mod installers!. Better climbing blocks when tiny! No more falling straight down the instant you stop moving!.
Plants will now help break your fall when tiny!. Tweaks to Bat riding! As always, hold String and use the forward/back keys to control the Bat. Try naming your Bat for even more useful features!. Added Romanian and Slovak language support!.
Somewhat better handling of custom blocks added by other mods, including Little Blocks!. Even more fixes and tweaks!Works with Too Many Items, Rei's Minimap, Optifine, some Forges, Little Blocks, and more!Doesn't quite work with Smart Moving, Player API, More Player Models, and more!Important tips:. Backup your world files before trying Gulliver or Gulliver Forged! You have been warned!!.
Don't open Minecraft 1.7 or 1.8 worlds in older versions of Minecraft!. Gulliver (or Gulliver Forged) should not be installed into the minecraft jar file or the mods folder. Use their installers instead.Multiple Language Support:Gulliver includes localizations for Polish, German, Portuguese, Spanish, Dutch, Hungarian, Swedish, Norwegian, Danish, French, Italian, Turkish, Czech, Thai, Chinese, Japanese, Finnish, Hebrew, Arabic, Pirate, Russian, Ukrainian, Filipino, Romanian, and Slovak!Translations are by yours truly, and may be of varying quality - corrections and suggestions are appreciated.( Note: I pick which languages to add based on the countries that visit my adfly links - yours could be next! )Little Blocks users:will work just fine with Gulliver Forged 0.14.3 for 1.6.4!You'll need to download the older MC 1.6.4 versions of Little Blocks and SlimevoidLib, specifically and.Important warning for 1.6.2 Gulliver + LB users!Opening Little Block 1.6.2 worlds in 1.6.4 may cause blocks in Little Block areas to disappear, especially Chests, Furnaces and other 'Tile Entity'-based blocks. Backup your world, then remove all 'Little' Chests etc. There have been enough changes to Gulliver and how it interacts with other mods that I'm more or less dropping support for the old versions.
Use (A) to select item in menu and (B) to go back. Press SELECT+START to show game menu (save/load/reset). You should have a ROM file to play a game and upload it via OneDrive. Game genie codes for snes9x emulator iphone. Features: • supports NES, SNES, GENESIS, GAMEBOY and ADVANCE systems:.nes.smc.sfc.gen.smd.mb.bin.gba.gbc.gb; • save/load game state; • local multiplayer (two controllers); • import roms from OneDrive; • save game state to OneDrive; • gamepad buttons mapping; CHANGELOG v4: • added OneDrive save states; • removed local storage; • gamepad stick support; • some minor fixes; To start playing click on the emulator window, sign in OneDrive (only once at the start) and if all is OK click again to enable FULLSCREEN mode (gamepad input works only in fullscreen mode).
LIABILITYTHIS MOD IS PROVIDED 'AS IS' 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. USEUse of this MOD to be installed, manually or automatically, is given to the USER without restriction.3. REDISTRIBUTIONThis MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely.
All mirrors of this mod, and Mod Packs containing this mod, must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.4.
DERIVATIVE WORKS/MODIFICATIONThis 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 require advance written permission of the OWNER and may be subject to certain terms. Okay, Gulliver's been upgraded to Minecraft 1.2.4!I'll leave up the version for MC 1.2.3 at least until some more common mods get upgraded too.Also huge players break boats now if they sit on themNext I'll look into providing more compatibility (PlayerAPI looks very useful, and may give me some good clues on turning more of Gulliver into 'hooks' instead of sticking everything in the standard classes; thanks for the tip Retamapark.)Edit: since several of you tried out Gulliver v0.3 and didn't make any complaints about it not working, I've decided to kick this up from Alpha to Beta. Thanks and enjoy Gulliver v0.4! This is sweet! I definitely like the idea of combining it with the little blocks mod! Can't wait for the MP version to come out!As for increasing compatibility, the more static methods you can use from other classes the better, as you can just reference them.
Ghent developmental balance test, manual. Alexandra De Kegel, Hilde Van Waelvelde, Peter Laroy Published in 2009 in Ghent by Academia Press. Balance is a fundamental component of movement, involving the ability to recover from instability and to avoid instability, to anticipate balance disturbances. Balance is a fundamental component of movement, involving the ability to recover from instability and to avoid instability, to anticipate balance disturbances. Various developmental motor disorders cause poor balance, resulting in difficulties with postural control and disturbing the development of numerous activities of daily. Ghent developmental balance test manuals pdf.
I'm sure that you can add potion recipes (I haven't played around with it yet) by calling something similar to (for crafting recipes) CraftingManager.getInstance.addRecipe(.); that's what modloader does in it's addRecipe method. Seems kinda cheap now that you think about it!Hope I helped! Another thing.
It doesn't make sense to me how large takes more fall damage and small less. Think about this: If you're giant, climbing onto, say, a table would be just a very small step.
It might be only the height of your foot, so obviously jumping off won't hurt. But if you're tiny, it'd be like falling off of a cliff.Some other ideas:When at the smallest size, you can only climb/jump onto slabs and stairsWhen at the smallest size, you can use (grappling hook? Climbing equipment of some kind) to climb onto blocksWhen at the smallest size, you can stand on still water for a second or two before sinkingWhen at the largest size, mining/punching/left clicking takes out a 3x3x3 areaSomething perhaps that adds functionality with Little Blocks/Redpower microblocks and/or Clay Soldiers? Quote fromAnother thing. It doesn't make sense to me how large takes more fall damage and small less. Think about this: If you're giant, climbing onto, say, a table would be just a very small step. It might be only the height of your foot, so obviously jumping off won't hurt.
Gulliver Mod 1.12.2
But if you're tiny, it'd be like falling off of a cliff.The bigger they are, the harder they hit. You only get hurt for falls greater than 3 blocks, and besides, it's another way get tripped up by how things 'look' to you at different sizes. When at the smallest size, you can only climb/jump onto slabs and stairsWhen at the smallest size, you can use (grappling hook? Climbing equipment of some kind) to climb onto blocksWhen at the smallest size, you can stand on still water for a second or two before sinkingWhen at the largest size, mining/punching/left clicking takes out a 3x3x3 areaSomething perhaps that adds functionality with Little Blocks/Redpower microblocks and/or Clay Soldiers?- For the jumping I took my cue from how Minecraft does the different sizes of Slimes and the Giant - they all jump up one block high.
It's also a bit too much if you can't get around at all outdoors. And the apparent 'huge' jump is nicely strange.- Grappling hook eh? Try the Fishing Rod!- I like the idea of water surface tension too, but it seems like 1/8 isn't small 'enough' to have that effect. Be fun to do anyway, so I'll keep it in mind.- Mega-punch: Heh, I should just tack up my personal to-do list in the OP, that one's already there.- Clay Soldiers/Redstone: I'd love it if Gulliver can be used to extend the types of things you can do with other mods, but I'm not sure if I want to code that straight in. Let's see what develops.Thanks for the suggestions guys! Quote fromNow that's a sweet idea! Thanks!The bigger they are, the harder they hit.
You only get hurt for falls greater than 3 blocks, and besides, it's another way get tripped up by how things 'look' to you at different sizes.- For the jumping I took my cue from how Minecraft does the different sizes of Slimes and the Giant - they all jump up one block high. It's also a bit too much if you can't get around at all outdoors. And the apparent 'huge' jump is nicely strange.- Grappling hook eh? Try the Fishing Rod!- I like the idea of water surface tension too, but it seems like 1/8 isn't small 'enough' to have that effect. Be fun to do anyway, so I'll keep it in mind.- Mega-punch: Heh, I should just tack up my personal to-do list in the OP, that one's already there.- Clay Soldiers/Redstone: I'd love it if Gulliver can be used to extend the types of things you can do with other mods, but I'm not sure if I want to code that straight in.
Let's see what develops.Thanks for the suggestions guys!What if you handled tiny people getting up blocks like the clay soldiers. You hold down jump after the actual jump near a ledge and climb up it.
It should be pretty fast getting up though.
Hello folksI've got a mod called Gulliver that allows you to change the size of the player and other entities, in both singleplayer and multiplayer:Currently Gulliver uses ModLoader and supports ModLoaderMP. I would like to add Forge compatibility so my users can play with their Forge-based mods, not to mention that I've been wanting to see how well it works with RedPower sub blocks (drop ceilings & ductwork tunnels! )Important caveat: Gulliver changes scads of base classes. I plan to reduce the number of base class changes eventually, but I doubt I can get away with not modifying any base classes, considering how much fundamental Minecraft code I've had to adjust to get this mod to work well.So, got any advice for a Forge noob trying to add compatibility for a ridiculously complex but highly amusing mod?Oh by the way, sp614x suggested that I ask you guys to add hooks for render view positioning and perspective changes. I'm still working out the rendering details, but would you be open to making hooks of that sort?Cheers,UncleMion. Try to use as many Forge hooks as you can.Then try to use Java Reflection to do what is left.For the stragglers, try to make a new hook and try to make it as generic as possible, and submit a pull request for it to be put in to Forge proper.Thanks for the feedbackHm, I'd like to have Gulliver be Forge compatible but not required. I suspect that, since some of the Forged base classes I conflict with happen to implement Forge-specific interface classes, I'd be best off making 2 releases: one fully Forge compatible, one not (but close if possible).So.
The Forge one would need to incorporate Forge code into the base classes I modify, and the less-Forged would use reflection on existing hooks wherever it can. Does that sound about right?I'd actually try to replace code with Forge hooks if possible, but it'd be trickier to maintain 2 very divergent forks. Probably worth it if the hooks are useful I'll see what I can figure out. What should be done is no base edits at all, Forge is trying to massively get away from mods requiring base edits as they make some things near impossible (look at the mystcraft conflicts, Forge updates rapidly while remaining backwards compatible, but mystcraft edits a lot of base classes and it cannot keep up, thus it starts breaking other mods that require the new features).
It is better to use hooks when possible, then use reflection, else make a new hook and submit it for inclusion in to Forge. That is what Forge is, a set of useful hooks for mods to not require base edits, and anyone can submit new hooks, and as long as they are not already there, cannot be done via reflection, and cannot easily be implemented in a better way, then expect it to be added straight in, else you will get feedback. Hmm, about how often does Forge add new features? In the 'Recommended' releases at least.I can't really call my mod stable until I've finished adding the main features I've got planned and done a lot of code cleanup. I don't expect to be submitting any forge hooks until after a good thorough refactoring and consideration of what features would be useful to other mods.In the meantime it's more a matter of my mod supporting Forge and not the other way around It shouldn't be too much trouble to update to new versions once I've gotten the current Forge features taken care of. Restarting the thread now that I've made a Gulliver Forged release as an April Fool's not-prankIt's only partway converted over to Forge.
There's a lot more I want to do with using Forge hooks for Gulliver where possible, but I'm afraid it's still going to be a very base-class-heavy mod.My goal is to have reasonable 'default' behavior for resized mobs, as well as scaled movements, block-breaking ability, etc. So that other mods are reasonably playable even before doing specific compatibility changes.Anyway, y'all are welcome to try the preliminary experimental Gulliver Forged thing and let me know what you think I'll ask more specific questions about code structure as I go along in the integration process.