First, I tried to go into the gamemode, to see how the mod would receive me. I seached for a pagoda and made it my base. Happens that the skill set up seems right, but I get confused if I am activating it with shift or only with a mouse button after using shift once. After a while, I was merely playing vannila survival and didn't bothered with other contents of this mod, as I haven't found the mobs, the ores or other structures from it. The only thing from the mod I used was the hunger regeneration skill, and I played for two hours.
Later, I tried to create a world in creative. No good, as I could only acess the armors - that had the very same icons that vanilla items, like jade armor looking like iron - and I couldn't acess the blocks - like the pagoda carpet. There is no explanation about instalation, but it crashes when installed with forge. I tried without anything else and it worked, but with the sprite bug I just mentioned.
I am really interested in any mod that changes the battle mechanics of Minecraft, but quite frankly, there is a lot of work to be done yet in this. Good luck.
First, I tried to go into the gamemode, to see how the mod would receive me. I seached for a pagoda and made it my base. Happens that the skill set up seems right, but I get confused if I am activating it with shift or only with a mouse button after using shift once. After a while, I was merely playing vannila survival and didn't bothered with other contents of this mod, as I haven't found the mobs, the ores or other structures from it. The only thing from the mod I used was the hunger regeneration skill, and I played for two hours.
Later, I tried to create a world in creative. No good, as I could only acess the armors - that had the very same icons that vanilla items, like jade armor looking like iron - and I couldn't acess the blocks - like the pagoda carpet. There is no explanation about instalation, but it crashes when installed with forge. I tried without anything else and it worked, but with the sprite bug I just mentioned.
I am really interested in any mod that changes the battle mechanics of Minecraft, but quite frankly, there is a lot of work to be done yet in this. Good luck.
The skills are activated in one of two ways. You can shift/ctrl + 0-9 to activate instant skills and equip them, or shift/ctrl + scroll to just equip them. Once equipped, left click to activate the left skill, right click for the right. That is apparently not as clear or intuitive as I thought it would be, and I'm working on an in-game starting tutorial to walk you through it.
If you didn't encounter any of the new mobs or ores, that may be a bug. The new mobs have the same spawn frequency as any other hostile mob, so you should have seen them if you were fighting at all. As for the ore, copper ore pretty much replaces iron at the first level of the map, so I don't know how you didn't find any if you were looking. I've generated hundreds of maps and never had that happen. Did you see any ores at all besides coal?
It also isn't very clear that to see all of the new content, you have to leave the spawn area/map center. The farther out you go (about every kilometer or so) the more new stuff there is to see.
As far as seeing the new content in creative mode, you shouldn't see any of it at all. It is supposed to all be contained within that one game mode. Any leaks through like that I will work on removing. If you want to see the mod content in more open way, type "/te admin true", then "/te recipe all". After that, open the recipe book (defaults to 'r'), and you can see and pick up all of the items in the mod.
As far as forge (or any other mod), currently it is not compatible. I was not able to find a way to make it work as it just modifies too many underlying structures of the game.
I know there is a lot still to be done, it is very much still a work in progress, but the core engine changes are mostly complete and I wanted to get some feedback before pushing ahead. Thank you for taking the time to try it, I will take what you have said into consideration, and I hope you come back and give it another go in the future.
Add Forge compatibility and more in-depth info (crafting recipes?); it's hard to make a mod showcase with so little information.
x__x
Forge compatibility just isn't possible right now. Maybe in the future, but I had to change too many core game mechanics to get it to play the way I had in mind. I know that's a deal breaker for some people, but unfortunately right now it's just not compatible.
As for the crafting recipes, type "/te admin true", then "/te recipe all". After that, open the recipe book (defaults to 'r'), and you can see and pick up all of the items in the mod. There is a filter at the bottom that makes it a little easier to use, I know it's no TooManyItems or anything, but I'm working on improving that interface.
it crashes when i place forge in then the mod?
can you help me as you did next to nothing to inform people on how to install it.
This mod is not compatible with forge, so that is to be expected. As for install, there are really 3 ways to do that.
Unzip the contents of the mod zip file into a folder. Open your minecraft.jar file with WinRar (or any rar utility) and paste the files you unzipped earlier into the file. Delete the Meta-inf folder. Run as normal.
Download MCPatcher. Use the mod menu at the top to add the mod zip file. Uncheck all other mods in the list. Press the patch button. Run as normal.
Download Magic Launcher. After opening it, click the configure button in the bottom right. Use the add button on the right to add the mod zip file. Save the configuration. At this point, to run the mod, simply open the launcher, pick the configuration you saved the mod into and press the login button.
As said in the main post, this mod is not compatible with any other mods. If your minecraft.jar isn't clean, none of these will work. You can force minecraft to redownload in the launcher options to get a clean jar.
please can you make it so it dosent crash everytime i cast a lightning bolt as a monk when holding a sword i normally struggle to switch as im in dark caves surrounded by mobs, also gamerule's do not work was this intentional? i wanted to have keepinventory so i could have a fun play with the mod but it didnt work niether did /spawnpoint but my game says that cheas are enabled. other that that this mod is Brilliant! keep up the good work.
Thanks, I'm glad you liked it. I fixed the bug with bolt and the swords, I will have an update ready on Friday with that in it. As for the gamerules, they were disabled intentionally. Most of them really break stuff within the mod so I made the decision to just not use them in the mod mode.
I just want to say that I downloaded and installed this mod and ended up playing for nearly 3 solid hours.
I love the respawn mechanic.
I love the class/skill system.
I love the recipe book.
I'm eager to try this on SMP with others!
Fantastic work - keep it up. Don't let criticism get your down. This is one of the few truly original mods I've seen recently.
Thank you. I put a lot of hard work into this, and it's rewarding to hear when people enjoy it. I plan on pushing out updates regularly with more content, so don't forget to check up on it from time to time.
I just pushed out version 1.1, for all that were waiting. This is the SMP update, so now you can download the server file or share your world on the lan and use the new combat skills against your friends, or work together (group using the 'g' key) to tackle tough fights. As always, any feedback is appreciated.
1.1.2 is now available, which includes a few bug fixes (including a persistent issue with the guide and spirit orbs) and a fix for a leveling exploit with the daoist class.
There is a crash when any player is died.
Can you make a wiki or give a crafting recipes?
P.S. My mate have crash.
The first bug has been fixed. There was an issue with the spirit orb generation on the SMP server, it has been fixed in 1.1.3 which is now available for download. As for the crafting recipes, at level 2 the builder class gets reverse engineer, which teaches you recipes you don't already know, based on what you are holding in your hand.
I think monk is underpowered... Maybe he need shortly cooldowns spell cast time?
The light armor skill in the martial artist class will let you trade armor for lower casting time, so you can use that to buff up your monk. The starter skill is being looked at right now for rebalancing, the monk has a harder time at lower levels and a shorter cast time and faster projectile are some options I am looking at to balance that out.
First, I tried to go into the gamemode, to see how the mod would receive me. I seached for a pagoda and made it my base. Happens that the skill set up seems right, but I get confused if I am activating it with shift or only with a mouse button after using shift once. After a while, I was merely playing vannila survival and didn't bothered with other contents of this mod, as I haven't found the mobs, the ores or other structures from it. The only thing from the mod I used was the hunger regeneration skill, and I played for two hours.
Later, I tried to create a world in creative. No good, as I could only acess the armors - that had the very same icons that vanilla items, like jade armor looking like iron - and I couldn't acess the blocks - like the pagoda carpet. There is no explanation about instalation, but it crashes when installed with forge. I tried without anything else and it worked, but with the sprite bug I just mentioned.
I am really interested in any mod that changes the battle mechanics of Minecraft, but quite frankly, there is a lot of work to be done yet in this. Good luck.
Also, I fully support:
x__x
MOD SHOWCASES AND MORE
The skills are activated in one of two ways. You can shift/ctrl + 0-9 to activate instant skills and equip them, or shift/ctrl + scroll to just equip them. Once equipped, left click to activate the left skill, right click for the right. That is apparently not as clear or intuitive as I thought it would be, and I'm working on an in-game starting tutorial to walk you through it.
If you didn't encounter any of the new mobs or ores, that may be a bug. The new mobs have the same spawn frequency as any other hostile mob, so you should have seen them if you were fighting at all. As for the ore, copper ore pretty much replaces iron at the first level of the map, so I don't know how you didn't find any if you were looking. I've generated hundreds of maps and never had that happen. Did you see any ores at all besides coal?
It also isn't very clear that to see all of the new content, you have to leave the spawn area/map center. The farther out you go (about every kilometer or so) the more new stuff there is to see.
As far as seeing the new content in creative mode, you shouldn't see any of it at all. It is supposed to all be contained within that one game mode. Any leaks through like that I will work on removing. If you want to see the mod content in more open way, type "/te admin true", then "/te recipe all". After that, open the recipe book (defaults to 'r'), and you can see and pick up all of the items in the mod.
As far as forge (or any other mod), currently it is not compatible. I was not able to find a way to make it work as it just modifies too many underlying structures of the game.
I know there is a lot still to be done, it is very much still a work in progress, but the core engine changes are mostly complete and I wanted to get some feedback before pushing ahead. Thank you for taking the time to try it, I will take what you have said into consideration, and I hope you come back and give it another go in the future.
Forge compatibility just isn't possible right now. Maybe in the future, but I had to change too many core game mechanics to get it to play the way I had in mind. I know that's a deal breaker for some people, but unfortunately right now it's just not compatible.
As for the crafting recipes, type "/te admin true", then "/te recipe all". After that, open the recipe book (defaults to 'r'), and you can see and pick up all of the items in the mod. There is a filter at the bottom that makes it a little easier to use, I know it's no TooManyItems or anything, but I'm working on improving that interface.
This mod is not compatible with forge, so that is to be expected. As for install, there are really 3 ways to do that.
I love the respawn mechanic.
I love the class/skill system.
I love the recipe book.
I'm eager to try this on SMP with others!
Fantastic work - keep it up. Don't let criticism get your down. This is one of the few truly original mods I've seen recently.
Thanks, I'm glad you liked it. I fixed the bug with bolt and the swords, I will have an update ready on Friday with that in it. As for the gamerules, they were disabled intentionally. Most of them really break stuff within the mod so I made the decision to just not use them in the mod mode.
Thank you. I put a lot of hard work into this, and it's rewarding to hear when people enjoy it. I plan on pushing out updates regularly with more content, so don't forget to check up on it from time to time.
Awesome, I can't wait to see it. I've got code in spades, but I seem to suck at this publicity thing.
I'm getting those too, but it still seems to run fine. I'll work on tracking those down throughout the week.
Ok I'll probably review tomorrow then after school
Actually, the issue is I have too many other mods I'm already playing with.
The first bug has been fixed. There was an issue with the spirit orb generation on the SMP server, it has been fixed in 1.1.3 which is now available for download. As for the crafting recipes, at level 2 the builder class gets reverse engineer, which teaches you recipes you don't already know, based on what you are holding in your hand.
I have a fix ready for that. I am testing it tonight and it should be up later tonight or early tomorrow.
The light armor skill in the martial artist class will let you trade armor for lower casting time, so you can use that to buff up your monk. The starter skill is being looked at right now for rebalancing, the monk has a harder time at lower levels and a shorter cast time and faster projectile are some options I am looking at to balance that out.
It did indeed take a fair amount of time (over a year) to put this all together. Thanks for the positive feedback, it is always nice to hear.