Well, in hmoptions.txt, the key_zoom is 8, which apparently means no modifier (maybe?). So that should mean that changing the normal key_zoom to 44 (Z), should work, but it doesn't.
All that's in there are the modifiers (8 means none), with 1, 2, and 4 being Shift, Ctrl, and Alt respectively. Those are the only options atm. The actual keybindings, less the modifiers, are in the usual options.txt file. So you are experiencing buggy behavior, but no worries! I'm working on it.
Seems to be a bug with SMP, Slimes larger than tiny are not rendering health bars or names. They are taking damage, though.
Great mod btw. An explanation on the stats would be nice somewhere.
Fixed the slimes! Also, I'll be adding tooltips to everything come the update. Of course, they won't work in Technic unless the Technic crew fixes the buggy item names before then :/
To elaborate: the buggy item names are caused by Technic loading the incorrect en_US.lang into Hack/Mine. The modified one contains the new item/blocks, whereas the one Technic is loading doesn't. Thus, missing/buggy item names result! The weird string that sometimes replaces it? That's the string used to find the actual string its supposed to render, but since it can't find it, it just shoves the funky lookin' lookup string instead.
I don't plan on updating until 1.3 at the earliest. I need two things to happen, then I'll go on with update:
The lightning bug caused by torches during world generation to be fixed (hopefully in 1.3, Jeb said he wanted to fix it)
The monsters' general movement in SMP to be deglitchified (promised to us in 1.3!)
As it currently stands, the mod is very invasive, and updating between versions take a lot of time. I'd rather work on adding actual features than updating 90% of the time spent working on it, so for now, we wait I'm sure you'd agree with me if I had been doing otherwise, since the mod wouldn't have come along nearly as far as it has.
All that's in there are the modifiers (8 means none), with 1, 2, and 4 being Shift, Ctrl, and Alt respectively. Those are the only options atm. The actual keybindings, less the modifiers, are in the usual options.txt file. So you are experiencing buggy behavior, but no worries! I'm working on it.
Perhaps it's OS dependent-- what OS are you on?
I'm on Windows 7 64-bit.
According to the options, it shouldn't be using CTRL as the key, but the options are apparently lying to me.
Also, in hmoptions.txt, the modifier key for the spell bar is Shift, but in-game, I use Ctrl for it.
Hey everyone, progress on the update is coming along, I've fixed a ton of bugs and am fixing more. Also, I've added new wands and bows for higher levels (though I need new icons for them (and for a lot of the stuff I've already added)). I'm working on a welcome screen that appears on start up, so Technic users and people too lazy to read the OP will have some sense of what's going on. I already have a "patch notes" screen, I just need to expand it to a welcome screen Oh, and I've added tooltips for all the spells! Things are coming along nicely.
I'll try and add and work on a few things besides bug fixes, so the update will feel more worthwhile to download (something I always strive for!) Gotta keep things interesting.
Something I'd like to hear your thoughts on:
How should bases be incorporated into Hack/Mine?
I want the freedom to build whatever I want and not be disturbed by monsters.
I want a challenge! Rewards for inhabiting difficult areas and all.
I want some areas to be peaceful, and others to be challenging with rewards!
I want an all-out castle defense mechanic! Large-scale sieges requiring many players to cooperate!
I am getting this error when I join my own server:
java.lang.ArithmeticException: / by zero
at ais.a(GuiIngame.java:135)
at lo.b(SourceFile:763)
at net.minecraft.client.Minecraft.x(Minecraft.java:866)
at net.minecraft.client.Minecraft.run(Minecraft.java:721)
at java.lang.Thread.run(Unknown Source)
Stopping!
How to fix this because I don't even know what is standing here lol
Hello, I'm just here to share my enthousiasm for the mod, I can't test it now, the rare free time I have is going to my own mod, but Hack Slash Mine seems quite cleverly thought and exciting. And in some strange way... there's a good deal of ideas that are close to mine. I'm still far from the Hack and Slash aspects, but skills, an heavy emphasis on player's progression, masses, axes and wands for magic, a repair system, a modified inventory... By listing them, I see it's mostly common ground for H/S games, but the similarities struck me.
I have a question though... I'm willing to port my mod for SMP, but as you've done, I have heavily modified the basic classes too (even though my mod is quite young). Do you know of any tutorial on porting SP mods to SMP ? Or do you know any plugin like Bukkit that could help me do it ?
I'd be really glad if you could help me, "create your own block" tutorials are legion, but some points like this one are often not talked about.
I don't know of an easy way to do this, and for networking you may have to get very creative, but you could run a "diff" on your SP files against the unmodded SP files, then work in the changes into SMP accordingly. There's a lot of nuances though, and there are things SMP isn't doing that you might have thought it was (like transmitting mob health across the network... or updating slime size appropriately). Make sure you understand how the packets basically work. I'm almost certain you'll need to make new "Packet" classes-- I've added at least 9.
I am getting this error when I join my own server:
java.lang.ArithmeticException: / by zero
at ais.a(GuiIngame.java:135)
at lo.b(SourceFile:763)
at net.minecraft.client.Minecraft.x(Minecraft.java:866)
at net.minecraft.client.Minecraft.run(Minecraft.java:721)
at java.lang.Thread.run(Unknown Source)
Stopping!
How to fix this because I don't even know what is standing here lol
Uh I'll fix that real quick, looks like I divided by zero XD
Okay how about the ability to set some players as "Evil" in SMP. So Mobs ignore them, it would be nice for some bias PvP servers.
Plus then you can run an adventure map where 1 player takes up the role as dungeon master etc, and can freely roam his lair, without having to fight his supposed minions.
I voted for the 3rd option, as a castle siege wouldn't work in single player and would take too much of your time.
Yep, the ability to set an Area's level (among other things) in Creative is a'comin', but it may take me a little bit to add. I do want to do this soon, though.
A Hostility feature is being added, so players can enable pvp individually. Hopefully will be in the update.
Yeah, option 4 was thrown out to see if there was much interest at all, it'd definitely be for the future. A wise voter you are...
Im wondering about a couple things. but first of all i have to just say good work.
but i was wondering if you were going to incorporate the Adventure items that are in things such as the Yogbox, im almost sure that the mod im thinking of goes side-by-side with the "better dungeons" mod, and was created by the same people. Im pretty sure that they can be installed together, but being as most of the items that come from that mod rely on dungeons causes them to not appear anywhere else other than Chests, meaning things like the Hookshot (if that is actually from Adventure items) cannot be crafted, even if its for Single player, it'd still make things fun.
Also, Single player commands does not work with Hack/Mine, or at least i cant seem to get it to work (i get "java.lang.AbstractMethodError" or something of the sort when i try to load the world)
Along with what i said above, im wondering if you have any ideas as to what to use food for? as of right now im almost certain you cant actually use the food, or at least Apples, ive tried to eat them when my health is low, and when ive sprinted around and despite this it wouldnt consume the food. If theres no need for hunger with this mod, why not use food for Health and Mana potions?
Im also wondering if anyone knows why Treecapitator or anything that would help get wood easily isnt working with Hack/Mine. being as it'd make a nice thing to work side-by-side being as when i started out i was ambushed by monsters before i could make a small base.
If anything above has been spoken of already i apologize in advance.
(sorry if I spam you with ideas, the mod I so awesome it's on my mind a lot, therefore I think of ideas)
I thought of a way to fix OP spells etc
The wizard starts off with a fair amount of mana with slow regen while the other classes start with none or almost no mana and inability to regen, you can find mana charges in dungeons that increase your mana by a small amount, maybe even other items that up your regen, and also on full moons the mages regen faster and the others gain a regen
And spells could have longer cooldown or more mana cost because I can easily spam all my spells as ranger
An about the poll, I'd say option 3 but the harder bases are like option 4, therefore everyone gets what they want because option 3 and 4 are the most popular at the moment
Since hack/mine is included in technic launcher there's a section for hack/mine and they even have a nice sub-section for servers, that's where I found a few servers, there were only three but it better then one
Problem:
Hack/mine is designed for multiplayer but there are only like 4 known public servers
This is definitely one of the main problems
You don't need my permission to make any videos, get on that jank!
As for ideas, I'm reading through them, but the more concise you are the easier it is for me to absorb it, since I'm kinda rushing with everything I do at the moment XD
The update is coming along, expect it to be out some time this weekend, if not sooner. I know everyone's achin' for a bug fix
Yeah, the mobspawns are a lot... I'll try making a shelter myself to get a feel of what you're talking about (I actually haven't done this even once with the mod, haha. Wasn't really the premise, and I wasn't planning on supporting it at that point.) As for the explosions, you might just need to use materials that are relatively creeper-proof. I could see that being hard, though, if you're constantly building shelters on the fly... also, I'm pretty sure the mobs will be spawning inside your house, so be careful. I'll see what I can do, maybe have them spawn in regular light, but not torch light.
This would be greatly appreciated. I've been trying to convert one of the dungeon towers into a base (since the blocks its made of are destruction-proof) but finding it hard to since it's often filled with mobs whenever I come back from a monster hunt.
All that's in there are the modifiers (8 means none), with 1, 2, and 4 being Shift, Ctrl, and Alt respectively. Those are the only options atm. The actual keybindings, less the modifiers, are in the usual options.txt file. So you are experiencing buggy behavior, but no worries! I'm working on it.
Perhaps it's OS dependent-- what OS are you on?
My roommate mentioned something very similar the other day... I love it, don't know when I'll be adding such a spell though.
Fixed the slimes! Also, I'll be adding tooltips to everything come the update. Of course, they won't work in Technic unless the Technic crew fixes the buggy item names before then :/
To elaborate: the buggy item names are caused by Technic loading the incorrect en_US.lang into Hack/Mine. The modified one contains the new item/blocks, whereas the one Technic is loading doesn't. Thus, missing/buggy item names result! The weird string that sometimes replaces it? That's the string used to find the actual string its supposed to render, but since it can't find it, it just shoves the funky lookin' lookup string instead.
I don't plan on updating until 1.3 at the earliest. I need two things to happen, then I'll go on with update:
As it currently stands, the mod is very invasive, and updating between versions take a lot of time. I'd rather work on adding actual features than updating 90% of the time spent working on it, so for now, we wait I'm sure you'd agree with me if I had been doing otherwise, since the mod wouldn't have come along nearly as far as it has.
I'm on Windows 7 64-bit.
According to the options, it shouldn't be using CTRL as the key, but the options are apparently lying to me.
Also, in hmoptions.txt, the modifier key for the spell bar is Shift, but in-game, I use Ctrl for it.
I'll try and add and work on a few things besides bug fixes, so the update will feel more worthwhile to download (something I always strive for!) Gotta keep things interesting.
Something I'd like to hear your thoughts on:
How should bases be incorporated into Hack/Mine?
I'll be making a poll
It would be nice if you could somehow implement this mod into yours or make it so you can use them together in a profitable way
discuss ?
java.lang.ArithmeticException: / by zero
at ais.a(GuiIngame.java:135)
at lo.b(SourceFile:763)
at net.minecraft.client.Minecraft.x(Minecraft.java:866)
at net.minecraft.client.Minecraft.run(Minecraft.java:721)
at java.lang.Thread.run(Unknown Source)
Stopping!
How to fix this because I don't even know what is standing here lol
I don't know of an easy way to do this, and for networking you may have to get very creative, but you could run a "diff" on your SP files against the unmodded SP files, then work in the changes into SMP accordingly. There's a lot of nuances though, and there are things SMP isn't doing that you might have thought it was (like transmitting mob health across the network... or updating slime size appropriately). Make sure you understand how the packets basically work. I'm almost certain you'll need to make new "Packet" classes-- I've added at least 9.
Uh I'll fix that real quick, looks like I divided by zero XD
Yep, the ability to set an Area's level (among other things) in Creative is a'comin', but it may take me a little bit to add. I do want to do this soon, though.
A Hostility feature is being added, so players can enable pvp individually. Hopefully will be in the update.
Yeah, option 4 was thrown out to see if there was much interest at all, it'd definitely be for the future. A wise voter you are...
but i was wondering if you were going to incorporate the Adventure items that are in things such as the Yogbox, im almost sure that the mod im thinking of goes side-by-side with the "better dungeons" mod, and was created by the same people. Im pretty sure that they can be installed together, but being as most of the items that come from that mod rely on dungeons causes them to not appear anywhere else other than Chests, meaning things like the Hookshot (if that is actually from Adventure items) cannot be crafted, even if its for Single player, it'd still make things fun.
Also, Single player commands does not work with Hack/Mine, or at least i cant seem to get it to work (i get "java.lang.AbstractMethodError" or something of the sort when i try to load the world)
Along with what i said above, im wondering if you have any ideas as to what to use food for? as of right now im almost certain you cant actually use the food, or at least Apples, ive tried to eat them when my health is low, and when ive sprinted around and despite this it wouldnt consume the food. If theres no need for hunger with this mod, why not use food for Health and Mana potions?
Im also wondering if anyone knows why Treecapitator or anything that would help get wood easily isnt working with Hack/Mine. being as it'd make a nice thing to work side-by-side being as when i started out i was ambushed by monsters before i could make a small base.
If anything above has been spoken of already i apologize in advance.
I thought of a way to fix OP spells etc
The wizard starts off with a fair amount of mana with slow regen while the other classes start with none or almost no mana and inability to regen, you can find mana charges in dungeons that increase your mana by a small amount, maybe even other items that up your regen, and also on full moons the mages regen faster and the others gain a regen
And spells could have longer cooldown or more mana cost because I can easily spam all my spells as ranger
An about the poll, I'd say option 3 but the harder bases are like option 4, therefore everyone gets what they want because option 3 and 4 are the most popular at the moment
Problem:
Hack/mine is designed for multiplayer but there are only like 4 known public servers
This is definitely one of the main problems
and yes i have made vanillla servers
As for ideas, I'm reading through them, but the more concise you are the easier it is for me to absorb it, since I'm kinda rushing with everything I do at the moment XD
The update is coming along, expect it to be out some time this weekend, if not sooner. I know everyone's achin' for a bug fix
If anyone wants to contribute, here's a wiki I started!
This would be greatly appreciated. I've been trying to convert one of the dungeon towers into a base (since the blocks its made of are destruction-proof) but finding it hard to since it's often filled with mobs whenever I come back from a monster hunt.