I think so, if not it's the block above it. I don't remember entirely; it should say in the Runecraft Administration link on the OP.
Rollback Post to RevisionRollBack
My ankle's uncle is my uncle's ankle. It's true! My Server Mods: Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes. Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
when did runecraft switch to use this power thing? i went to use powerpick tonight and it doesn't last nearly as long :sad.gif: what build did that change in because i would like to keep it the old way.
i have found a duplication bug with bridge master
so if you have a bridge master in area that you have not permission (eg. another faction territory) and you place a block you dont lose it from inventory but it appears at end of bridge so you can mine it
( i think same is with wall master)
runecraft didn't originally have permission support until zeerix added it, I don't actually know how to fix this one, that's his side of things.
Rollback Post to RevisionRollBack
My ankle's uncle is my uncle's ankle. It's true! My Server Mods: Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes. Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
Hello Super Llama! I'm really enjoying your mod, but I've come across a complication between another server mod.
The Forge API.
I've noticed that the wrench for Industrial Craft is not working the way it is intended to (removing machines on right click) and I was wondering why, because it worked once before. This is a significant problem for Industrial Craft users, because taking down a machine with anything other than a wrench returns only an iron block, and all the other costly materials are lost.
Industrial Craft loads from a folder with ModLoader MP, and relies on the Forge API.
I checked the class files of your mod and the API's, and I discovered that the only class file that conflicts is the .qh class.
If I install Forge and then Runecraft, nearly everything works fine, but the wrench for Industrial craft ceases to function. Now, if I install Runecraft, then Forge, the server starts up fine, but when anyone tries to connect, they are disconnected with an "Internal Server Error".
Error Report
[WARNING] Failed to handle packet: java.lang.NullPointerException
java.lang.NullPointerException
at px.<init>(Unknown Source)
at tu.l(SourceFile:39)
at ek.a(SourceFile:258)
at ek.b(SourceFile:205)
at iw.a(NetServerHandler.java:168)
at gy.a(SourceFile:126)
at ma.b(SourceFile:272)
at iw.a(NetServerHandler.java:45)
at dr.a(SourceFile:108)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:369)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
at ce.run(SourceFile:417)
I really enjoy both of the mods, and wish they would play nice together, but that's unfortunately not the case. I was wondering if a compatibility patch would be possible for the two mods. We would greatly appreciate it if it could happen. I'd imagine you would have to get in contact with SpaceToad (Forge API Founder) and see what can be done.
There is another duplication bug. Power pick and phase blocks. I was unable to duplicate it with 2.9.3 though, so maybe it was my imagination. Power pick + beacon + having a glowstone block will give you lots of glowstone powder though, even under 2.9.3.
Really cool thing, this spleef blocks rune! I'll be destroying my phase block arena (that my kids and I never did get around to actually using!) and replacing it. Much easier, more fun and less work.
I would love to see the magic beacon work from inside caves.
I'm planning on building a cave entrance like the "cave of wonder" from the disney version of aladdin with phase blocks. With redstone and lock blocks, I could make one group of blocks vanish (the sand and maybe an obsidian layer under it) while another appears (the stairs and a sandstone panther head, jaws agape, torches in eyes)
Won't quite work though because I can't have different phase blocks occupying the same block, so the stairs down couldn't look right.
Hello Super Llama! I'm really enjoying your mod, but I've come across a complication between another server mod.
The Forge API.
I've noticed that the wrench for Industrial Craft is not working the way it is intended to (removing machines on right click) and I was wondering why, because it worked once before. This is a significant problem for Industrial Craft users, because taking down a machine with anything other than a wrench returns only an iron block, and all the other costly materials are lost.
[Snipped]
I really enjoy both of the mods, and wish they would play nice together, but that's unfortunately not the case. I was wondering if a compatibility patch would be possible for the two mods. We would greatly appreciate it if it could happen. I'd imagine you would have to get in contact with SpaceToad (Forge API Founder) and see what can be done.
Cheers.
I don't think its Runecraft that is causing your problem. My server runs perfectly fine with both installed and the wrench still works as well.
So I haven't been back to reading these forums for a while, I got a couple questions before I start reading backwards through the thread.
1) What was the link to the runecraft forums for discussions on new runes, bugs, etc?
2) Has a custom "set the ranks of blocks" file been created yet?
EDIT:
Okay I've been reading a bit and came across a few things:
I remember a long time ago I suggest runes that would cause flowers and trees to grow, but there were concerns with dye generation abuse, but now, bone meal generates flowers and tall grass readily and that argument seems kinda silly. One suggested rune I kinda liked was gnome boots, where plants grow where ever you walk.
I notice a couple of things that are mentioned a few of times.
Weather control runes, this one seems popular and maybe we should decided on some sort of design for one.
A rune that allows you to "pick up runes", this is basically like a cut/paste rune specific for runes, might be something worth considering.
There are also suggestions that there should be ways to guard parts of the world from spells being activated. The worry I have is someone might find a house and surround it with one of these dispel magic area type runes for griefing.
I was reading, and I heard that there is a new pressure sensor rune that might cause a server to crash if a cow stood on it too long? Maybe you could have a burnout functionality to the pressure sensor so that it doesn't flood a server with a bunch of runecraft commands?
One post I came across had the idea of a bed becoming a form of teleporting. I'm not sure if this is simple but I like the idea of it. Also talking about teleporting, someone suggested having something that would teleport blocks from one place to another, this might be useful for moving materials.
As for moving materials around, I was thinking it would be neat to have some sort of rune that would take a full chest filled with one type of materials and make it so that you could pick it up and carry it with you. For example a chest filled with stacks of cobblestone or netherrack collected from digging a long tunnel.
In the posts There are a few mentions of combat spells like and item that allows you to shoot ghast fireballs or strike down lightning where you wanted. I'm not into combat but interesting ideas for runes none the less.
This reminds me of when there was a burst of new rune suggestions when you could enchant armor and superllama had recently discovered how to cause damage or heal players. It might be time to revisit those ideas since the health mechanics have changed.
Speaking about revisiting things due to mechanics changes, I have recently discovered that pistons can push ore blocks. This opens up a lot of new types of runes as well as a renewed need to balance the blocks list.
A lot of things came out with 1.8 and more will be coming with 1.9/Minecraft Release 1.0. Some of the things include critcial hits, starvation/food stacking, new world generated items like NPC villages, Mineshafts, and strongholds. And each of these updates contain lots of new mobs and blocks to consider for balancing and rune integration.
The biggest concern I think is the fact that 1.9 is coming out with competition to runecraft with potions and enchanting. One enchantment I found interesting was one I was thinking should be implemented in runecraft called "Silk Touch". This enchantment allows the tool wielder to collect a block directly instead of what would normally drop upon destruction. For example ore blocks
This will further change tiers of items especially for blocks "that could only be spawned".
I also noticed in the past forums references to runes that would part the waters or create air bubbles under water, or terraforming tool enchantments. I was thinking if you could access the XP bar you could use it as a "Mana" bar since it basically is only used for 1.9 enchanting anyway.
Then you could make the wands for each school consume mana to cast simple spells like "move earth", "part water", "leaf blower", "create growth" etc. And I like to reiterate my suggestions for elemental wands:
Wood Sword- Fire Wand
Wood Hoe- Water Wand
Wood Shovel- Earth Wand
Wood Ax- Wind Wand
These tools never need to be made to play Minecraft normally, unlike a Wood Pick which you will make once under normal circumstances. I suggest these items cause you can make them look neat using a texture pack. Maybe have a second set of wands made from gold, since not many tools are made from that material either.
Hello,
I have a big server and it needs runecraft, so i would like if you would update runecraft to beta 1.0.0 as soon as you can. Also it would be nice to add a biome changer, and a lightning rod, but first update.
your freind,
Wesley
Here is Runecraft for Minecraft 1.0.0! And some sheep !
Minecraft 1.0.0 is a big update with quite a few changes and additions, so I'm sure that there is something broken in this Runecraft update. Since Bukkit will take a while to update, I'll give you a "pre-release" version of Runecraft for the vanilla server only to test it and find some bugs.
When Bukkit makes a release for MC 1.0.0, SuperLlama and me will make a version which works in both systems and maybe we'll add another one or two runes to it.
Use it on a tool with an enchantment (Power Pick, Uncrafter etc.)
Effect: Binds the enchantment to the very tool.
(I would appreciate ideas for nice rune patterns for the Engraver rune)
Well what does this engraver rune do? As I understand enchanting tools you enchant the tool and that tool is enchanted no matter where you move it. So, binding the enchantment to the tool seems redundant.
Unless enchanting a tool actually only enchants the quick slot in your inventory bar (like enchant slot 9 with 5 uses of power pick) then I think tool enchanting just needs to be redesigned to have the enchantment linked to the tool.
If by 'bind the enchantment to the tool' you mean give it unlimited uses then I think this is bad for balance since you make people pay out the nose in tiered runes to get those uses. If this is the issue I think maybe you should make uses stackable For example if you have 5 uses of power pick and a tier 3 rune gives you six uses then add them together. To limit using lowwer tiered blocks to get unlimited uses make it so that you can only stack uses if the current number of uses is less than what the enchantment will give. so if there were 7 uses then you couldn't add six more uses with a tier three. Then make the highest tier stack unlimited.
When you said bind I thought you meant soulbind meaning the enchantment would only work for the player who bound the rune. This would be a cool effect to have if that was important.
As for the layout of this rune, did you want to make this a consumable rune cause I like the idea of the bind rune being reusable. I think the rune should look like two linked rings.
With this pattern you could make it two different levels, one made with ores and one made out of blocks of these ores. You could remove the ore from the center and change it to what ever, and you could put consumable items like redstone dust on top.
Or you could make the one with ores consumable and the one with blocks permanent.
Edit: Okay, so I hadn't read the posts after that one. So I guess it's to move the runecraft enchantment into the enchantment information that the game uses? How does a runecraft enchantment differ from a Minecraft enchantment?
I've always been an advocate for Lapis as rune components, maybe you could do the same with the two rings idea I had, but if you like your design that's fine too.
Exception in thread "main" java.lang.VerifyError: class qe overrides final method b.()I
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at kf.<clinit>(SourceFile:39)
at tl.<clinit>(SourceFile:114)
at jk.a(SourceFile:124)
at jk.<clinit>(SourceFile:59)
at net.minecraft.server.MinecraftServer.main(SourceFile:445)
Oh damn.
Notch, why do you obfuscate Minecraft? :sad.gif:
Then I have to wait until Runecraft gets updated, because I can't downgrade my Mod to 1.0.0, and it's not compatible with Bukkit.
Runecraft enchantments usually apply to all tools of a specific type. So if you enchant a diamond axe with Power Pick, all diamond axes share this effect and the remaining uses. When your diamond axe breaks, you can craft another one and continue to use the previous enchantment.
If you give this axe to a friend, he has a normal unenchanted axe, though.
The Engraver rune links the enchantment to the very tool itself. If you loose the item, the enchantment is gone. You can also give the enchanted tool to another player or store it in a chest for later use.
Oh... wow, I did not realize that was how enchanting worked. Okay, I see how this is important, and also not really in need of balancing. I know to make things backwards compatible it is good to have this engraving rune, but would it be a good idea to make all enchantments engraved inherently?
I assume there is some enchanted information associated with tools, weapons, and armor, can you add the same information to other objects like compasses or clocks, even thought the data might not exist. We might be able to use this information for runecrafted enchantments for other types of items.
It seems like the latest post there (not counting the suggestions forum) was on 7/18, more than four months ago. It's nice to know Runecraft is still in development, but the forums are horribly outdated, so I don't see why anyone would bother using them if not even the makers of Runecraft are.
2.10 works well, only issue so far is i cant seem to get redstone sensors to work (with teleporters), and for some odd reason i cant hold anything in my hand while taking a teleporter set off by a motion sensor or it wont work.
I know I've posted this rune before but I thought I'd update it for the new Minecraft. This is my idea for generating monster spawners.
= iron bars
= fire
= Redstone Ore
= Lapis Ore
When activated the rune is consumed and a monster spawner is placed in the center. I was thinking that using Ore blocks as parts of this rune makes it difficult to make but not impossible. Also, using all the mossy means that you have to find a dungeon first before making spawners. I was thinking you could use the center block as something else to change balance, like passive spawns use coal, regular mobs as lapis, and non spawner type mobs with diamonds.
As for choosing what mob type it spawns you can use a reagent as the deciding factor, rotten flesh for zombies, bones for skeletons, spider eyes for spiders, etc.
hi guys i'm really liking the look of this mod, but i don't really tend to play multiplayer, and my computer isn't good enough to run a server and minecraft at the same time, so i have a couple of questions. forgive me if they've been asked a lot though...
1) is there anything that is stopping runecraft from becoming a singleplayer mod?
2) if that is no, then do you think it may be doable now that 1.0 has been released, or maybe when the singleplayer/multiplayer merge comes?
thanks for any answers :smile.gif:
Well its a server mod. It runs purely on the server, not on the client. I would assume it would take a lot of work to port it to the single player mode, since Notch didnt plan Single and Multi properly (so basically each one runs a completely different code base).
If you really want to try this mod, I suggest downloading the minecraft server, installing runecraft, and just running the server on your computer and connecting to it.
My Server Mods:
Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes.
Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
runecraft didn't originally have permission support until zeerix added it, I don't actually know how to fix this one, that's his side of things.
My Server Mods:
Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes.
Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
The Forge API.
I've noticed that the wrench for Industrial Craft is not working the way it is intended to (removing machines on right click) and I was wondering why, because it worked once before. This is a significant problem for Industrial Craft users, because taking down a machine with anything other than a wrench returns only an iron block, and all the other costly materials are lost.
Industrial Craft loads from a folder with ModLoader MP, and relies on the Forge API.
I checked the class files of your mod and the API's, and I discovered that the only class file that conflicts is the .qh class.
If I install Forge and then Runecraft, nearly everything works fine, but the wrench for Industrial craft ceases to function. Now, if I install Runecraft, then Forge, the server starts up fine, but when anyone tries to connect, they are disconnected with an "Internal Server Error".
Error Report
I really enjoy both of the mods, and wish they would play nice together, but that's unfortunately not the case. I was wondering if a compatibility patch would be possible for the two mods. We would greatly appreciate it if it could happen. I'd imagine you would have to get in contact with SpaceToad (Forge API Founder) and see what can be done.
Cheers.
Really cool thing, this spleef blocks rune! I'll be destroying my phase block arena (that my kids and I never did get around to actually using!) and replacing it. Much easier, more fun and less work.
I would love to see the magic beacon work from inside caves.
I'm planning on building a cave entrance like the "cave of wonder" from the disney version of aladdin with phase blocks. With redstone and lock blocks, I could make one group of blocks vanish (the sand and maybe an obsidian layer under it) while another appears (the stairs and a sandstone panther head, jaws agape, torches in eyes)
Won't quite work though because I can't have different phase blocks occupying the same block, so the stairs down couldn't look right.
I don't think its Runecraft that is causing your problem. My server runs perfectly fine with both installed and the wrench still works as well.
Hum. Runecraft and Industrial Craft are the ONLY mods my server is running though. That's odd.
Do you remember which order you installed Forge, IC, and Runecraft?
I think I did runecraft, then the modloader and forge files then IC2
1) What was the link to the runecraft forums for discussions on new runes, bugs, etc?
2) Has a custom "set the ranks of blocks" file been created yet?
EDIT:
Okay I've been reading a bit and came across a few things:
I remember a long time ago I suggest runes that would cause flowers and trees to grow, but there were concerns with dye generation abuse, but now, bone meal generates flowers and tall grass readily and that argument seems kinda silly. One suggested rune I kinda liked was gnome boots, where plants grow where ever you walk.
I notice a couple of things that are mentioned a few of times.
Weather control runes, this one seems popular and maybe we should decided on some sort of design for one.
A rune that allows you to "pick up runes", this is basically like a cut/paste rune specific for runes, might be something worth considering.
There are also suggestions that there should be ways to guard parts of the world from spells being activated. The worry I have is someone might find a house and surround it with one of these dispel magic area type runes for griefing.
I was reading, and I heard that there is a new pressure sensor rune that might cause a server to crash if a cow stood on it too long? Maybe you could have a burnout functionality to the pressure sensor so that it doesn't flood a server with a bunch of runecraft commands?
One post I came across had the idea of a bed becoming a form of teleporting. I'm not sure if this is simple but I like the idea of it. Also talking about teleporting, someone suggested having something that would teleport blocks from one place to another, this might be useful for moving materials.
As for moving materials around, I was thinking it would be neat to have some sort of rune that would take a full chest filled with one type of materials and make it so that you could pick it up and carry it with you. For example a chest filled with stacks of cobblestone or netherrack collected from digging a long tunnel.
In the posts There are a few mentions of combat spells like and item that allows you to shoot ghast fireballs or strike down lightning where you wanted. I'm not into combat but interesting ideas for runes none the less.
This reminds me of when there was a burst of new rune suggestions when you could enchant armor and superllama had recently discovered how to cause damage or heal players. It might be time to revisit those ideas since the health mechanics have changed.
Speaking about revisiting things due to mechanics changes, I have recently discovered that pistons can push ore blocks. This opens up a lot of new types of runes as well as a renewed need to balance the blocks list.
A lot of things came out with 1.8 and more will be coming with 1.9/Minecraft Release 1.0. Some of the things include critcial hits, starvation/food stacking, new world generated items like NPC villages, Mineshafts, and strongholds. And each of these updates contain lots of new mobs and blocks to consider for balancing and rune integration.
The biggest concern I think is the fact that 1.9 is coming out with competition to runecraft with potions and enchanting. One enchantment I found interesting was one I was thinking should be implemented in runecraft called "Silk Touch". This enchantment allows the tool wielder to collect a block directly instead of what would normally drop upon destruction. For example ore blocks
This will further change tiers of items especially for blocks "that could only be spawned".
I also noticed in the past forums references to runes that would part the waters or create air bubbles under water, or terraforming tool enchantments. I was thinking if you could access the XP bar you could use it as a "Mana" bar since it basically is only used for 1.9 enchanting anyway.
Then you could make the wands for each school consume mana to cast simple spells like "move earth", "part water", "leaf blower", "create growth" etc. And I like to reiterate my suggestions for elemental wands:
Wood Sword- Fire Wand
Wood Hoe- Water Wand
Wood Shovel- Earth Wand
Wood Ax- Wind Wand
These tools never need to be made to play Minecraft normally, unlike a Wood Pick which you will make once under normal circumstances. I suggest these items cause you can make them look neat using a texture pack. Maybe have a second set of wands made from gold, since not many tools are made from that material either.
I have a big server and it needs runecraft, so i would like if you would update runecraft to beta 1.0.0 as soon as you can. Also it would be nice to add a biome changer, and a lightning rod, but first update.
your freind,
Wesley
THank you so much!!! god bless you.
Well what does this engraver rune do? As I understand enchanting tools you enchant the tool and that tool is enchanted no matter where you move it. So, binding the enchantment to the tool seems redundant.
Unless enchanting a tool actually only enchants the quick slot in your inventory bar (like enchant slot 9 with 5 uses of power pick) then I think tool enchanting just needs to be redesigned to have the enchantment linked to the tool.
If by 'bind the enchantment to the tool' you mean give it unlimited uses then I think this is bad for balance since you make people pay out the nose in tiered runes to get those uses. If this is the issue I think maybe you should make uses stackable For example if you have 5 uses of power pick and a tier 3 rune gives you six uses then add them together. To limit using lowwer tiered blocks to get unlimited uses make it so that you can only stack uses if the current number of uses is less than what the enchantment will give. so if there were 7 uses then you couldn't add six more uses with a tier three. Then make the highest tier stack unlimited.
When you said bind I thought you meant soulbind meaning the enchantment would only work for the player who bound the rune. This would be a cool effect to have if that was important.
As for the layout of this rune, did you want to make this a consumable rune cause I like the idea of the bind rune being reusable. I think the rune should look like two linked rings.
With this pattern you could make it two different levels, one made with ores and one made out of blocks of these ores. You could remove the ore from the center and change it to what ever, and you could put consumable items like redstone dust on top.
Or you could make the one with ores consumable and the one with blocks permanent.
Edit: Okay, so I hadn't read the posts after that one. So I guess it's to move the runecraft enchantment into the enchantment information that the game uses? How does a runecraft enchantment differ from a Minecraft enchantment?
I've always been an advocate for Lapis as rune components, maybe you could do the same with the two rings idea I had, but if you like your design that's fine too.
Runecraft 2.10
Notch, why do you obfuscate Minecraft? :sad.gif:
Then I have to wait until Runecraft gets updated, because I can't downgrade my Mod to 1.0.0, and it's not compatible with Bukkit.
Oh... wow, I did not realize that was how enchanting worked. Okay, I see how this is important, and also not really in need of balancing. I know to make things backwards compatible it is good to have this engraving rune, but would it be a good idea to make all enchantments engraved inherently?
I assume there is some enchanted information associated with tools, weapons, and armor, can you add the same information to other objects like compasses or clocks, even thought the data might not exist. We might be able to use this information for runecrafted enchantments for other types of items.
It seems like the latest post there (not counting the suggestions forum) was on 7/18, more than four months ago. It's nice to know Runecraft is still in development, but the forums are horribly outdated, so I don't see why anyone would bother using them if not even the makers of Runecraft are.
= iron bars
= fire
= Redstone Ore
= Lapis Ore
When activated the rune is consumed and a monster spawner is placed in the center. I was thinking that using Ore blocks as parts of this rune makes it difficult to make but not impossible. Also, using all the mossy means that you have to find a dungeon first before making spawners. I was thinking you could use the center block as something else to change balance, like passive spawns use coal, regular mobs as lapis, and non spawner type mobs with diamonds.
As for choosing what mob type it spawns you can use a reagent as the deciding factor, rotten flesh for zombies, bones for skeletons, spider eyes for spiders, etc.
Let me know what you think
Well its a server mod. It runs purely on the server, not on the client. I would assume it would take a lot of work to port it to the single player mode, since Notch didnt plan Single and Multi properly (so basically each one runs a completely different code base).
If you really want to try this mod, I suggest downloading the minecraft server, installing runecraft, and just running the server on your computer and connecting to it.