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    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    Can you make a version for modloader and not forge?
    Posted in: WIP Mods
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    posted a message on Is It Ok To Use Creative For Making A Clan?
    Making a clan? You can use creative for making one. Why not? You can't use creative for legitmately survival gameplay though.
    Posted in: Clans
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    @Nicerman1
    Yeah.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Sneak peak at the gui (Nicerman1's work) Press 'O' to open GUI.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Quote from AdmiralPWN

    Ok wondering i dont get these tid bits of information to much.
    "Undead:
    You're dead. You can barely brew. Why do you need it? Oh wait, you're dead, you need to get stronger. Well, Undead have to steal like Humans. End of Discussion. (Undead do not count Zombies or Skeletons, for they are Undead, but the EVIL kind of Undead.)"
    is the undead race evil? or the normal zombies and skeletons?

    "Human (Like Human Tools, like normal tools that a human would use)"
    This makes no sense to me.Are you saying they use the normal minecraft tools? or somthing else?


    No, the Undead are not evil, except for Zombies and Skeletons. (That was a joke, when I wrote that)

    Humans as in the default player, Steve. We will add more tools for the human to use.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Quote from AdmiralPWN

    This looks like it will become a great mod! Will more information be added to the OP as the mod grows? like class information and more information on the alchemy?

    Yes it will! I've been working countless hours typing out ideas. We will add more information as it progresses. We are currently working on advertisement and the gui coding (BerenKiller, also known as Nicerman1).We are also looking for GREAT gui makers. ;D BTW, we will implement quests using an API, which will later be given credit when we use it.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Quote from Xx_karma_xX

    THIS LOOKS AMAZING!

    Thanks for supporting.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Yeah. I'll add it in. I rushed it.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Quote from DjGyarados

    I didn't say anything about taking a week... I wasn't even rushing you. I was just saying I hope you can actually get it done.

    Well, then sorry. I appreciate the support.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    We can. We're already working on the gui. :P

    Did it take 1 week for the Aether to be made? No! 5 months or so. Our mod will take a while.

    EDIT FROM THE FUTURE:
    Wow Aether 2 is out now. :3
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    Bump! Any support?
    EDIT:
    Also, reserved.
    Posted in: WIP Mods
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    posted a message on [WIP] [1.6.2] The Alchemist's RPG (Starting Full-On Coding!)
    The Alchemist's RPG

    Information:
    The Alchemist's RPG is a mod that Dynalith Modding is working on. For more detail about Dylanith Modding, please visit our Youtube account: http://www.youtube.c...ithModding/feed It will say all the members of Dylanith Modding, and we are proud to serve you with our newest mod. The Alchemist's RPG is an unbelievable unseen before mod. It is an RPG, yes, similar to some mods, but our RPG does not function like that. It is an awesome new RPG that will hopefully revolutionize RPG Mods. We implement quests, levels, and series of things.

    Credits:
    Blubirdon (Current Modder
    Nicerman1 (BerenKiller) (Current Modder)
    Toystory30 (Current Modder)
    Andyoc (MIA/Inactive Modder)
    Oreos (Inactive/Forced Retired)
    Gunnerwolf (Inactive/Forced Retired)
    MinecraftiansProductions (Quit/Retired)
    More people tried to help, but they did not do anything to benefit the mod (Quit/Never Showed Up).


    Mod Information:
    As you can see, we are making an unbelievable mod. Now, let's give you some ideas of what will be in the mod.
    You spawn with a gui of races and classes. You pick them and then the GUI goes away and you get left with tools of that class. I have some good ideas for classes and they are:

    QUESTIONS/SUGGESTIONS/FAN POSTS/ETC. SHOULD GO HERE OR OUR QUICKTOPIC PAGE:

    Races:
    Human
    Dwarf
    Elf
    Undead
    Wizard (Born of Wizard Blood)
    Fairies
    Goblins
    Trolls
    Gnomes
    Orcs
    (More coming soon.)

    Classes:
    Wizard/Mage
    Rouge
    Warrior
    Necromancer
    Human (Like Human Tools, like normal tools that a human would use)
    Enchanter (Uses Ender Pearls to escape)
    Ranger (Bows and Arrows)

    Brewing/Alchemy:

    Humans:
    Some classes can not make potions, like Humans (Not including those Steve Potions which are useless in this mod). They have no knowledge. For humans, in order to brew potions, you need a Book of Alchemy by the great Lord Vakar. Lord Vakar is long since dead, and Wizarding Villages carry copies of it. The books work like fuel in a Alchemy Workbench (New Block) and you need to get a lot if you want to constantly make potions. For Humans, you must steal a copy from a Wizarding Village (New Structure), but be warned, the villagers aren't neutral like Testificates. They will attack fiercely, and if you manage to get in the Wizard's Tower (Generated Structure of the Village), you can take a book from the chest inside.

    Elves:
    You can steal as the Humans, but elves spawn with 2 books used for brewing.

    Dwarves:
    Dwarves live in cities underground in the rock, but they carry about 2 stacks of books in their villages. They welcome any dwarf nicely, but they are hard to find! They are not near bedrock, nor near the surface, but in the middle. But, there's a catch Their cities only spawn near a source of lava.

    Undead:
    You're dead. You can barely brew. Why do you need it? Oh wait, you're dead, you need to get stronger. Well, Undead have to steal like Humans. End of Discussion. (Undead do not count Zombies or Skeletons, for they are Undead, but the EVIL kind of Undead.)

    Wizard (Wizard Blood):
    You spawn with 1 stack (64) of books. If you run out for being greedy and making too much potions, you have to steal.

    Potion Description:

    These are not ORDINARY potions made by those Steves (Default Player Skin). These give you Mana, a source of magic for those of the magic class, and more Magic Skills. Humans can do magic, but not naturally, they need a staff and a source of magic (They can't use mana). Most of their source of magic comes from an amulet (Another clothing slot). All the other classes can use Mana.

    Potions:

    Mana-Gaining Potion (Gain Mana. Self-Explanatory)
    Instant Kill Potion (You don't drink it, it's poison. You take it in a crafting table and craft it with a sword to get an instant kill sword. Also, this potion IS HARD to make.)
    Enchanter's Revenge (Potion to revenge those times you died to the Enchanter. This potion kills him.)
    Dragon's Ale (Some kind of ale that makes you go berserk like a viking and your speed is faster and a transparent gui pops up and the sides of the screen is red with a gui to make it look like a berserking kind of way. You can kill stuff easier too.)

    Alchemy:

    You have a Philosopher's Cauldron and you can make power-ups (Mostly like potions and enchantments, but different). The power-ups can be made by mining elements, but you can mine everyday Periodic Table elements, and elements that the people of the past thought were elements. The elements of the past would be fire, water, air, and rock (Earth). You combine rock (Earth) and fire to get lava as they thought in the old days..

    Shopping:

    Around the map, there are generate shopping districts that you can purchase armor, weapons, swords, amulets and other such trinkets, food, and more things. These are generated structures. There are shopkeepers with AI and names over their head, such as Fred the Butcher and other such. (Fred sells food, as you might of noticed.) You can buy from them with Currency. Oops, I forgot to cover that, I'll end this thread here and move on to Currency.

    Currency:

    Who cares about Fred the Butcher anyway? Currency is more exciting. The currencies are Human, Dwarf, and all the other races.
    Humans use copper, silver, and gold to pay.
    Dwarves use Dwarven Coins, which consist of Trojhem, Capsuc, and Zocak.
    Elves use amulets as their currency, because their amulets are rare among the outside world, but every elf has about 50 amulets or more. Their amulets have giant jewels and are made of diamond and such, unlike other amulets that hold power to convert into mana in spells.
    The Undead use Bones, Teeth, and then Brains to pay.
    Wizards use many things. They use Trojhem, Copper, Silver, Gold, Capsuc, and then Zocak.
    All the currency is in order in least to greatest among the classes.

    Mobs:

    Shopkeeper(About 7 shopkeepers in every shopping district)
    Shopkeeper sells: Armor, swords, food, trinkets (Amulets), potions, and more.
    Merchant (Neutral) Merchants are traveling shopkeepers. They don't live anywhere and take to the streets.
    Warrior You will encounter these along your way. Some are neutral and some are hostile. Neutrals attack if you attack them.
    Elite Warrior More Elite. All Hostile. Serve the King Varcius.
    Viking (Some friendly, some hostile) You will encounter these on small islands (Generated once again, WE ALL have to work on generation) or ships (Generated) They will either pillage you if they are hostile (FIGHT THEM) or befriend you and let you take treasure (Generated tools into chests generated on the ship) from their chests of Pillaging.
    Valhalla Viking (Undead Vikings who have come back from the Norse Valhalla and are bloodthirsty. All serve the Norse God of the Dead, Odin)
    Desert Bandit (Spawn in Deserts, I trust all of you know how to spawn animals in certain biomes, and are hostile)
    Wizard (Sometimes hostile. Mysterious things. The mysterious of them all was Lord Vakar.)
    Sorcerer (More evil magic than Wizard, more powerful at times. Always Hostile to guard their magic.)
    Sorceress (Girl Sorcerer. Neutral. Hostile on hit.)
    Enchanter (Can teleport. They don't like sunlight. Spawned during night. Teleports away if you get too near. Mysterious.)
    Necromancer (Raiser of the dead. Neutral. Punch him and he will raise Skeletons and Zombies and sometimes Valhalla Vikings)
    I will post more. PICTURES COMING SOON!

    Pictures:
    Sneak peek at the gui (Nicerman1's work)
    Banners:

    Get the link for them by clicking on them.



    Get the link for them by clicking on them.

    Banners made by:BluBirdon.

    Downloads coming soon!
    Posted in: WIP Mods
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    posted a message on [WIP] [1.2.5] CrystalCraft (New Purpose) (ON-HOLD)
    Sorry guys, but Crystal Craft is on hold, Dylanith modding has a bigger mod to work on. I will post the link of the thread as soon as I make it.

    Quote from Aiais

    Hey can i be a BETA tester pls

    Aiais, you can be a beta tester.

    Quote from BanappleJack

    I could help with the textures, if you want. =)

    I'd appreciate that, I'll let you know when I start making it again. You could help with textures with our bigger mod. (I'll send you the link)

    Quote from TheAntidoter

    What is the enchantibility of these things going to be?

    I'm working on that.
    Posted in: WIP Mods
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    posted a message on Just a few things [Expert help needed!]
    Yeah. The book's an entity. Entities are like cows, other mobs, 3d objects, that stuff, etc.
    Posted in: Mods Discussion
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    posted a message on [1.2.5][WIP] QuestAPI [v0.7][Forge Compatible]
    My friends and I are going to use the Quest API in a BIG mod we're working on, as big as Equivalent Exchange or the Aether or like that. (But doesn't take as long as Aether developement. We're taking about 1 month?)
    Posted in: WIP Mods
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