I am very excided about this new update, there are so many new features. I look forward to the mod API, but these will satisfy me until then. Keep up the good work! :-)
As far as EXP for ore, if it would be possible, it would be great if the amount of EXP gained from gathering the ore matched the level of difficulty getting it. So for instance, coal would give very minimal EXP, while diamonds would give a massive amount of EXP. That way people are rewarded for their efforts to find the rare ores such as diamonds and emeralds.
It would be great if the same could be applied to creatures hunted. So animals would provide a minimal amount, common hostile mobs would provide medium amounts, and Endermen would provide a large amount of EXP. I say taht for Endermen because they are a major pain to kill, even with the best equipment.
I think the reason why EXP from ores works the way it does is because the different items are set up in groups. So the blocks that drop items are one group, the ones that drop blocks are another, and so on. This lets them mak a general change, then make ore detailed changes if needed later on. Or at least that is my guess at why things are the way they are. It may not even be possible to change things like I suggested above depending on how things are set up.
- ben2150
- Registered Member
-
Member for 13 years, 4 months, and 15 days
Last active Sat, Jun, 11 2016 13:54:54
- 0 Followers
- 181 Total Posts
- 3 Thanks
-
May 28, 2012ben2150 posted a message on Tripwire Experiments; Minecraft WeddingPlease tell me that you are not just teasing, trip wires would be a great new addition. I would enjoy making a Indiana Jones style temple with them. :-) It would rock even more with Emerald ore in the ground below them. :-DPosted in: News
Cool wedding, congrats to the happy couple, may they enjoy a lifetime of happyness. :-) - To post a comment, please login.
0
Cool, that is one person so far, would anyone else be interested? I don't bite, and we are pretty friendly people. You don't have to share too much if that is a problem. :-)
0
Hey guys, I am currently taking applications for players on my server. Right now I will say that I am looking for around 10 people. I am currently planning to have the server up 24/7, but please understand that it may go down for maintenance, or some other reason. The server is whitelisted, so I will need your user name in the exact lower and upper case that you have it for your profile. I intend this to be a Player vs. Environment server, since the mobs are really dangerous. I strongly encourage people to team up.
The rules are pretty simple.
1. No fighting other players without their permission. Just play nice together and we will be good.
2. No stealing or destroying other people's stuff.
3. Please, no cursing, swearing, or other obscene language. I would also recommend avoiding symbols and such that would offend people.
4. Be nice, and just get along. Lets all have fun together. :-)
Breaking the rules once generally will get you a warning, breaking them twice may get you banned. The admins have the power to issue more warnings, or ban a person depending on how severe they determine the offense to be. We want to have fun, people who get in the way of that will not be tolerated.
The server is running fairly default settings for the Departed mod pack. We have made some minor changes but have kept the core mods as they were. You, as the player are expected to research the mods, and deal with the dangers in the world. Dangerous mobs wander the world during the day and night time. There is even one mob that drops TNT randomly, we were a tad surprised by it when it blew up the entrance of our base. :-)
Please be ready to die a few times, because, you will die. It is likely to be quite often. So, be able to handle that.
Pam's foods, and food familiarity are enabled. It makes living a challenge. Be prepared to starve if you are not careful. We have provided a starting home for those who join the server. It has some farm land, beds, and some handy things to get you started. Please treat it with respect.
There are several dimensions that you can visit, just be sure that you are ready before you travel to them. You may not be able to get back once you get to them. (The Nether and End not withstanding)
We have also set up a dungeon with a Thaumcraft cheat book. Why? Well, we have gotten tired of the whole process of researching items. So, we set up a dungeon near the starting point that has a cheat book that opens up the whole tree. Basically, you have to brave the dungeon to access the cheat book, so it isn't free. We figure it makes things fair.
Please make sure to put the book back after you read it, do not keep it for yourself. It will basically be useless to you after the fact.
Ok, now for the really important part. Please apply in this thread, do NOT PM me as an application. I will instantly discount you if you do not follow this. It means that you didn't read what I wrote, and are likely not to follow the rules. Please tell me a bit about your play style (builder, adventurer, etc.), maybe a little about yourself, and why I should choose you. I am not expecting more than a paragraph (More than three will get you discounted).
Please don't share any intimate details, or your user name (if it is different from your forum account). I will PM you if you are accepted, please send me your user name, and I will send you the server's address. Please do not share the address with anyone else, unless you get permission. If you join the game, and determine it isn't for you, then please let me know. I can contact the next person. I am pretty sure I will go with the first 10 people to apply, but who knows what may happen.
This is my first time attempting this kind of "public" server access, so please be patient with me. Thank you for your time and patience, I hope that you have a great day. :-)
0
0
The mod would have several layers of security, going from a door with a lock, all the way up to guard bots.
The starting level would introduce doors that are wooden or metallic, and also have a key based lock. This could work similar to the doors included with Thaumcraft. A door placed by one person would only open for them, or the person with their key. Or, maybe the door could be locked, and unlocked by right clicking with a key. When the door is unlocked, it will act like a regular door. When it is locked, it will not respond to any signal or manipulation. The door would also provide a little more resistance to being broken than a regular door.
These doors could have several levels of keys/locks. The basic lock would have 4 tumblers, which the player would need to set. The player could be required to make a blank key, then put it into a key creator/copier. Then, when they right click the door with the key the first time, it will set the lock to that tumbler setting. Perhaps chests could use this lock and key system as well.
Basically, the other two levels of locks could follow the same principal, though they would include more tumblers/complexity. I suggest some kind of tumblers because this would also allow for methods to pick the lock. It could be a mini-game of sorts which could be used for adventure maps or just be a disadvantage of the locked door.
The second level would include various wires which would be used for detecting a break in the wall, setting off an alarm, or unlocking a door. The doors at this level would be stronger than the pervious level, and would include some electronics. Things like key pads and access cards. This could open it up to basic computing systems, such as security systems. The counter measure for key pads and access cards could be a handheld device that requires the user to play a mini game in order to hack the system. If they fail, and the door is hitched up to the alarm system, then it would set off the alarm.
At level three there would be motion sensors that could detect players and mobs. These could be wirelessly connected to the security system. As you could guess, this level brings in wireless communication between the security system, the doors, and various machines of the mod. It also brings doors stronger than the pervious two levels, definitely not able to be destroyed by an explosion. Maybe these doors could be laser doors that would kill a person if they tried walking through. The way through would be to use RFID tags, or some similar technology.
The way to get trough would be with a special mirror setup that would be prohibitively expensive. There would also be ultra strong metallic doors at this level that would be nearly impossible to break, or at least take a very long time (Make sure it is where you want it). I mentioned laser doors, but what if this level also introduced laser beams as a detection and deterrent method? Basically, have one block to beam the laser, and another to receive it. One type of laser would be deadly, and the other would trip the alarm.
Level four would include guard bots. These automated bots would come out if the alarm was tripped. The limitation is that they need tracks to travel on in order to get anywhere. They also need a special block that they go back into when they are not needed. They can be set to stun (slow down and disorient) a player, or kill them outright (a few hearts at a time. The home block would require power of some sort in order for the bots to work. It could make use of almost any of the existing power systems, or have its own. The tracks would be a special block that is in the mod, not the rails in vanilla Minecraft. The counter could be an EMP/energy weapon that temporarily stuns the robot.
Of course there would be blocks added by the mod that would provide increased protection. Blocks similar to the reinforced stone in Industrialcraft, but at two or three levels. I would tend to suggest only having these blocks come into play during levels three and four. Some, or all of them could add a futuristic/metallic look to ta person's base. The second level blocks would have the breaking resistance of obsidian, but the blast resistance of stone. The third level would take as long as obsidian, and provide blast resistance.
I know that Minecraft doesn't really have levels of technology. So when I suggest levels, I mean the level of difficulty of creating the item, and the resource cost. I want people to use about 5% of level 4 tech, 15% of level 3, 25% of level 2, and 55% of level 1. That, or at least make it so that it takes a while before the various technologies come about. I would like there to be counters for almost every security measure, since the mod could also be used for prison breaks, robberies, or adventure maps.
0
As far as EXP for ore, if it would be possible, it would be great if the amount of EXP gained from gathering the ore matched the level of difficulty getting it. So for instance, coal would give very minimal EXP, while diamonds would give a massive amount of EXP. That way people are rewarded for their efforts to find the rare ores such as diamonds and emeralds.
It would be great if the same could be applied to creatures hunted. So animals would provide a minimal amount, common hostile mobs would provide medium amounts, and Endermen would provide a large amount of EXP. I say taht for Endermen because they are a major pain to kill, even with the best equipment.
I think the reason why EXP from ores works the way it does is because the different items are set up in groups. So the blocks that drop items are one group, the ones that drop blocks are another, and so on. This lets them mak a general change, then make ore detailed changes if needed later on. Or at least that is my guess at why things are the way they are. It may not even be possible to change things like I suggested above depending on how things are set up.
0
That sounds interesting, I hope they add some jungle temples with an idol or something after getting through multiple traps. It would be great to enjoy an Indie kind of temple. :-)
0
Cool wedding, congrats to the happy couple, may they enjoy a lifetime of happyness. :-)
2
I will sign the petition. /signed
0
Edit: I just finished loading and playing your mod with the Invasion mod, it works perfectly. Thank you for your efforts. :-)
0
The only mod installed that adds items is SDK's, no other mods. Even adding one more that adds items pushes it over the edge. Before this, I had Buildcraft, Red Power, the weapons mod, invasion mod, and maybe one or two more installed. All of those combined braught me close to the limit, with maybe more space to spare for IC 2 now that it is upgraded. Before 1.0 SDK's mod worked fine with several mods being installed at once. This would tend to indicate that there is something wrong with his mod, not that I have to many mods installed. I should be able to install more than SKD's mod, don't get me wrong, it is a cool mod. But I would prefer to have more than just it installed.
I know he is busy, and all, so maybe it wouldn't hurt to bring in more people to help track down bugs like this. Maybe even see about having this play nicely with Forge. I have become quite fond of being able to just drag and drop a ZIP file into the mods folder, it makes installing mods a dream. (compaired to the nightmare of the past)
I am not fond of your general statement of me having to many mods installed, that is where my frustration is coming from. I am in no way angry or frustrated at SDK, I just say this so so that there is no misunderstanding if my annoyance shows up in my above statements. Your statement tends to indicate that you didn't really read the log I posted, because it shows that pretty much all of the IDs are taken up by SDK's mod. If you actually did read it, then I retract my statements and appologize for being rude.
That said, I am quite certain that there is nothing wrong with the amount of mods installed. It is most likely a bug somewhere either due to a conflict with Forge, or within SDK's mod. Either way, I hope that the problem is solved so that I can enjoy this mod fully with some of my other favorites.
0
Unfortunatly just after installing your mod (Modloader, ModloaderMP, and Forge as well), I find that I can't add any more mods without it stopping and closing to fast for me to copy the direct error. But I was able to copy the modloader log, so hopefully this will help solve the issue.
Code Below
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: ModLoader 1.1 Initializing...
Feb 06, 2012 1:12:54 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Ben\AppData\Roaming\.minecraft\bin\minecraft.jar
Feb 06, 2012 1:12:54 PM ModLoader readFromClassPath
FINER: Zip found.
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SdkFlasher 1.1v1" from mod_SdkFlasher.class
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerSide.png,30). 43 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryAk47.png,153). 42 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryMp5.png,168). 41 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryShotgun.png,169). 40 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryDeagle.png,170). 39 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryRocketLauncher.png,171). 38 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryRocketLauncherLaser.png,172). 37 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentrySniper.png,173). 36 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryFlamethrower.png,184). 35 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentrySg552.png,185). 34 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryMinigun.png,186). 33 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryLaser.png,187). 32 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSentryM4.png,188). 31 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockWeaponSpawnerNotGuns.png,189). 30 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrenade.png,190). 29 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrenadeStun.png,191). 28 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrenadeSmoke.png,196). 27 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrenadeSticky.png,197). 26 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrenadeIncendiary.png,198). 25 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerParachute.png,199). 24 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerNightvision.png,200). 23 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerScubaTank.png,201). 22 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockSpawnerGrapplingHook.png,202). 21 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockPlayerSpawner.png,203). 20 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockWeaponSpawnerGuns.png,204). 19 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/blockPlayerSpawner.png,38). 85 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/blockWeaponSpawnerGuns.png,102). 84 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/blockWeaponSpawnerNotGuns.png,118). 83 left.
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SdkFps 1.1v1" from mod_SdkFps.class
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemRope.png,119). 82 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrapplingHook.png,120). 81 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockRope.png,211). 18 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockGrapplingHook.png,212). 17 left.
Feb 06, 2012 1:12:54 PM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SdkGrapplingHook 1.1v1" from mod_SdkGrapplingHook.class
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBulletCasing.png,134). 80 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBullet9mm.png,144). 79 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBullet357.png,145). 78 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBulletShell.png,146). 77 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunAk47.png,147). 76 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunMp5.png,148). 75 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunShotgun.png,149). 74 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunDeagle.png,150). 73 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenade.png,152). 72 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemMetalParts.png,160). 71 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBulletRocket.png,161). 70 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunRocketLauncher.png,162). 69 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBulletRocketLaser.png,163). 68 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunRocketLauncherLaser.png,164). 67 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBullet50Cal.png,165). 66 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunSniper.png,166). 65 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenadeStun.png,168). 64 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenadeSmoke.png,170). 63 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBulletCasingShell.png,171). 62 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemOil.png,176). 61 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunFlamethrower.png,177). 60 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenadeSticky.png,178). 59 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunSg552.png,179). 58 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunMinigun.png,180). 57 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunLaser.png,181). 56 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGunM4.png,182). 55 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenadeIncendiary.png,183). 54 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGrenadeIncendiaryLit.png,184). 53 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBarrelLong.png,185). 52 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBarrelShort.png,186). 51 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBarrelFat.png,187). 50 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBarrelShotgun.png,188). 49 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemBarrelMinigun.png,189). 48 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGripWood.png,192). 47 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGripMetal.png,193). 46 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemHandleMinigun.png,194). 45 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemStockWood.png,195). 44 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemStockMetal.png,196). 43 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemReceiverMetal.png,197). 42 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemReceiverDiamond.png,198). 41 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemMagazine.png,199). 40 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemScope.png,200). 39 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemAtv.png,201). 38 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemAtvBody.png,202). 37 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemWrench.png,203). 36 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/blockSentry.png,204). 35 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemOilDrop.png,205). 34 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemJetPack.png,206). 33 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockNuke.png,213). 16 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockLighterTop.png,214). 15 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockLighterSide.png,215). 14 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockOilJunction.png,216). 13 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockOilLine.png,217). 12 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockCannon.png,218). 11 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemAtvWheel.png,207). 32 left.
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SdkGuns 1.1v1" from mod_SdkGuns.class
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemGoldCoin.png,208). 31 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemNightvisionGoggles.png,210). 29 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemScubaTank.png,211). 28 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemParachute.png,212). 27 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemTelescope.png,213). 26 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemTelescope.png,214). 25 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemTelescope.png,215). 24 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemTelescope.png,216). 23 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/sdk/itemTelescope.png,217). 22 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/sdk/blockGrinder.png,219). 10 left.
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SdkUtility 1.1v1" from mod_SdkUtility.class
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Ben\AppData\Roaming\.minecraft\mods\invasion_mod client 0.9.1.zip
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/sbow.png,218). 21 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/sbow2.png,219). 20 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/sbow3.png,220). 19 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/sbow4.png,221). 18 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/nexusside.png,220). 9 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/nexustop.png,221). 8 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/nexussided.png,229). 7 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/nexustopd.png,230). 6 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/pcrystal.png,222). 17 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/flux1.png,223). 16 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/remnants1.png,224). 15 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/nexuscatanew.png,225). 14 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/infsword.png,226). 13 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/catamixture.png,227). 12 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/catamixture2.png,228). 11 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/nexuscatanew2.png,229). 10 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/stableagent.png,230). 9 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/stableagent2.png,231). 8 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/strangebone.png,232). 7 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/adjuster.png,233). 6 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/probe.png,234). 5 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/trapempty.png,235). 4 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/trappurple.png,236). 3 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/invmod/textures/trapred.png,237). 2 left.
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_Invasion" from mod_Invasion.class
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Ben\AppData\Roaming\.minecraft\mods\Temp
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Directory found.
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Ben\AppData\Roaming\.minecraft\mods\weaponmod
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Directory found.
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Ben\AppData\Roaming\.minecraft\mods\WeaponMod.zip
Feb 06, 2012 1:12:54 PM ModLoader readFromModFolder
FINER: Zip found.
Feb 06, 2012 1:12:54 PM mod_WeaponMod readFromProps
INFO: [WeaponMod] Properties file read succesfully!
Feb 06, 2012 1:12:54 PM ModLoader addMod
FINE: Mod Initialized: "Balkon's WeaponMod 1.1.0 v8.3.0 Forge Edition" from mod_WeaponMod.class
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_SdkFlasher 1.1v1"
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_SdkFps 1.1v1"
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_SdkGrapplingHook 1.1v1"
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_SdkGuns 1.1v1"
Feb 06, 2012 1:12:54 PM ModLoader init
FINE: Mod Loaded: "mod_SdkUtility 1.1v1"
Feb 06, 2012 1:12:54 PM ModLoaderMp Log
FINE: RegisterNetClientHandlerEntity error: entityId already registered.
Feb 06, 2012 1:12:54 PM ModLoaderMp Log
FINE: RegisterNetClientHandlerEntity error: entityId already registered.
Feb 06, 2012 1:12:54 PM ModLoaderMp Log
FINE: RegisterNetClientHandlerEntity error: entityId already registered.
Feb 06, 2012 1:12:54 PM ModLoaderMp Log
FINE: RegisterNetClientHandlerEntity error: entityId already registered.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/zombieT2.png,231). 5 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/zombieT2a.png,232). 4 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/zombietar.png,233). 3 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/zombieT1a.png,234). 2 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/spiderT2.png,235). 1 left.
Feb 06, 2012 1:12:54 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/throwerT1.png,236). 0 left.
Feb 06, 2012 1:12:54 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:672)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:655)
at ModLoader.addOverride(ModLoader.java:324)
at mod_Invasion.load(mod_Invasion.java:93)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 06, 2012 1:13:04 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/pigengT1.png,0). 0 left.
Feb 06, 2012 1:13:04 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:672)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:655)
at ModLoader.addOverride(ModLoader.java:324)
at mod_Invasion.load(mod_Invasion.java:94)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 06, 2012 1:13:05 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/imp.png,0). 0 left.
Feb 06, 2012 1:13:05 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:672)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:655)
at ModLoader.addOverride(ModLoader.java:324)
at mod_Invasion.load(mod_Invasion.java:95)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 06, 2012 1:13:05 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/nexusgui.png,0). 0 left.
Feb 06, 2012 1:13:05 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:672)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:655)
at ModLoader.addOverride(ModLoader.java:324)
at mod_Invasion.load(mod_Invasion.java:96)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 06, 2012 1:13:05 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/boulder.png,0). 0 left.
Feb 06, 2012 1:13:05 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:672)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:655)
at ModLoader.addOverride(ModLoader.java:324)
at mod_Invasion.load(mod_Invasion.java:97)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 06, 2012 1:13:05 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/invmod/textures/trap.png,0). 0 left.
Feb 06, 2012 1:13:05 PM ModLoader init
FINE: Mod Loaded: "mod_Invasion"
Feb 06, 2012 1:13:05 PM ModLoader init
FINE: Mod Loaded: "Balkon's WeaponMod 1.1.0 v8.3.0 Forge Edition"
Feb 06, 2012 1:13:05 PM ModLoader AddAllRenderers
FINE: Initialized
0
I realise that I can just ignore the ending and all, but you asked what I thought. I have honestly answered that question.
I know it isn't asked for, but the dragon fight needed sounds of some sort. It feels half-baked with no sounds at all. Maybe dragon roaring when it is hit, a good battle theme playing in the background, and maybe some flapping sounds.
0
The guy that suggested the other mod apparently never gave this one a propper try, because it totally rocks!
I would tend to agree with the guy who suggested trying to make this Forge compatible. That would make this mod even cooler than it already is. :-)
I understand that it isn't possible right away, but I hope you consider it down the road, it would be fun to make a gun and bullet factory with Buildcraft. Mix that with SMP and you have one rocking battlefield, or at least some good protection on those cold server nights. :-)
0
0