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[1.5.2][Forge][CoreMod] Creeper Collateral - get those blocks back!


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14 replies to this topic

#1

denoflions
    denoflions

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Posted 06 January 2013 - 06:07 PM

Thread has been condensed here,
http://www.minecraft...eads-condensed/





Creeper Collateral

Everyone that has ever played minecraft knows the annoyance of creepers. They sneak up on you and blow up your stuff. Well, now you have a little bit more control over it.

Creeper Collateral exposes the rate at which explosions drop block items in a config file. Vanilla minecraft is 0.3. This mod sets the default to 1.0 so no block is ever completely destroyed by a creeper.

This does not nerf explosion damage in any way.

This is a CoreMod and goes in the COREMODS folder!

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#2

BurningFear
  • Minecraft: DarknessMaster1

Posted 06 January 2013 - 06:22 PM

KEWL!
No more evil creeper stealin' mo' blocks!
Forever Protecting Hyrule.

#3

ArashiDragon

Posted 07 January 2013 - 04:32 PM

Denoflions, small issue, when we tried to run it on ForgeCraft, we got a "could not find class XX" it seems to work clientside just not on servers. WE ARE running 1.4.7 so that could be it.. I'll try to get you a full crash report, just not in a place to SSH to server to grab file.

#4

denoflions
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Posted 07 January 2013 - 04:38 PM

View PostArashiDragon, on 07 January 2013 - 04:32 PM, said:

Denoflions, small issue, when we tried to run it on ForgeCraft, we got a "could not find class XX" it seems to work clientside just not on servers. WE ARE running 1.4.7 so that could be it.. I'll try to get you a full crash report, just not in a place to SSH to server to grab file.

Its probably a 1.4.7 issue. It works server side as my server is running it.

I'll recompile it against 1.4.7 and see if that makes a difference.

Edit: Cannot confirm. Current version of this mod loaded fine on a fresh 1.4.7 server install. Got myself blown up and it patched class xx as intended. I'll be needing that log I suppose.

Edit2: I recompiled it against 1.4.7. No changes were required. Tested the recompiled one against fresh server and client installs and they both work.
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#5

ArashiDragon

Posted 10 January 2013 - 06:47 PM

Sorry it's taking so long, but I can't find the log, cpw and player were handling the server at that time, but we also got overruled, we won't be using your mod on forgecraft (and I really wanted it *sighs*)

#6

JHoliness

Posted 10 January 2013 - 10:48 PM

I like it. Very much.

#7

minepower2
  • Location: Gallifrey, constellation of Kasterborous

Posted 12 January 2013 - 02:14 PM

awesome

#8

John_Day
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Posted 13 January 2013 - 05:42 AM

Thanks for making this mod, its something i always wanted for vanilla minecraft. Although at present its a little too OP for my liking.

I obviously dont know how much functionality you are planning for this mod, but if you do plan on making it a lot more configurable, can i suggest taking a look at the Creeperheal mod done for the bukkit servers. Maybe its not possible to do what this does with Forge, i have no idea how it works, or what it needs to be able to do what it does.

Basicaly Creeperheal does just that, it replaces the blocks that are destroyed by the creeper instead of stopping it from destroying the blocks. It also hurts the player still and destroys any items that may have been destroyed of the players should the player die from the explosion aswell. All it does is replace the landscape to how it was before the explosion. I find it great for keeping my landscape intact while still keeping the creeper and mob to watch out for.

For me that kind of system would make it less OP, but thats just my opinion and the more functionality the better for everyone to get what they need from the mod.

#9

denoflions
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Posted 13 January 2013 - 04:56 PM

View PostJohn_Day, on 13 January 2013 - 05:42 AM, said:

Thanks for making this mod, its something i always wanted for vanilla minecraft. Although at present its a little too OP for my liking.

I obviously dont know how much functionality you are planning for this mod, but if you do plan on making it a lot more configurable, can i suggest taking a look at the Creeperheal mod done for the bukkit servers. Maybe its not possible to do what this does with Forge, i have no idea how it works, or what it needs to be able to do what it does.

Basicaly Creeperheal does just that, it replaces the blocks that are destroyed by the creeper instead of stopping it from destroying the blocks. It also hurts the player still and destroys any items that may have been destroyed of the players should the player die from the explosion aswell. All it does is replace the landscape to how it was before the explosion. I find it great for keeping my landscape intact while still keeping the creeper and mob to watch out for.

For me that kind of system would make it less OP, but thats just my opinion and the more functionality the better for everyone to get what they need from the mod.

This mod does not change what items are destroyed when a player dies to an explosion or the explosion damage to living things.

I literally just change one value in the Explosion class that handles the probability of item entity destructiion and made it configurable. I'm not sure if Forge has the required stuff to make a Creeperheal clone nor do I really want to clone it. I don't see the real difference between restoring the landscape back to normal after the explosion and making it drop all the blocks so you can put it back by hand other than maybe making TNT mining viable.
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#10

sondrex76
  • Minecraft: sondrex76

Posted 12 February 2013 - 06:29 PM

hello i like your mod but it does effect the drop rate of the explosion on the multi tool of the mod modular powersuits, this is what he said in a comment: 'I can't fix someone else's mod for you. Last time I tried to do that, I got yelled at. But, if you get that mod's creator to tell me what I need to do to mark my explosion as 'not a creeper', I will. Posted Image'
can you tell him how to do it and if it is not possible can you make it possible?
here are the link to the ic2 forum post of the mod, he does respond faster to that then the minecraft forum one.
http://forum.industr...D=8767&pageNo=1
here are the link to the mod itself: http://www.machinemuse.net/

i realy hope you can help him fix this (the bug is that when you change the config for how many % the creepers should drop it affects the mod, and i want 100% creeper drops (i have people on my server that dosent like creepers) but i want the glove on 10-35%. again i realy hope this get fixed :) thank you for your time :)
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#11

denoflions
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Posted 13 February 2013 - 02:01 AM

View Postsondrex76, on 12 February 2013 - 06:29 PM, said:

hello i like your mod but it does effect the drop rate of the explosion on the multi tool of the mod modular powersuits, this is what he said in a comment: 'I can't fix someone else's mod for you. Last time I tried to do that, I got yelled at. But, if you get that mod's creator to tell me what I need to do to mark my explosion as 'not a creeper', I will. Posted Image'
can you tell him how to do it and if it is not possible can you make it possible?
here are the link to the ic2 forum post of the mod, he does respond faster to that then the minecraft forum one.
http://forum.industr...D=8767&pageNo=1
here are the link to the mod itself: http://www.machinemuse.net/

i realy hope you can help him fix this (the bug is that when you change the config for how many % the creepers should drop it affects the mod, and i want 100% creeper drops (i have people on my server that dosent like creepers) but i want the glove on 10-35%. again i realy hope this get fixed Posted Image thank you for your time Posted Image

This isn't possible currently. Creeper Collateral accomplishes the goal by changing the properties of explosions globally. I'll see if I can't make a new unique explosion that is just tied to the creeper, that way no other source of explosions would be changed.
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#12

sondrex76
  • Minecraft: sondrex76

Posted 13 February 2013 - 08:56 AM

View Postdenoflions, on 13 February 2013 - 02:01 AM, said:

This isn't possible currently. Creeper Collateral accomplishes the goal by changing the properties of explosions globally. I'll see if I can't make a new unique explosion that is just tied to the creeper, that way no other source of explosions would be changed.
thank you
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#13

denoflions
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Posted 01 June 2013 - 08:43 PM

1.5.2 version posted.

NEW: Config option: Only destroy vanilla blocks. This option causes creepers to be able to destroy vanilla blocks, but not mod added blocks.
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#14

Tahg
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Posted 01 June 2013 - 11:09 PM

Thanks for this. Your mods are awesome as always.

PS sondrex76, MachineMuse is a woman =P
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#15

Bunkaz94
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Posted 04 June 2013 - 02:14 PM

If I install it in my server, do clients need to have it installed too?

EDIT: small request: is it possible to add in the config an option to turn off ghasts fireballs turning blocks they blow up on fire? because if 100% of the blocks drop and 90% of them burn... is not really useful.
Sorry about my english, my native language is spanish!
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