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[1.0.0]Quarg'sMods: Torch burnout SMP![4 Mods , 2/4 Updated]


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Poll: [1.0.0]Quarg'sMods: Torch burnout SMP![4 Mods , 2/4 Updated] (288 member(s) have cast votes)

How much do you hate me for not updating stuff?

  1. I want to chop your head off! (94 votes [49.47%])

    Percentage of vote: 49.47%

  2. I want to punch you in the face! (30 votes [15.79%])

    Percentage of vote: 15.79%

  3. a little (22 votes [11.58%])

    Percentage of vote: 11.58%

  4. not at all (44 votes [23.16%])

    Percentage of vote: 23.16%

How Should I do the Rune Magic mod?

  1. Other (18 votes [19.57%])

    Percentage of vote: 19.57%

  2. All of the below (21 votes [22.83%])

    Percentage of vote: 22.83%

  3. Keep it as is! (Material cost) (30 votes [32.61%])

    Percentage of vote: 32.61%

  4. Change it! (EXP Cost) (23 votes [25.00%])

    Percentage of vote: 25.00%

Vote Guests cannot vote

#1

Quarg
    Quarg

    Lapis Lazuli Collector

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Posted 01 March 2011 - 09:13 AM

WARNING! using my mods with an ID resolver *may* cause issues if the ID resolver changes the IDs of any of the items or blocks added in this mod, if it does then change the IDs in the properties to fix it.

BEFORE INSTALLING ANY OF MY MODS:
create a new text file in .minecraft/bin (you know, where the jar is!) called "QU_ModProperties.txt" (without the quotes)
and put this in the file:
Spoiler:
this contains the properties for my mods!
if this file is not present it will just use the defaults.

if a mod is supplied in a .rar it modifies base classes and must be injected into the .jar, however if it comes in a zip file then you can just throw it in the .minecraft/mods folder without any hassle... assuming that you have the prerequisites installed.

right now that's out the way ...

CONTENTS:
Torch Burnout
Item Satchel
Portal Plus
Rune Magic
Legal stuff

Minor tweaks
Spoiler:

[V1.0.0]TorchBurnOut [V2.5](Server)
Spoiler:
[V1.0.0]ItemSatchel[V2.1]
Spoiler:

[V1.7.3]Portal Plus [V2.0.1]
<WARNING! THIS MOD CONTAINS PORTAL 2 SPOILERS!>
Spoiler:

[V1.7.3]Rune Magic[V1.0]
Spoiler:


LEGAL STUFF (because pretty much every other Modder has something like this in their thread):
Spoiler:

follow me on twitter if you want, it won't all be about my mods though of course!
using any of my mods? please press the Posted Image button under my sig.
please post any comments and bug reports in this thread.

Register or log in to remove.

#2

ZombieJake

Posted 01 March 2011 - 01:15 PM

how to ignite them again?
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#3

QLight
    QLight

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Posted 01 March 2011 - 01:28 PM

Cool nice but i dont think ill use
Reson : Afraid of death to my mines xD
:iapprove:  :VV:  :Diamond:s for you

Check out my Texture :D

Posted Image Posted Image

Or Visit my dragon!


#4

Quarg
    Quarg

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Posted 01 March 2011 - 01:38 PM

ZombieJake said:

how to ignite them again?
right click them with flint and steel.

QLight said:

Cool nice but i dont think ill use
Reson : Afraid of death to my mines xD
:SSSS:  :log:  :Diamond:s for you

it does make the game quite a bit harder, but if you put doors throughout your mines you should be safe ...
but this was intended.

#5

snowyomen
  • Location: Texas Y'all
  • Minecraft: SnowyOmen

Posted 01 March 2011 - 05:12 PM

This is a very exciting mod! It could revolutionize the challenge of Minecraft without doing blah stuff like... 2x more monsters dealing 2x more damage. ;)

Now, how do I make Lanterns?

#6

Omnomnom24
  • Location: United Kingdom

Posted 01 March 2011 - 05:12 PM

I haven't used this yet, but it seems pretty awesome. I shall test nao!

Edit - Wheee downloaded that time.

'im not retarded and i have social skills and competence i may lack spelling but i could pwn u and ur horribal guild any day of the week' -Hasao0012


#7

At0micGuru
  • Location: Ireland
  • Minecraft: At0micguru

Posted 01 March 2011 - 05:19 PM

Cheers for the heads up. :SSSS:
Awesome mod couldn't be moar happier but i think  they go out just a bit too quick i think , you should add maybe 5 mins to the timer :)
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Danzick said:

Ragamuffin said:

it was a joke, keep your pants on.

I never wear pants.

#8

Quarg
    Quarg

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Posted 01 March 2011 - 06:40 PM

snowyomen said:

This is a very exciting mod! It could revolutionize the challenge of Minecraft without doing blah stuff like... 2x more monsters dealing 2x more damage. :Spider:

Now, how do I make Lanterns?
I deliberately didn't say so that you have to figure it out yourself.
there are hints in the mod data folder though.
(the hints make it relatively obvious in my opinion... though as I made the recipe...)

plus it wasn't my idea, either Notch came up with it, or he got it from the suggestions forum.

At0micGuru said:

Cheers for the heads up. :chestfront:
Awesome mod couldn't be moar happier but i think  they go out just a bit too quick i think , you should add maybe 5 mins to the timer :Diamond:
currently there is no timer. it grows like crops, in that each update tick it has a chance of going out.
some torches might not go out for weeks on end, while others might last little more than a minute.

#9

Stoup
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Posted 01 March 2011 - 08:22 PM

Well maybe you should have a sort of ascending scale for the burnout, IE every X ticks the chance of a burnout increases by Y percent.

Also, a few questions/suggestions.

How strong are the lantern blocks?

Do you intend to add non-solid lanterns that are essentially today's infinite torches? (for size reasons, having blocks everywhere as opposed to torches seems unwieldy to me

#10

Quarg
    Quarg

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Posted 01 March 2011 - 10:17 PM

Stoup said:

Well maybe you should have a sort of ascending scale for the burnout, IE every X ticks the chance of a burnout increases by Y percent.

Also, a few questions/suggestions.

How strong are the lantern blocks?

Do you intend to add non-solid lanterns that are essentially today's infinite torches? (for size reasons, having blocks everywhere as opposed to torches seems unwieldy to me

the increasing rate would require storing the 'chance'
but the data for that is taken by the position of it.

as for non solid lanterns ... I'll probably add an alternate class file for that.

#11

Korimito
    Korimito

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Posted 01 March 2011 - 10:26 PM

Have you considered increasing the burnout probability, but rather than having torches just flick off, lowering their light level by one every successful tick?
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Foxy1990 said:

if some higher beings ever got to view this forum before coming to our planet they would turn back and not bother!

Blindburrows said:

do you know how to get to the Netherlands other than a portal

#12

Quarg
    Quarg

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Posted 01 March 2011 - 11:11 PM

Korimito said:

Have you considered increasing the burnout probability, but rather than having torches just flick off, lowering their light level by one every successful tick?
there is only one light intesity per ID so it would require 16 torch block IDs, not practical.

as for non solid lanterns. should have it done tomorrow hopefully, just need to fix a few glitches.

#13

Quarg
    Quarg

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Posted 02 March 2011 - 01:09 PM

new update,
fixed relighing sound.
added alternate non-solid lantern as requested.
reread instructions. they have changed.

#14

At0micGuru
  • Location: Ireland
  • Minecraft: At0micguru

Posted 02 March 2011 - 06:27 PM

Can you PM me the recipe for the lanterns please cause I can't quite get it ..don't know where i'm going wrong :(
The unlit torches were easy to catch on to though :(
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Danzick said:

Ragamuffin said:

it was a joke, keep your pants on.

I never wear pants.

#15

Quarg
    Quarg

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Posted 02 March 2011 - 06:46 PM

At0micGuru said:

Can you PM me the recipe for the lanterns please cause I can't quite get it ..don't know where i'm going wrong :)
The unlit torches were easy to catch on to though :P
added links to the recipes at the top. but I would prefer if people still tried to find the recipes on their own anyway.

#16

Quarg
    Quarg

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Posted 03 March 2011 - 01:20 AM

my next mod release is almost ready (only really one feature to fix / implement), and here's the silly part: no new blocks or items for it.
and it's extend-able, bet no-one can guess what it is

#17

kla54
    kla54

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Posted 06 March 2011 - 03:20 AM

what v of modloader do i need. cause i still get black screen after dragging the correct files into the .jar

#18

Piecejr
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Posted 06 March 2011 - 03:32 AM

"There is only one light intesity per ID so it would require 16 torch block IDs, not practical."
Couldnt you just use the Dmg like wood and cloth?

*Im no modder at all,dont know anything*
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#19

Quarg
    Quarg

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Posted 06 March 2011 - 04:21 PM

Piecejr said:

"There is only one light intesity per ID so it would require 16 torch block IDs, not practical."
Couldnt you just use the Dmg like wood and cloth?

*Im no modder at all,dont know anything*
I was only explaining why it isn't practical :SSSS:

kla54 said:

what v of modloader do i need. cause i still get black screen after dragging the correct files into the .jar
I think it should work for both V4 and V5.
try using V4 if V5 doesn't work.

also I half lied ... I do have to add a new item because of data storage issues.

#20

YCPS
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Posted 08 March 2011 - 09:52 PM

Quarg said:

Piecejr said:

"There is only one light intesity per ID so it would require 16 torch block IDs, not practical."
Couldnt you just use the Dmg like wood and cloth?

*Im no modder at all,dont know anything*
I was only explaining why it isn't practical :)

I think he was asking if you could make different torch light levels using the damage. Pretty much like Wool Colors, Wool dyes and log types. Each group has one unique ID, but different damage and therefore different properties.
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