Status Update (9/9/2012)
For those glancing at the OP, I thought I'd just let you know that progress is still a' chuggin' along. As always, you can keep up with progress by just following the thread, but just in case, you aren't...
For a while, I've been tangled up in school and research, but this weekend, I finally had a chance to finish reimplementing and improving the old spells, as well as fix a multitude of bugs. Slimes are no longer stuck at lvl 1, dungeon's entrance rooms no longer have destructible floors, etc. And as you already know, the mystery dimension's lag and weird behavior has been completely fixed, so this update is shaping up to be a good one. Now I get to continue adding a bunch of new spells...
Next on the agenda is to restructure the stat system, and readjust some important numbers. Currency's inflation rate has already been significantly reduced after level 30. Mainly, things needs to progress exponentially (like currency currently does), so a monster 5 levels above or beneath you is just as difficult at level 10 as it is at level 20 (well, ignoring that difficulty will increase as you increase levels.) This will solve players being able to just wander out into the great unknown, kill a few monsters, and easily climb dozens of levels.
I think I'll release an update before restructuring the stats though, since it's been a while. So the current objective is to fix any pressing bugs, tweak some numbers, add new spells (and probably a layer above that to allow players to unlock/select spells in some fashion), then push out the update
Oh, and a multitude of new mobs will be introduced with the update after next, hehe.
Status Update (6/28/2012)
Alright, it's been a freaking month, thought I'd give a progress update.
The spell system is being overhauled, and good things are coming of it! It's evolved into a 100% scriptable effect system, and correspondingly it's about a million times more flexible. This means that I can reuse the system for a general buff/debuff system! It also means that spells can improve in entirely customizable ways as you level up and allocate stat points-- leaps will leap further, bashes knock back further, multi arrow shots fire more arrows, etc. Another plus is that rare spawns, bosses and the like will have
random spells (both chosen at random and/or built randomly!) Most importantly, though, it means that YOU, the player, get to eventually create and experiment with entirely built-from-scratch spells! Crowd sourcing ftw.
Furthermore, block physic-sy spells have already been created and are, well, really epic

It's based off the existing sand/gravel physics. One spell I've been testing the new scripting engine with is a Warrior ground stomp, causing 20 blocks in whatever direction you're facing to fly up sequentially and knock back any monsters in the way. Another is a simple utility spell for the Mage, which allows you to pull dirt/stone/sand/dungeon/etc blocks you're looking at towards you. What's so great is that the whole thing has been generalized so it can be easily used via the scripting engine! Wanna spell that knocks a block at an enemy then freezes them on impact? Done in a line or two of script. Want a spell that causes a shockwave of blocks to ripple from underneath you? Make it three or four lines
Other things to look forward to include the phase shiftin' Phase Creeper (mostly done), a few dungeon improvements, gratuitous bug fixes (mainly ways to exploit vendors and all dimension related bugginess), and of course, a buncha spells. I'll probably go ahead and start on a spell-progression system in the following patch, along with more massive dungeon improvements, hehe.
Sorry the recommended build is taking so long-- in the past month, I've moved apartments, adjusted to a new job, and was a groomsman for my brother's wedding, not to mention that a few initially *minor* changes to the spell system evolved into, well, a complete and massive overhaul involving the creation an entirely hand-written, statically typed scripting language (really fricking complicated, okay?) just to get the project in a stable state. But really good things are coming of it, so all is well
And thanks to the Yogscast for another video! Needless to say, I giggle like a schoolgirl with each one. I'm embarrassed by the multitude of bu- I MEAN features they encountered (like the occasional vendor with item prices of 0 because it grew from a child, and dungeon entrances' floors being destructible), so I'm kinda aching to resolve stuff and get this danged patch released.
Stay strong Minecrafters-- I'm putting about as much time into this as I can muster, so hang tight! We've graduated from "better than soon" to "soonlier," so things are lookin' soon.
Status Update (5/28/2012)
Remember that poll on what stuff should be added next?
Well when Frizzil asks, Frizzil listens! 0.6 is out, and features currency, vendors, a myriad of dungeon improvements, and tons of SMP support! It features a lot of internal code changes that will allow some sweet new dungeon features throughout 0.6. It's currently a development build, so if you're in Technic, be sure to enable dev builds in the options if you want to help out with testing (did I mention that I love testers?) The direct download is available below as "Hack/Mine v0.6.0 (Development)"
UPDATE: The Development build is now available from the Technic launcher!
Patch notes for 0.6.0 (Vendors, Currency, and Server Support!)- Making a new world is REQUIRED for this!!! No amount of NBT editing will save you D: However, future world compatibility is greatly improved.
- Added currency!
- Added vendors! Talk to your local librarian, blacksmith, priest, or butcher! Also, increased village frequency.
- Added amulets!
- New textures for rings, amulets, dungeons, and the Naga! There are now over 160 additional blocks with Hack/Mine (that totally means Hack/Mine is better) Extra special thanks to SMP for his amazing texture-work!
- Fixed Creative! Also, the new dungeon blocks are available in the Creative menu!
- Overhauled dungeon system! Will allow for new dungeon types, and eventually the creation of dungeon types by users! Already added a new type, and will add more throughout 0.6
- Added "hidden" doors in dungeons! Keep your eyes peeled...
- Added tons o' server functionality! Additions include smart name matching (both case and 1337 insensitive), setting of block protection, pvp settings, and mob/animal spawning, all on a chunk-by-chunk basis, and lots more! Also, many of the server.properties and all of the new areaCache.properties may be changed and made effective in-game by Ops! See the Wiki for more details.
- Vastly improved server stability, by improving area caching! Less server lag and crashing (caused by excessive file I/O from "area thrashing"), more hacky slashy. Also, fixed the occasional super-fast-flickering of "Proxy" areas and its associated bugs in SMP.
- Added an "areaCache.properties" to server, for those who want to fine-tune or experiment with the numbers. For larger servers, this will likely improve your performance and stability. (Be careful, though-- see the Wiki before attempting. Post your findings on the Wiki along with your system specs and player count!)
- Increased block limit to 4096!
- One jillion bug fixes. The "gzip," "broken pipe," and "Mob spawn read incorrectly" are gone forever...
- Lots o' little things
- Expect significant improvements to dungeons and additional server support throughout 0.6, along with the addition of boss mobs

Servers who decide to update to the dev build will require it, and will send you a "Server requires older version" message if you ain't usin' it. The recommended build should be out in a few days, so everyone should be on the same page then

Thanks for being patient!
May 13:
Hello fellow Minecrafters, thought I'd give a progress update! I'm planning a big update soon (this time, I'll have a dev build available from the Technic launcher, for those awesome enough to test it out, hehe)
*See above for complete list!*
I need to add some useful console commands for server and finish up on details, but after that I think we'll be ready to go
I'm always posting on the thread here and the one on the Yogscast forums if you're interested in progress! Stay tuned for that update...
Apr 23:
The Extreme Bug Fix patch is out! Guess what?!?! You can now play as...
The Dwarf, the Elf, and the Halfling!!!
Patch notes are now in-game! But I fixed a LOT of bugs, and added a bunch of nice features. I included a patch for Optifine that lets the new grass colors appear! Hurray! Will be releasing another patch very soon, unless this one has no major problems. I've got finals ahead, so bear with me

The update should be in Technic tomorrow (er, this morning, it's kinda late over here XD).
Oh, and I vastly simplified the Windows installation instructions.
EDIT: Quick patch has been uploaded! Also, just found out the Yogscast reviewed the mod! Glad to see the Roflcondas fulfilling their destiny
Apr Sumpteenth:
The Ranger nerf patch is out, check the downloads! Here's the change list:
- The Warrior has a new spell: Charge! Rush at your foes, dealing AoE damage on impact with an enemy.
- The Ranger may now only climb "natural" blocks. Iow, nothing man-made.
- Added new dungeon blocks! Wall blocks are indestructible, whereas filler blocks and stairs are easily mined. These are considered "man-made"
There are many more blocks to come, and the existing blocks are definitely subject to change.
- The Scorpion has finally been textured! Hurray!
- Fall damage has been increased.
- The wand's mana consumption has been reduced.
- Players no longer spawn underground in SMP, hehe.
- The SMP "string length" crash has been addressed, but I'm uncertain if it's been fixed or improved upon (I don't have hours to test it!) Let me know if it's gone/if it's better/if you want to strangle me because it STILL isn't fixed!
- Area system for SMP has been improved a bit.
- Fixed a lot of hotkey issues, particularly with spell casting (all spells may now be cast from the hotbar!) It should be working flawlessly now.
- The Ranger's bow spells now appropriately trigger a cooldown on the release of the bow, not the initial draw.
- Lots more!
The new blocks exist
separately from the standard Minecraft ones, and as such, will play friendly with whatever texture packs you choose to use with Hack/Mine,
including HD texture packs! If you
are using Optifine, you'll have to restart your client whenever you swap resolutions, though, otherwise terrain will appear, uh, hilariously glitchy.
Enjoy the update! Also enjoy Hack/Mine in...
*pause for dramatic effect*
Technic! Stay tuned for more details
Apr 12:
The update is out! Features include:
- Added a class selection dialogue! The Warrior, Mage, and Ranger are now all playable classes. For some reason this makes me want to add more...
- Gave rangers the ability to climb! It's totally imba right now, but it will be limited to non-manmade blocks, once I've created/obtained some new blocks for use in dungeons.
- Added Blink and Lightning for the Mage, and gave the Ranger Tri-shot, Explosive Shot, and Lightning Shot. I'll be giving the Warrior more toys in the next patch. Note that every spell is subject to being changed or entirely removed (especially the Ranger's) and will eventually be unlockable, instead of you just starting out with them. Also, I need to get/make some more spell icons, as well as purdy/neaten up the spells a good bit. So for now, just have fun and tell me how it goes!
- Added the Orc Archer! Props to my roommate for the texture-work, hehe.
- Added a whole RAINBOW of slimes, which appear in small numbers throughout the entire world! Each has a particular element that it both deals in damage and entirely resists. Also, there's a camouflage slime and an actual rainbow slime that cycles through all the colors, changing it's element appropriately. For now, black slimes have a random element, but will later resist physical.
- Added a dynamic atmosphere system-- many Areas now change the sky, fog, cloud, and overall screen color, along with day and night lighting and brightness, for your enhanced viewing pleasure. Still need to add a lot of features to Areas, but this was a large step in the right direction.
- Added a new Controls screen! Key bindings may now be configured with modifiers (shift, ctrl, or alt).
- Adding resistance to magical properties! Fire resist already added, will be adding more in the next patch.
- Fixed a few horrible game-crashing bugs in SMP, though there are probably still others. For now, run your client from command prompt, then copy-paste any game-crashing errors to this thread!
- Lava and fall damage now deal damage on a percent basis.
- Mobs weren't dealing damage correctly! This has been corrected, and your game will now probably be much more difficult

- Decreased the travel time required to find higher level areas.
- Some more little things and general performance improvements
Enjoy the new classes! I'd love to hear any suggestions you may have for them. Also, remember to have your bow equipped when casting the Ranger's spells. There's currently a bug where you can't cast them by holding down the hotkey, you have to shift-right click

Other classes I'm considering adding are:
- Healers (yeah, I take back what I said in the video) We've thought of ways to make them fun, hehe
- Bards
- More!
A subclass system is also a possibility (Warriors may branch into Knights, Barbarians, and Paladins, for example). Just thought you'd like to hear that...
Enjoy the update!
Apr 8:
The update is coming along nicely! I've added a slew of features, improved on the balance, and fixed some major bugs, and have a few more things planned. However, because of homework and tests, I may be waiting a day or two to release, instead of releasing it tonight. I know you've been waiting ever so patiently, so here's a progress update:
*See above for complete list of changes*
I still need to flesh out a few details, make a few more spells, and make the hotbar more configurable, but after that, we should be golden.
Apr 5:
Aaaaaand a patch definitively resolving the black screen issue is out! If you have java 7, the game was crashing for you because of a harmless error that java 6 didn't care about (ironic, isn't it?). I was testing on java 6, but thanks to some feedback from readers like you, I was able to solve the dilemma. Cheers!
For kicks and giggles:
- Hack/Mine is now Optifine compatible! Pull out yer sorry laptop and get to slashin'!
- Added evil jungles!
- Improved player visibility on the radar-- other players now hover on the edge of the radar when they're too far away. This will be fancified. Also, players are now colored aqua blue for clarity.
- Improved error messages. Exciting!
- Many a small detail.
Next thing I'll be pushing is an actual update with
real features, probably around the end of the weekend, assuming there are no more ultra-mega-death bugs.
Enjoy!
Apr 2:
The patch is out! (Edit: and now it's working!) Sorry for the bug, it was actually fine for Mac, which I was testing it on. Weird. Here's the change list:
- Mob spawns have been significantly reduced, especially Roflcondas (not their presence in your nightmares, however).
- Fortitude now increases the rate at which you heal, in addition to your total health, like Wisdom and mana.
- You can now repair your equipment! This is a temporary measure and will be neatened, but for now... combine your gear with Diamonds, Redstone, Iron and Gold Ingots, Cobblestone, and if necessary, Dirt! Only if you're so bad you can't find anything in chests, though
You can also use Bones, Silk, and Leather, but they apply only to Armor, Melee Weapons, or Bows, not all armor types. Finally, up to three Redstone may be consumed at once, unlike the others which consume only one reagent. Each repairs a different amount, a list of which I'll post later, but are basically what you'd expect.
- Chests in large dungeons are now limited to useful items, and for now, mobs no longer drop junk items, except for sheep (who drop wool). BAAAHHAHAHAH
- The radar is dramatically faster, it should no longer be causing a noticeable difference in gameplay (I'm thinking about doubling it's resolution). Before, it was forcing chunks to load-- now, it just skips over them. Also added the level of the current area to the top-left of the radar.
- Lava no longer sets you on fire! You'll only take damage while standing in it.
- The area system was improved, reducing the added Chunk size/latency a good bit.
- Fixed a "weird string error" server crash bug (though there are others).
- Fixed item stacks not swapping properly when of the same size.
- I hunted for hours, but couldn't figure out the problem with blocking and bows on SMP... it's my absolute highest priority, so bear with me!
- I'm too tired to think of everything, I'll finish the change list tomorrow... *yawn* a ton of bugs were remedied, you should have a much smoother experience

Agenda for Near Future:
- Convert big dungeons to revamped system
- Give NPCs quest-giving ability and general dialogue content
- Continue on mystery dimension...
- Grant raptor ability to open doors
- Post another video!
- Polish, polish, and more polish
- Create music system for areas and boss encounters
Mar 31:
The alpha is released! Remember it's still in
alpha, and is far from a finished product. All of you are my little testers... muahahahah. I'll be pushing out a patch in the next day or two to resolve some obvious issues (like the extremely high mob-spawn rate), so don't get too attached to your world.
Mar 30:
I'm releasing the alpha tomorrow,
maybe late tonight. Wooh! Don't mind any blatant design issues, I'm already aware of them
Mar 26:
SMP is
this close to being done! Just gotta get the magic system working for it, then it'll just be little details/bug-fixing for the entire mod, followed by coding the installer. Whew! Get ready...
Mar 24 (Exciting Status Update):
THE ALPHA IS A'COMIN' RIGHT AT YA!!!
Probably some time next week!
Progress on Alpha:
- Updating to 1.2.3 is finished!
- The magic system is in place with a bundle of spells-- still need to add a couple more...
- Networking for the Area system was insanely complicated, but that was the only non-trivial thing on the list of things needed to get SMP up and running. I'm proud of myself

- Getting some balance and level progression worked out. I'm lovin' Grapher for Mac right now.
- Mystery dimension-- still mysterious, in all its wonder and majesty. The first to find it gets a jaffa cake!
Feb 11:
Lots of awesome new features! Progress is progressing.
- Mystery dimension going strong with custom terrain generation and its own mineral and biome generation, just a matter of deciding on it's style and content. It's pretty freakin' amazing. The way to the mystery dimension shall remain a mystery...
- Beginnings of NPC dialogue system implemented, along with NPC naming conventions. I'm hesitant to mess with NPCs much more since Mojang is adding features to them atm.
- Beginnings of spell system implemented! FUS RO DAH!!!
- Designed a system to construct dungeons during terrain generation (like ravines and caves, but allows for metadata and tileentities). Towers are working, still gotta convert big dungeons though.
Jan 25:
- Area system implemented! *whew*
- Contains all adjacent chunks of the same biome
- Random names ("Mangled Hills", "Intrepid Steppes," etc.)
- Features like fog, possible mobs, plant-life/color, and structures are tied to specific names (e.g. "Slithering Heights" full of snake mobs.)
- Application of areas to biomes is smart (No "Pasture of Death" or "Chirping Void")
- New Mobs!
- Raptor
- Naga
- Giant Rat (gotta have giant rats, man)
- Creeper Snake!
- Crerpent? Snreeper? Name suggestions are welcome, haha
- Features very cool snake physics- blocks trail behind head in an awesome fashion.
- Added "Holy/Evil" in addition to humidity and temperature, with new biomes and appropriate block color transitions for both.
- I'm considering turning Holy into something else, like Space, with decreasing gravity and atmosphere as you enter the zone.
- New Music!
- I've been writing video game music half my life (10 years), so this was bound to happen.
- Each area will have it's own theme... well, if I can write enough music- otherwise it'll just be biome specific : )
- Dungeon Improvements
- Added several rooms (swampy, nether-ish terrain, an improved cavern, a maze pattern, and more)
- Changed existing rooms to use perlin noise
- Improved overall performance
- Various performance improvements and bug fixes
- Radar is even prettier and now only consumes an additional 4-5% of CPU power (0% if you're still)
- Magical Property system revamped- weapons can't give defense bonuses, non-breaking items can't have durability bonuses, etc.
- Everything working with 1.0! Will wait until 1.2 or 1.3 to bring everything to version again, depending on progress.
Jan 5:
Hey guys, just got through a busy semester of school, I'm resuming heavy work on the mod! There's no official release date at the moment : ( I'll try to get another video up at some point, when I've got enough awesome features to justify it. This coming semester may or may not be as difficult as the last (I'm now double majoring in Computer Science and Accounting *gulp*) but at the very least, I'll have tons of free time this summer. So no worries! I love working on this mod, I do not intend on dropping it.