Welcome to my collection of mods. Take a look around and you never know what you might find.
FORT WARFARE
All mods listed below are designed to improve your fort to fort warfare. Each mod has support for fighting both player and monster. All of the mods listed are team, or player based in some way. GSM EMPIRE - no fort is complete with out war NPCs ICBM-Sentries - well it might be out of place on a fort but who doesn't need sentry guns
PVP
All mods listed bellow are designed to improve pvp in some aspect other than weapons, armor, or stats.
All mods listed bellow are designed to be plain industry mods that don't have much impact on PVP or Fort warfare. However, with some toying with that can sure help keep your base running or supplied Fluid Mechanics - Pipes, Tanks, Pump, and other hydraulic systems Assembly Line - for those that just love conveyor belts and industry machines over pipes Steam Power - i'll add a page when it gets updated
Report all issues Here make sure to follow this guide to get the issue resolved faster
I run a server through Fragnet.net there customer service is the best i've seen, there servers run very well even with low ram, and to top it off i can set off 10K+ tnt with no crashing.
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Cool Mod ! and use full.. just get a diamond shovel.. get like 1000 dirt.. make an army of million archers..
Lol at the moment you can but that just so it is easy to test. Later it will need to be crafted using a bow wood and iron.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
New version released V2. Changed skins, and crafting recipes. However does not work with SMP V1 will port smp code later and add download link.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Sorry to those that tried to download v1 and got v2 i messed up my sourceForge link for v1 to lastest version download which is version 2. the Link is fixed. i'm still learning to set this all up right :smile.gif:
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
bump so my new mod can see day light. Also my Guardsman mod will not have any updates till i get Guards to spawn in smp in the new version and i fix my team find for the guards.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
almost forgot that minecraft went to 1.0, i'm still using beta 1.8.1,but i will update it.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Update/bump
i updated the Guardsman mod for Minecraft 1 Client, server side is on its way, and The other mods will be updated too. Also i did so clean up of the downloads for guardsman mod, changed some of the writing on the post, figure out how to use spoilers. Removed all adfly download link and changed them to sourceforge links. Also i'm looking for help from anyone willing to do texture for 10 different teams, and make models for spawn blocks, other items like steam punk sentry turret, spike barracked, traps and so on.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
I change the block id on config file. But in game it continuos to be the default ids
sorry about that looks like something changed about how modloader does config files. I will have a fix up for that by today.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
ok i fixed the config file which should now work on ssp. the updated version with the fix is the pre release for Guardsman1.1.1 which has a new block and a little change to guards wonder path. Also i will add the fix for smp later.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
Thank you very much sir for this mod :smile.gif: I hope with your first steps in SMP NPC/player interaction type mods. More Modders will follow your direction.
What other types of npcs you think you will create next? Mages, rogues, prehaps even a commander?
As for a the wondering, have you thought of implying the wolfs sit code to them? When player right clicks.
Thank you very much sir for this mod :smile.gif: I hope with your first steps in SMP NPC/player interaction type mods. More Modders will follow your direction.
What other types of npcs you think you will create next? Mages, rogues, prehaps even a commander?
As for a the wondering, have you thought of implying the wolfs sit code to them? When player right clicks.
Keep up the good work :biggrin.gif:
i have great plans for my mods. One of the current things i'm working on is controlling patrol path of the guards. Your sit ideal might help with getting the guard to stop moving and i tried it once. However now i might know how to make it work so thank you. After i fix that i'm going to change spawn guards from blocks to a recruiting station that will be used in the future for other things. The post will change the need to make weapons into using gold to hire the guards. i even might add in the ability to give a guard weapons and armor to improve abilities. As for other npcs i will be adding in mages that shoot fire balls, healers, diffrent types of close combat guards. If i can figure out the new enchanting stuff i will add archer that shoot fire arrows, explosive arrows, freeze arrow and so on. i'm hoping to create my own mo creature mod but with guards :smile.gif:
you know the funny thing is i'm actual following another modders direction. I saw his mod which worked wonders but was error and was not smp. So after waiting i got bored of his mod not being updated and made my own. Quit glade i did because now i have 3 mods public mods and several dozen other nice one that i'm working on.
before i forget thank you for supporting my mod by downloading and commenting :smile.gif:
@fauconpluton
i can't tell much from that error log at the moment, how did you install my mod, what other mods do you have installed and what version of minecraft are you running? It could be that you installed it wrong or you installed it for the new minecraft, which i have not got around to updating it for.
Rollback Post to RevisionRollBack
Author of Fluid Mechanics, Assembly Line, ICBM, Come Closer, and Artillects. Including Java Freelancer for hire specializing in creating and fixing minecraft mods.
[INFO] ModLoader Server 1.1 Initializing...
[INFO] Mod Loaded: mod_EnderChest 1.0.1
[SEVERE] Unexpected exception
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.ThrowException(ModLoader.java:1249)
at ModLoader.init(ModLoader.java:658)
at ModLoader.Init(ModLoader.java:1312)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:103)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:315)
at cz.run(SourceFile:465)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.ThrowException(ModLoader.java:1249)
at ModLoader.ThrowException(ModLoader.java:1254)
at ModLoader.addMod(ModLoader.java:136)
at ModLoader.readFromModFolder(ModLoader.java:888)
at ModLoader.init(ModLoader.java:625)
... 4 more
Caused by: java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Guards.<clinit>(mod_Guards.java:24)
at sun.misc.Unsafe.ensureClassInitialized(Native Method)
at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(Unknown Source)
at sun.reflect.ReflectionFactory.newFieldAccessor(Unknown Source)
at java.lang.reflect.Field.acquireFieldAccessor(Unknown Source)
at java.lang.reflect.Field.getFieldAccessor(Unknown Source)
at java.lang.reflect.Field.get(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:162)
at ModLoader.addMod(ModLoader.java:121)
... 6 more
I installed your mod than when Minecraft started up i got this error
16 janv. 2012 13:24:56 ModLoader readFromModFolder
PLUS FIN: Zip found.
16 janv. 2012 13:24:56 ModLoader addMod
FIN: Failed to load mod from "mod_Guards.class"
16 janv. 2012 13:24:56 ModLoader addMod
PLUS FIN: THROW
java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at mod_Guards.<clinit>(mod_Guards.java:23)
at sun.misc.Unsafe.ensureClassInitialized(Native Method)
at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(UnsafeFieldAccessorFactory.java:25)
at sun.reflect.ReflectionFactory.newFieldAccessor(ReflectionFactory.java:122)
at java.lang.reflect.Field.acquireFieldAccessor(Field.java:918)
at java.lang.reflect.Field.getFieldAccessor(Field.java:899)
at java.lang.reflect.Field.get(Field.java:358)
at ModLoader.setupProperties(ModLoader.java:1731)
at ModLoader.addMod(ModLoader.java:268)
at ModLoader.readFromModFolder(ModLoader.java:1305)
at ModLoader.init(ModLoader.java:820)
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(Thread.java:680)
16 janv. 2012 13:25:06 ModLoader init
FIN: Mod Loaded: "mod_ModLoaderMp 1.0.0"
16 janv. 2012 13:25:06 ModLoaderMp Log
FIN: ModLoaderMP 1.0.0 Initialized
16 janv. 2012 13:25:06 ModLoader AddAllRenderers
FIN: Initialized
got no idea what it means but help please :unsure.gif: :unsure.gif:
Welcome to my collection of mods. Take a look around and you never know what you might find.
FORT WARFARE
GSM EMPIRE - no fort is complete with out war NPCs
ICBM-Sentries - well it might be out of place on a fort but who doesn't need sentry guns
Greater Protection - Locked chests, doors, laser fence, traps, etc etc
Fluid Mechanics - Pipes, Tanks, Pump, and other hydraulic systems
Assembly Line - for those that just love conveyor belts and industry machines over pipes
Steam Power - i'll add a page when it gets updated
Report all issues Here make sure to follow this guide to get the issue resolved faster
I run a server through Fragnet.net there customer service is the best i've seen, there servers run very well even with low ram, and to top it off i can set off 10K+ tnt with no crashing.
Lol at the moment you can but that just so it is easy to test. Later it will need to be crafted using a bow wood and iron.
almost forgot that minecraft went to 1.0, i'm still using beta 1.8.1,but i will update it.
i updated the Guardsman mod for Minecraft 1 Client, server side is on its way, and The other mods will be updated too. Also i did so clean up of the downloads for guardsman mod, changed some of the writing on the post, figure out how to use spoilers. Removed all adfly download link and changed them to sourceforge links. Also i'm looking for help from anyone willing to do texture for 10 different teams, and make models for spawn blocks, other items like steam punk sentry turret, spike barracked, traps and so on.
sorry about that looks like something changed about how modloader does config files. I will have a fix up for that by today.
What other types of npcs you think you will create next? Mages, rogues, prehaps even a commander?
As for a the wondering, have you thought of implying the wolfs sit code to them? When player right clicks.
Keep up the good work :biggrin.gif:
i have great plans for my mods. One of the current things i'm working on is controlling patrol path of the guards. Your sit ideal might help with getting the guard to stop moving and i tried it once. However now i might know how to make it work so thank you. After i fix that i'm going to change spawn guards from blocks to a recruiting station that will be used in the future for other things. The post will change the need to make weapons into using gold to hire the guards. i even might add in the ability to give a guard weapons and armor to improve abilities. As for other npcs i will be adding in mages that shoot fire balls, healers, diffrent types of close combat guards. If i can figure out the new enchanting stuff i will add archer that shoot fire arrows, explosive arrows, freeze arrow and so on. i'm hoping to create my own mo creature mod but with guards :smile.gif:
you know the funny thing is i'm actual following another modders direction. I saw his mod which worked wonders but was error and was not smp. So after waiting i got bored of his mod not being updated and made my own. Quit glade i did because now i have 3 mods public mods and several dozen other nice one that i'm working on.
before i forget thank you for supporting my mod by downloading and commenting :smile.gif:
@fauconpluton
i can't tell much from that error log at the moment, how did you install my mod, what other mods do you have installed and what version of minecraft are you running? It could be that you installed it wrong or you installed it for the new minecraft, which i have not got around to updating it for.
[INFO] Mod Loaded: mod_EnderChest 1.0.1
[SEVERE] Unexpected exception
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.ThrowException(ModLoader.java:1249)
at ModLoader.init(ModLoader.java:658)
at ModLoader.Init(ModLoader.java:1312)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:103)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:315)
at cz.run(SourceFile:465)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.ThrowException(ModLoader.java:1249)
at ModLoader.ThrowException(ModLoader.java:1254)
at ModLoader.addMod(ModLoader.java:136)
at ModLoader.readFromModFolder(ModLoader.java:888)
at ModLoader.init(ModLoader.java:625)
... 4 more
Caused by: java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_Guards.<clinit>(mod_Guards.java:24)
at sun.misc.Unsafe.ensureClassInitialized(Native Method)
at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(Unknown Source)
at sun.reflect.ReflectionFactory.newFieldAccessor(Unknown Source)
at java.lang.reflect.Field.acquireFieldAccessor(Unknown Source)
at java.lang.reflect.Field.getFieldAccessor(Unknown Source)
at java.lang.reflect.Field.get(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:162)
at ModLoader.addMod(ModLoader.java:121)
... 6 more
16 janv. 2012 13:24:56 ModLoader readFromModFolder
PLUS FIN: Zip found.
16 janv. 2012 13:24:56 ModLoader addMod
FIN: Failed to load mod from "mod_Guards.class"
16 janv. 2012 13:24:56 ModLoader addMod
PLUS FIN: THROW
java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at mod_Guards.<clinit>(mod_Guards.java:23)
at sun.misc.Unsafe.ensureClassInitialized(Native Method)
at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(UnsafeFieldAccessorFactory.java:25)
at sun.reflect.ReflectionFactory.newFieldAccessor(ReflectionFactory.java:122)
at java.lang.reflect.Field.acquireFieldAccessor(Field.java:918)
at java.lang.reflect.Field.getFieldAccessor(Field.java:899)
at java.lang.reflect.Field.get(Field.java:358)
at ModLoader.setupProperties(ModLoader.java:1731)
at ModLoader.addMod(ModLoader.java:268)
at ModLoader.readFromModFolder(ModLoader.java:1305)
at ModLoader.init(ModLoader.java:820)
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(Thread.java:680)
16 janv. 2012 13:25:06 ModLoader init
FIN: Mod Loaded: "mod_ModLoaderMp 1.0.0"
16 janv. 2012 13:25:06 ModLoaderMp Log
FIN: ModLoaderMP 1.0.0 Initialized
16 janv. 2012 13:25:06 ModLoader AddAllRenderers
FIN: Initialized
got no idea what it means but help please :unsure.gif: :unsure.gif: