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[1.6.2] [SP|MP|LAN] [ALPHA] Clay Soldiers Mod v. 2.0.0

1.6.2 alpha

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12390 replies to this topic

#9761

SilverChiren
  • Minecraft: SilverChiren

Posted 14 February 2013 - 06:04 PM

View Postxblastz123, on 14 February 2013 - 04:50 PM, said:

Like my pic?

Can you add something that would make soldiers shoot gravel quickly as if it was a machine gun? I killed a couple of zombies using the soldiers to shoot at them with fire charge as well as gravel.

I think throwing snow just to slow soldiers down is useless, slime balls can do that for us. Can snow balls do something else?

No we will not increase the fire rate of thrown weapons in any way. That would use up all the ammo way too fast, and there's a time limit that Minecraft has in place between hits that actually count. Also don't try to say we could even that out by giving them more ammo, we're trying to keep some sense of balance here.

As for the snow, the snowballs also have wonderful increased knockback, and I've seen soldiers die from snowballs knocking them three blocks into the air. Those are fine as they are too.
Posted Image
http://www.minecraft...od-extra-files/ <--My Clay Soldier arenas and the CSM Texture Junkbox

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#9762

DiamondBiser
  • Location: Sofia Bulgaria
  • Minecraft: DiamondBiser

Posted 15 February 2013 - 11:33 AM

Can you answer me these questions:
Will there be a use (and what is the use) of these items on the soldiers:
1-Nether Star
2-Firework Star
3-Bottle o' Enchanting
4-Emerald
5-Heads
6-Eye of Ender
7-Gold Ingot
8-Golden Apple (both types)
9-Tripwire Hook
10-Buttons (both types)
And Second:
1-What is the use of Golden Carrot.
2-Can you create a tab of the items that can be applied to the soldiers.
3-Can you gear them with armors (helmets,chestplates,leggins,boots) of all kind (leather,chainmail,iron,gold and diamond)
The end
If SilverChiren or SanAndreasP can answer them please reply or quote.
Thank you from now Posted Image

View PostSilverChiren, on 14 February 2013 - 06:04 PM, said:

No we will not increase the fire rate of thrown weapons in any way. That would use up all the ammo way too fast, and there's a time limit that Minecraft has in place between hits that actually count. Also don't try to say we could even that out by giving them more ammo, we're trying to keep some sense of balance here.

As for the snow, the snowballs also have wonderful increased knockback, and I've seen soldiers die from snowballs knocking them three blocks into the air. Those are fine as they are too.

Three blocks in mid air?!?!?!?! HOW?!?! I also want to try that.
Free clay soldier arenas? here is the topic:
Posted Image

#9763

SanAndreasP
  • Minecraft: sanandreasMC

Posted 15 February 2013 - 11:57 AM

View PostDiamondBiser, on 15 February 2013 - 11:33 AM, said:

Can you answer me these questions:
Will there be a use (and what is the use) of these items on the soldiers:
1-Nether Star
2-Firework Star
3-Bottle o' Enchanting
4-Emerald
5-Heads
6-Eye of Ender
7-Gold Ingot
8-Golden Apple (both types)
9-Tripwire Hook
10-Buttons (both types)
And Second:
1-What is the use of Golden Carrot.
2-Can you create a tab of the items that can be applied to the soldiers.
3-Can you gear them with armors (helmets,chestplates,leggins,boots) of all kind (leather,chainmail,iron,gold and diamond)
The end
If SilverChiren or SanAndreasP can answer them please reply or quote.
Thank you from now Posted Image

1. No, too hard to aquire
2. Maybe
3. Highly doubt that
4. Yes, you'll see
5. see 1.
6. see 3.
7. Maybe
8. They're food, so technically they already have an use.
9. Maybe
10. Yes, you'll see

1. No use yet.
2. No, that mostly would require base edits for that items, and we don't edit classes.
3. No, the current armor system is perfect as it is. There is leather armor which can be padded, there are shields which can be studded and there is food which restore health. Also you can give other soldiers glistering melons to heal wounded teammates.

Posted Image


#9764

SilverChiren
  • Minecraft: SilverChiren

Posted 15 February 2013 - 06:05 PM

View PostSanAndreasP, on 15 February 2013 - 11:57 AM, said:

1. No, too hard to aquire
2. Maybe
3. Highly doubt that
4. Yes, you'll see
5. see 1.
6. see 3.
7. Maybe
8. They're food, so technically they already have an use.
9. Maybe
10. Yes, you'll see

1. No use yet.
2. No, that mostly would require base edits for that items, and we don't edit classes.
3. No, the current armor system is perfect as it is. There is leather armor which can be padded, there are shields which can be studded and there is food which restore health. Also you can give other soldiers glistering melons to heal wounded teammates.

5: I would personally like to see those as a vanity item for those hard workers in survival, or a treat for creative mode players. They won't have any real effect on battle or ability though.

Part Two!

1: Technically is also classed as a food item, so same story as the golden apples.
3: The current armor system is pretty simple, Leather OR shield gives 50% damage soak from physical attacks, and shield prevents damage from almost all ranged attacks. Leather AND shield provides 75% damage soak, meaning an attack would have to do four damage normally to even have an effect. Padded leather and studded shield both provide normal effects, along with an additional point of armor, meaning if you have both an attack would have to deal nine damage normally in order to even put one point of damage through the defense. Studded shield will also occasionally prevent the effects of redstone dust, slime balls, blaze powder, and maybe some other things. As it stands, I believe the only attack that can deal more than eight damage is dual shear stealth soldiers, though I may be mistaken.
Posted Image
http://www.minecraft...od-extra-files/ <--My Clay Soldier arenas and the CSM Texture Junkbox

#9765

xblastz123
  • Location: Among Thieves
  • Xbox:PS3

Posted 15 February 2013 - 07:05 PM

Posted Image This is SilverChiren,
so is there others that can randomly spawn as well, like one that is SanandreasP or something like that? Just curious. BTW a couple of red soldiers whooped the one on the pic.
Please wait while I attempt to give a damn...
Posted Image  

#9766

SanAndreasP
  • Minecraft: sanandreasMC

Posted 15 February 2013 - 07:07 PM

View Postxblastz123, on 15 February 2013 - 07:05 PM, said:

Posted Image This is SilverChiren,
so is there others that can randomly spawn as well, like one that is SanandreasP or something like that? Just curious. BTW a couple of red soldiers wooped the one on the pic.

Yes, the rare red soldier would be my ingame skin. And others, some famous YouTubers and such.

Posted Image


#9767

tntgoesboom1

Posted 15 February 2013 - 09:27 PM

best..fricken...mod...ever

#9768

Wolfman151515

Posted 16 February 2013 - 01:20 AM

View PostSilverChiren, on 13 February 2013 - 02:25 AM, said:

Clay and soulsand likely will be used quite a lot when we release the next version. Probably most of the other materials in the game too.
Well, I meant for the new stuff, features only implemented in the next version, and none else. Funny. HAHHAAHAHAHAHAHAHAHAHHHAHAAAAAAA!

#9769

SilverChiren
  • Minecraft: SilverChiren

Posted 16 February 2013 - 01:35 AM

View PostWolfman151515, on 16 February 2013 - 01:20 AM, said:

Well, I meant for the new stuff, features only implemented in the next version, and none else. Funny. HAHHAAHAHAHAHAHAHAHAHHHAHAAAAAAA!

Snow, dirt, sand, glowstone, and a couple other things will be used in crafting companions. Fruit flies will die. A lot. And there may be some new starfruit references if we are lucky.
Posted Image
http://www.minecraft...od-extra-files/ <--My Clay Soldier arenas and the CSM Texture Junkbox

#9770

Mprich5423

Posted 16 February 2013 - 02:04 AM

View PostSilverChiren, on 16 February 2013 - 01:35 AM, said:

Snow, dirt, sand, glowstone, and a couple other things will be used in crafting companions. Fruit flies will die. A lot. And there may be some new starfruit references if we are lucky.
I take it you don't give spoilers...

#9771

Bjaz98
    Bjaz98

    Stone Miner

  • Members
  • 96 posts
  • Minecraft: Bjaz98
  • Xbox:Bjaz98

Posted 16 February 2013 - 03:02 AM

View PostSilverChiren, on 27 January 2013 - 05:32 AM, said:

Error logs, or forge error files. If you can't provide either, then it is confirmed to be entirely your fault, and there is nothing we can say or do to help you.



Are you trying to open or run the .jar file?
2013-02-16 12:27:14 [INFO] [ForgeModLoader] Forge Mod Loader version 4.7.4.520 for Minecraft 1.4.7 loading
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] All core mods are successfully located
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Discovering coremods
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found a candidate coremod CodeChickenCore 0.7.1.0.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loading coremod CodeChickenCore 0.7.1.0.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loaded coremod CodeChickenCore 0.7.1.0.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found a candidate coremod DynamicLights_1.4.6.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loading coremod DynamicLights_1.4.6.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loaded coremod DynamicLights_1.4.6.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found a candidate coremod NotEnoughItems 1.4.5.1.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loading coremod NotEnoughItems 1.4.5.1.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Loaded coremod NotEnoughItems 1.4.5.1.jar
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Found library file bcprov-jdk15on-147.jar present and correct in lib dir
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Running coremod plugins
2013-02-16 12:27:14 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2013-02-16 12:27:15 [INFO] [ForgeModLoader] Found valid fingerprint for Minecraft Forge. Certificate fingerprint de4cf8a3f3bc15635810044c39240bf96804ea7d
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Running coremod plugin CodeChickenCorePlugin
2013-02-16 12:27:15 [INFO] [STDOUT] Adding Accesstransformer map: codechickencore_at.cfg
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Coremod plugin CodeChickenCorePlugin run successfully
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Running coremod plugin DLFMLCorePlugin
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Coremod plugin DLFMLCorePlugin run successfully
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Running coremod plugin NEICorePlugin
2013-02-16 12:27:15 [INFO] [STDOUT] Adding Accesstransformer map: nei_at.cfg
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Coremod plugin NEICorePlugin run successfully
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Validating minecraft
2013-02-16 12:27:15 [FINEST] [ForgeModLoader] Minecraft validated, launching...
2013-02-16 12:27:16 [INFO] [STDOUT] **************** Dynamic Lights transform running on World ***********************
2013-02-16 12:27:16 [INFO] [STDOUT] In target method! Patching!
2013-02-16 12:27:16 [INFO] [STDOUT] Patching Complete!
2013-02-16 12:27:16 [INFO] [STDOUT] Inserted super call into avz.c
2013-02-16 12:27:16 [INFO] [STDOUT] avf was overriden from NotEnoughItems 1.4.5.1.jar
2013-02-16 12:27:17 [INFO] [STDOUT] Generated BlockMobSpawner helper method.
2013-02-16 12:27:18 [INFO] [STDOUT] Inserted GameData hook
2013-02-16 12:27:18 [INFO] [STDOUT] 27 achievements
2013-02-16 12:27:19 [INFO] [STDOUT] 210 recipes
2013-02-16 12:27:19 [INFO] [STDOUT] Setting user: Bjaz98, -200848031
2013-02-16 12:27:19 [INFO] [STDERR] Client asked for parameter: server
2013-02-16 12:27:19 [INFO] [STDOUT] LWJGL Version: 2.4.2
2013-02-16 12:27:19 [INFO] [STDOUT] OptiFine_1.4.6_HD_U_A2
2013-02-16 12:27:20 [INFO] [STDOUT] Sat Feb 16 12:27:19 CST 2013
2013-02-16 12:27:20 [INFO] [STDOUT] OS: Windows 7 (amd64) version 6.1
2013-02-16 12:27:20 [INFO] [STDOUT] Java: 1.7.0_05, Oracle Corporation
2013-02-16 12:27:20 [INFO] [STDOUT] VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
2013-02-16 12:27:20 [INFO] [STDOUT] LWJGL: 2.4.2
2013-02-16 12:27:20 [INFO] [STDOUT] OpenGL: GeForce 9800M GTX/PCIe/SSE2 version 3.3.0, NVIDIA Corporation
2013-02-16 12:27:20 [INFO] [STDOUT] OpenGL Version: 3.3
2013-02-16 12:27:20 [INFO] [STDOUT] Checking for new version
2013-02-16 12:27:21 [INFO] [STDOUT] Version found: C3
2013-02-16 12:27:21 [INFO] [STDOUT] setupTexture: "/title/mojang.png", id: 1
2013-02-16 12:27:21 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2013-02-16 12:27:21 [INFO] [STDOUT] MinecraftForge v6.6.0.497 Initialized
2013-02-16 12:27:21 [INFO] [ForgeModLoader] MinecraftForge v6.6.0.497 Initialized
2013-02-16 12:27:21 [INFO] [STDOUT] Replaced 84 ore recipies
2013-02-16 12:27:21 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2013-02-16 12:27:21 [INFO] [ForgeModLoader] Forge Mod Loader has detected optifine OptiFine_1.4.6_HD_U_A2, enabling compatibility features
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Building injected Mod Containers [cpw.mods.fml.common.FMLDummyContainer, net.minecraftforge.common.ForgeDummyContainer, codechicken.core.asm.CodeChickenCoreModContainer, codechicken.nei.asm.NEIModContainer]
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Attempting to load mods contained in the minecraft jar file and associated classes
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\Desktop\Minecraft\mods\1.4.6\CSM_v9_05.jar, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\Desktop\Minecraft\mods\1.4.6\TooManyItems2012_12_22_1.4.6.zip, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\Desktop\Minecraft\mods\1.4.6\[1.4.6]ReiMinimap_v3.2_06.zip, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\Desktop\Minecraft\mods\1.4.6\OptiFine_1.4.6_HD_U_A2.zip, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\Desktop\Minecraft\mods\1.4.6\minecraftforge-universal-1.4.7-6.6.0.497.zip, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\AppData\Roaming\.minecraft\bin\minecraftFORGE.jar, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\bin\jinput.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\bin\lwjgl.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\bin\lwjgl_util.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\AppData\Roaming\.minecraft\coremods\CodeChickenCore 0.7.1.0.jar, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\AppData\Roaming\.minecraft\coremods\DynamicLights_1.4.6.jar, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Ben\AppData\Roaming\.minecraft\coremods\NotEnoughItems 1.4.5.1.jar, examining for mod candidates
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\lib\argo-2.25.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\lib\guava-12.0.1.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\lib\asm-all-4.0.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Ben\AppData\Roaming\.minecraft\lib\bcprov-jdk15on-147.jar
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Minecraft jar mods loaded successfully
2013-02-16 12:27:21 [INFO] [ForgeModLoader] Searching C:\Users\Ben\AppData\Roaming\.minecraft\mods for mods
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a candidate mod directory MineLittlePony
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a candidate mod directory mocreatures
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Found a candidate mod directory rei_minimap
2013-02-16 12:27:21 [FINE] [ForgeModLoader] Examining file CSM_v9_05.jar for potential mods
2013-02-16 12:27:21 [FINER] [ForgeModLoader] Located mcmod.info file in file CSM_v9_05.jar
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod sanandreasp.mods.ClaySoldiersMod.registry.CSMModRegistry
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [] [] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file TooManyItems2012_12_22_1.4.6.zip for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container TooManyItems2012_12_22_1.4.6.zip appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified a BaseMod type mod mod_TooManyItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file [1.4.6]ReiMinimap_v3.2_06.zip for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container [1.4.6]ReiMinimap_v3.2_06.zip appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified a BaseMod type mod mod_ReiMinimap
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file OptiFine_1.4.6_HD_U_A2.zip for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container OptiFine_1.4.6_HD_U_A2.zip appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file minecraftforge-universal-1.4.7-6.6.0.497.zip for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container minecraftforge-universal-1.4.7-6.6.0.497.zip appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file minecraftFORGE.jar for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container minecraftFORGE.jar appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file CodeChickenCore 0.7.1.0.jar for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container CodeChickenCore 0.7.1.0.jar appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file DynamicLights_1.4.6.jar for potential mods
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Located mcmod.info file in file DynamicLights_1.4.6.jar
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.DynamicLights
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [] [] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.BurningEntitiesLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.ChargingCreeperLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.DroppedItemsLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.FlameEnchantedArrowLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.PlayerOthersLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Identified an FMLMod type mod atomicstryker.dynamiclights.client.modules.PlayerSelfLightSource
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Parsed dependency info : [DynamicLights] [DynamicLights] []
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining file NotEnoughItems 1.4.5.1.jar for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] The mod container NotEnoughItems 1.4.5.1.jar appears to be missing an mcmod.info file
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining directory MineLittlePony for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] No mcmod.info file found in directory MineLittlePony
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Recursing into package rei_minimap
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining directory mocreatures for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] No mcmod.info file found in directory mocreatures
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Examining directory rei_minimap for potential mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] No mcmod.info file found in directory rei_minimap
2013-02-16 12:27:22 [INFO] [ForgeModLoader] Forge Mod Loader has identified 15 mods to load
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Received a system property request ''
2013-02-16 12:27:22 [FINE] [ForgeModLoader] System property request managing the state of 0 mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] After merging, found state information for 0 mods
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod mcp
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod FML
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod Forge
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod CodeChickenCore
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod NotEnoughItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod ClaySoldiersMod
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod ClaySoldiersMod
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod mod_TooManyItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod mod_TooManyItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod mod_ReiMinimap
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod mod_ReiMinimap
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_onFire
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_onFire
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_creepers
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_creepers
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_dropItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_dropItems
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_flameArrows
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_flameArrows
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_otherPlayers
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_otherPlayers
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Enabling mod DynamicLights_thePlayer
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Activating mod DynamicLights_thePlayer
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Verifying mod requirements are satisfied
2013-02-16 12:27:22 [FINE] [ForgeModLoader] All mod requirements are satisfied
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Sorting mods into an ordered list
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Mod sorting completed successfully
2013-02-16 12:27:22 [FINE] [ForgeModLoader] Mod sorting data:
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  ClaySoldiersMod(Clay Soldiers Mod:9.0_05): CSM_v9_05.jar ()
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  mod_TooManyItems(mod_TooManyItems:Not available): TooManyItems2012_12_22_1.4.6.zip ()
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  mod_ReiMinimap(mod_ReiMinimap:Not available): [1.4.6]ReiMinimap_v3.2_06.zip ()
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights(Dynamic Lights:1.1.5): DynamicLights_1.4.6.jar ()
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_onFire(Dynamic Lights on burning:1.0.2): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_creepers(Dynamic Lights on Creepers:1.0.2): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_dropItems(Dynamic Lights on ItemEntities:1.0.2): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_flameArrows(Dynamic Lights on Flame enchanted Arrows:1.0.0): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_otherPlayers(Dynamic Lights Other Player Light:1.0.2): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINE] [ForgeModLoader]  DynamicLights_thePlayer(Dynamic Lights Player Light:1.0.4): DynamicLights_1.4.6.jar (required-after:DynamicLights)
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod mcp
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sent event FMLConstructionEvent to mod mcp
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod FML
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sent event FMLConstructionEvent to mod FML
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod Forge
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sent event FMLConstructionEvent to mod Forge
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod CodeChickenCore
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sent event FMLConstructionEvent to mod CodeChickenCore
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod NotEnoughItems
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sent event FMLConstructionEvent to mod NotEnoughItems
2013-02-16 12:27:22 [FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod ClaySoldiersMod
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] Testing mod ClaySoldiersMod to verify it accepts its own version in a remote connection
2013-02-16 12:27:22 [FINEST] [ForgeModLoader] The mod ClaySoldiersMod accepts its own version (9.0_05)
2013-02-16 12:27:23 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: sanandreasp/mods/managers/SAP_UpdateManager
2013-02-16 12:27:23 [INFO] [STDERR]  at sanandreasp.mods.ClaySoldiersMod.registry.CSMModRegistry.<init>(CSMModRegistry.java:117)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.reflect.Constructor.newInstance(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.Class.newInstance0(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.Class.newInstance(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.reflect.Method.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.reflect.Method.invoke(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2013-02-16 12:27:23 [INFO] [STDERR]  at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
2013-02-16 12:27:23 [INFO] [STDERR]  at net.minecraft.client.Minecraft.a(Minecraft.java:410)
2013-02-16 12:27:23 [INFO] [STDERR]  at asq.a(SourceFile:56)
2013-02-16 12:27:23 [INFO] [STDERR]  at net.minecraft.client.Minecraft.run(Minecraft.java:744)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.Thread.run(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: sanandreasp.mods.managers.SAP_UpdateManager
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.ClassLoader.loadClass(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at java.lang.ClassLoader.loadClass(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  ... 34 more
2013-02-16 12:27:23 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-02-16 12:27:23 [INFO] [STDERR]  at org.objectweb.asm.ClassReader.<init>(Unknown Source)
2013-02-16 12:27:23 [INFO] [STDERR]  at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
2013-02-16 12:27:23 [INFO] [STDERR]  at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
2013-02-16 12:27:23 [INFO] [STDERR]  ... 36 more

#9772

Mprich5423

Posted 16 February 2013 - 03:14 AM

Ok I have a feeling that these suggestions wil be shot down... again... but here it goes

1: Craftable spears: Ok i know you have probably gotten this one a billion times but my idea for it is a little different. The spear, crafted with two sticks or whatever you guys want, will be weaker and less durable than sticks, but with slightly longer attack range. Also I think it should be sharpenable with flint, but it still won't be very powerful. My intention for the spear isn't for it to be a powerful melee anyway, so nerf it all you want, just keep the extra range please. I want the spear used so that footsoldiers can have a effective weapon against those pesky mounted units! Spears should do about double damage to riders, and triple damage to the mounts themselves, or if thats too OP tone it down, i think you get the idea though. Also, is there anyway to prevent the damage from being reflected?

2: Lances: Ok so now your calvery is getting poked to death... what do you do? Give them a lance. The lance is very similar to the spear except that it has even less durability, and does even less melee damage... that is, when foot soldiers use it. When mounted soldiers use it, it should do significantly more damage... like so much more they can take down any unprotected soldier in one blow, though it should still only have like 3-5 uses to prevent it from being OP.

3: War clubs: You know what else is annoying to take down besides calvary? Enemies with padded leather armor and studded shields. To counter these juggernaughts, what if you could give soldiers a weapon that ignores most armor? The war club should be able to do that, and maybe even speed up the depeletion of another soldier's armor. Though, to prevent it from being OP, it shouldn't do more damage than sticks in unarmored battles.

I know you guys don't like to add new weapons... but come on! These would be so freaken awesome! Also, they still don't replace sticks because clearly all of them are weak depending on the battle situation.
I can really see these intensifying multiplayer duels because now each person has to decide what weapons would give the biggest advantages, just think about it.

4: I have a feeling this has already been implemented or suggested but cactuses should give soldiers the same effect as the "thorn" enchantment... kind of obvious why that makes sense...

5: I am 99% positive you'll reject this but hear me out on this one... muskets... yes i have read the part about "no guns or modern weapons!" but muskets aren't modern, at all. Guns didn't start to replace bows and melee weapons until rifling was invented (I think) so it still fits in with the mods them. Basically, in game they should do alot more damage and maybe even ignore armor or they could have a piercing effect! However they should also have the same flaws the plagued real life muskets. The guns should be crafted with iron and wood planks, but soldiers should only use them as really weak sticks unless they have ammo. (gravel+gunpowder maybe) Also, bayonet upgrades for when they run out :). Again, feel free to nerf it, I just think it'd be awesome.

6. Gold ingots should be a combination of iron and blaze powder. When given, it will increase damage cause huge knockback, like it'll turn claymen into pro baseball players. Though due to gold's tendency to break, this effect should only last 1-3 hits.

Well, that's about it, thank you for taking the time to read all of this... if you did read all of it of course... and keep working on those updates! (please)

#9773

hiugly
    hiugly

    Zombie Killer

  • Members
  • 185 posts

Posted 16 February 2013 - 04:26 AM

My post \/
Spoiler:

Posted Image

#9774

SoldierBusters

Posted 16 February 2013 - 04:50 AM

View PostMprich5423, on 16 February 2013 - 03:14 AM, said:

Ok I have a feeling that these suggestions wil be shot down... again... but here it goes

1: Craftable spears: Ok i know you have probably gotten this one a billion times but my idea for it is a little different. The spear, crafted with two sticks or whatever you guys want, will be weaker and less durable than sticks, but with slightly longer attack range. Also I think it should be sharpenable with flint, but it still won't be very powerful. My intention for the spear isn't for it to be a powerful melee anyway, so nerf it all you want, just keep the extra range please. I want the spear used so that footsoldiers can have a effective weapon against those pesky mounted units! Spears should do about double damage to riders, and triple damage to the mounts themselves, or if thats too OP tone it down, i think you get the idea though. Also, is there anyway to prevent the damage from being reflected?

2: Lances: Ok so now your calvery is getting poked to death... what do you do? Give them a lance. The lance is very similar to the spear except that it has even less durability, and does even less melee damage... that is, when foot soldiers use it. When mounted soldiers use it, it should do significantly more damage... like so much more they can take down any unprotected soldier in one blow, though it should still only have like 3-5 uses to prevent it from being OP.

3: War clubs: You know what else is annoying to take down besides calvary? Enemies with padded leather armor and studded shields. To counter these juggernaughts, what if you could give soldiers a weapon that ignores most armor? The war club should be able to do that, and maybe even speed up the depeletion of another soldier's armor. Though, to prevent it from being OP, it shouldn't do more damage than sticks in unarmored battles.

I know you guys don't like to add new weapons... but come on! These would be so freaken awesome! Also, they still don't replace sticks because clearly all of them are weak depending on the battle situation.
I can really see these intensifying multiplayer duels because now each person has to decide what weapons would give the biggest advantages, just think about it.

4: I have a feeling this has already been implemented or suggested but cactuses should give soldiers the same effect as the "thorn" enchantment... kind of obvious why that makes sense...

5: I am 99% positive you'll reject this but hear me out on this one... muskets... yes i have read the part about "no guns or modern weapons!" but muskets aren't modern, at all. Guns didn't start to replace bows and melee weapons until rifling was invented (I think) so it still fits in with the mods them. Basically, in game they should do alot more damage and maybe even ignore armor or they could have a piercing effect! However they should also have the same flaws the plagued real life muskets. The guns should be crafted with iron and wood planks, but soldiers should only use them as really weak sticks unless they have ammo. (gravel+gunpowder maybe) Also, bayonet upgrades for when they run out Posted Image. Again, feel free to nerf it, I just think it'd be awesome.

6. Gold ingots should be a combination of iron and blaze powder. When given, it will increase damage cause huge knockback, like it'll turn claymen into pro baseball players. Though due to gold's tendency to break, this effect should only last 1-3 hits.

Well, that's about it, thank you for taking the time to read all of this... if you did read all of it of course... and keep working on those updates! (please)

1) No. The weapons system is fine as is.
2) See #1.
3) See #2.
4) Cactus is not going to be used for thorns. They want to use it, but for something that uses more than the 2% of a cactus that spikes people.
5) Still too modern. Gravel is OP as is. I saw a few purples with gravel take out a diamond brawler single-handedly.
6) Why not just use iron? This effect really has nothing to do with blaze powder.

View Posthiugly, on 16 February 2013 - 04:26 AM, said:

My post \/
Spoiler:

Yes. Those will be added in V10.

#9775

SilverChiren
  • Minecraft: SilverChiren

Posted 16 February 2013 - 09:01 AM

View PostMprich5423, on 16 February 2013 - 02:04 AM, said:

I take it you don't give spoilers...

I do, but in very subtle ways. Most of which I don't have access to right now. However you can see several planned things if you look in the clay soldiers mod files. I think most of those have been found and such though...

View PostBjaz98, on 16 February 2013 - 03:02 AM, said:

Spoiler:

You appear to have forgotten the manager pack. Please download and install that in the same way that you installed Clay Soldiers. Links are in the first post if needed.

View PostMprich5423, on 16 February 2013 - 03:14 AM, said:

Ok I have a feeling that these suggestions wil be shot down... again... but here it goes

1: Craftable spears: Ok i know you have probably gotten this one a billion times but my idea for it is a little different. The spear, crafted with two sticks or whatever you guys want, will be weaker and less durable than sticks, but with slightly longer attack range. Also I think it should be sharpenable with flint, but it still won't be very powerful. My intention for the spear isn't for it to be a powerful melee anyway, so nerf it all you want, just keep the extra range please. I want the spear used so that footsoldiers can have a effective weapon against those pesky mounted units! Spears should do about double damage to riders, and triple damage to the mounts themselves, or if thats too OP tone it down, i think you get the idea though. Also, is there anyway to prevent the damage from being reflected?

2: Lances: Ok so now your calvery is getting poked to death... what do you do? Give them a lance. The lance is very similar to the spear except that it has even less durability, and does even less melee damage... that is, when foot soldiers use it. When mounted soldiers use it, it should do significantly more damage... like so much more they can take down any unprotected soldier in one blow, though it should still only have like 3-5 uses to prevent it from being OP.

3: War clubs: You know what else is annoying to take down besides calvary? Enemies with padded leather armor and studded shields. To counter these juggernaughts, what if you could give soldiers a weapon that ignores most armor? The war club should be able to do that, and maybe even speed up the depeletion of another soldier's armor. Though, to prevent it from being OP, it shouldn't do more damage than sticks in unarmored battles.

I know you guys don't like to add new weapons... but come on! These would be so freaken awesome! Also, they still don't replace sticks because clearly all of them are weak depending on the battle situation.
I can really see these intensifying multiplayer duels because now each person has to decide what weapons would give the biggest advantages, just think about it.

4: I have a feeling this has already been implemented or suggested but cactuses should give soldiers the same effect as the "thorn" enchantment... kind of obvious why that makes sense...

5: I am 99% positive you'll reject this but hear me out on this one... muskets... yes i have read the part about "no guns or modern weapons!" but muskets aren't modern, at all. Guns didn't start to replace bows and melee weapons until rifling was invented (I think) so it still fits in with the mods them. Basically, in game they should do alot more damage and maybe even ignore armor or they could have a piercing effect! However they should also have the same flaws the plagued real life muskets. The guns should be crafted with iron and wood planks, but soldiers should only use them as really weak sticks unless they have ammo. (gravel+gunpowder maybe) Also, bayonet upgrades for when they run out Posted Image. Again, feel free to nerf it, I just think it'd be awesome.

6. Gold ingots should be a combination of iron and blaze powder. When given, it will increase damage cause huge knockback, like it'll turn claymen into pro baseball players. Though due to gold's tendency to break, this effect should only last 1-3 hits.

Well, that's about it, thank you for taking the time to read all of this... if you did read all of it of course... and keep working on those updates! (please)

1: How is that different from the other few dozen times I've seen the spears suggestion? Anyways, there is a weapon already in place for kings which has a longer reach, it is for them to possibly stand a little bit more of a chance since they tend to be swarmed. To answer you about preventing damage from being reflected, go for damage that isn't delivered in a melee fashion.

2: See most of the above.

3: We already have attacks in place which can ignore armor. We are also adding another very soon which does not equip in the main weapon slot. We've got that covered!

4: Avfqpiedjvnlokajgdhjgasdr. That is all. Well maybe fpaosiudhcljkawherlkjahrt too, but I'm not sure if I'm willing to go that far yet.

5: No guns ever. I don't like them. The clays can't handle them. No, just no.

6: All purely gold items are reserved for special king effects. We'll think of something.
Posted Image
http://www.minecraft...od-extra-files/ <--My Clay Soldier arenas and the CSM Texture Junkbox

#9776

dalolman
  • Location: Somewhere you don't know :P
  • Minecraft: dalolman

Posted 16 February 2013 - 02:10 PM

Well, I found an easter egg here, I was fooling around with the CLay Soldiers and when I spawned a magenta soldier group, a clay soldier skinned to look like a BLU soldier from Team Fortress 2. I don't have a picture because I don't know how to take one Posted Image Hold on, it was a famous Minecrafter, not a TF2 Soldier

#9777

xblastz123
  • Location: Among Thieves
  • Xbox:PS3

Posted 16 February 2013 - 02:43 PM

This is what I discovered in the CSM.jar thing, companions.

Spoiler:

What is the starfruitSlice.png? I also moved some rare and unique soldiers into the soldiers folder to see if I can get them to be more often, I don't know if it will work though.
Please wait while I attempt to give a damn...
Posted Image  

#9778

xblastz123
  • Location: Among Thieves
  • Xbox:PS3

Posted 16 February 2013 - 02:55 PM

View Postdalolman, on 16 February 2013 - 02:10 PM, said:

Well, I found an easter egg here, I was fooling around with the CLay Soldiers and when I spawned a magenta soldier group, a clay soldier skinned to look like a BLU soldier from Team Fortress 2. I don't have a picture because I don't know how to take one Posted Image Hold on, it was a famous Minecrafter, not a TF2 Soldier

If you look at my previous post you will see a easter egg soldier of SilverChiren that can spawn with the green soldiers.
Please wait while I attempt to give a damn...
Posted Image  

#9779

SoldierBusters

Posted 16 February 2013 - 05:19 PM

View Postxblastz123, on 16 February 2013 - 02:55 PM, said:

If you look at my previous post you will see a easter egg soldier of SilverChiren that can spawn with the green soldiers.

This is a well-documented Easter egg. It's been in since V6 but because Silver refuses to put it on the front page, people keep rediscovering it. I think after four versions, it deserves a spot on the page.

By the way, if you want more secret soldiers, place a sign down near specific types of soldiers and write a specific password on line 2. I've placed a list of these in spoiler tags, so don't read if you want to find out for yourself. All punctuation must be correct, but don't put in the quotation marks.

Spoiler:

Go wild.

#9780

hyperloony
  • Minecraft: hyperloony

Posted 16 February 2013 - 05:58 PM

what if they could use fireworks as rockets?
THAD MKE ME SO HAPY :3
<a href="http://www.clickcrit...d/4734187"><img src="http://www.clickcrit...es/4734187.gif" border="0"><br>Click here to feed me a !</a><br><a href="http://www.clickcrit...itters.com">Get your own at Click Critters!/a>