Well thanks for the help, but now for what ever reason I can't install forge. I download the installer but when I click on it I get a message saying that it needs a default program to open.
You need to find the .minecraft jar with the forge installer if is not on your .minecrft just make forge know where is the folder.
You need to find the .minecraft jar with the forge installer if is not on your .minecrft just make forge know where is the folder.
And how do I do that? Because according to all the install vids for forge I just need to click on it and the installer should be able to activate with out needing to be opened by 7zip.
Battosai didn't stand a chance (yep Im starting to watch rurounoi kenshin since I heard is a awesome anime).
The OVA's are what got me into anime xD I couldn't actually handle the series until much later, since it was so different and seemed a bit too, um, cute at first. I ended up watching all of it though. Definitely one of my favorites (obviously... heh).
Well thanks for the help, but now for what ever reason I can't install forge. I download the installer but when I click on it I get a message saying that it needs a default program to open.
Are you sure you downloaded the correct installer? Link.
And how do I do that? Because according to all the install vids for forge I just need to click on it and the installer should be able to activate with out needing to be opened by 7zip.
You must click on the square with ... and do what I said, click on open inside the folder with minecraft stuff folders like versions,libraries,saves.
Are you sure you downloaded the correct installer? Link.
Yes that's the correct installer. My computer apparently doesn't know what a .JAR file is any more and thinks it can only be opened with a different program for some reason.
Yes that's the correct installer. My computer apparently doesn't know what a .JAR file is any more and thinks it can only be opened with a different program for some reason.
Weird. Try right-clicking on the jar file, go to 'properties' and see what the 'opens with' part says. It should say "Java(TM) Platform SE binary", if not, click 'Change' and locate your java binary.
this looks beast. I have a suggestion though. If you ever do make shields I would recommend using the Battlegear 2 API for the shields. It is the best shield mod out there and I think it would be really enjoyable that way.
Weird. Try right-clicking on the jar file, go to 'properties' and see what the 'opens with' part says. It should say "Java™ Platform SE binary", if not, click 'Change' and locate your java binary.
I figured it out. I apparently had to reinstall Java for what ever reason.
Like the jars. Kind of weird seeing them practically everywhere on the surface, though. Might I suggest having them generate underground, instead? With maybe some grass tuft equivalents for above ground, ala LegendGear?
Alright, beta 0.5.8 is out with a very fun feature: smashable jars! Here you can see me messing around with them during testing:
I've also included several of your config option suggestions and fixed some bugs. See the change log for details.
Change Log
Added:
+ Breakable ceramic jars!
- Craftable with bricks; 5 bricks in a big 'V' pattern yields 8 ceramic jars
- Right click to throw or sneak and right-click on a tile to place; pick them up by right-clicking
- Pick them up by right-clicking on a jar with an empty hand
- Breakable by throwing, sword, arrow, hookshot, or explosion only
- Jars will pick up a nearby item, dropping it when broken; a jar with an item is not stackable
- Empty jars have a configurable chance of dropping a random item when broken
+ Config option to set how many jar generation attempts per chunk for biome decoration (set to 0 to disable)
+ Octoroks come in two types, the purple (regular) one spits rocks, and the pink one spits bombs
+ Can now rotate swords in pedestals by left-clicking on the pedestal (note the block will break in Creative if you do so)
+ Config option to restrict bomb griefing to secret stone blocks only (disabled by default)
+ Config option to disable windows in boss dungeons
Changed:
- Removed 'enable/disable grass drops' config option; disable by setting drop chance to zero
Fixed Bugs:
- Sword Pedestals not rendering sword properly in multiplayer
- Forgot to remove chance for sword pedestal to generate in regular secret rooms
- Boss rooms sometimes getting partially destroyed due to lake generation
Wow. You are a god. It's really refreshing to see a mod maker be so in touch with the community that he's able to put out requested features THAT quickly You, sir, deserve a gold medal
Like the jars. Kind of weird seeing them practically everywhere on the surface, though. Might I suggest having them generate underground, instead? With maybe some grass tuft equivalents for above ground, ala LegendGear?
Everywhere? Mine only generated here and there, with the default config settings. Did you change the generation rate? Vanilla grass already drops items at random, so I don't see a need to implement a special grass just for that. Zelda grass isn't special
I'll look into generating them underground, though, as that would be neat.
Wow. You are a god. It's really refreshing to see a mod maker be so in touch with the community that he's able to put out requested features THAT quickly You, sir, deserve a gold medal
Gee... thanks :$ It was just a couple of config options, and they were ones that probably should have been there anyways. Plus I have nothing else to do at the moment, so lots of free time to mod lol.
Thought I'd try my hand at a red octorock, since a.) I like this mod so dang much, b.) someone mentioned wanting them in the mod, and c.) you said you need a modeler/texture...er.
I'm nowhere near amazing (or nowhere near just semi-great really), but I'd love to offer some help.
I'm guessing you probably won't need another octorock model - I haven't run into any in my game yet, so I'm not sure what yours are like - but I can try my hand at other Zelda mobs if you like the look of this one! (It was just a dinky test to see if I can model anyway, ehe. Turns out it's not as hard as I thought it'd be!)
Rollback Post to RevisionRollBack
*punches hole through casket* i forgot to clear my history
Everywhere? Mine only generated here and there, with the default config settings. Did you change the generation rate? Vanilla grass already drops items at random, so I don't see a need to implement a special grass just for that. Zelda grass isn't special
I'll look into generating them underground, though, as that would be neat.
Pretty much everywhere. At least 1-2 per chunk. And I didn't change the settings. Personally, I'd rather see clusters of them, either in a 3x3 or in rows, every few chunks. They're much more fun to smash in groups. And just underground and / or in generated structures (Villages, strongholds, dungeons etc), if I could possibly limit it via config.
I have a few ideas, please tell me if you like any of them:
- modeled hat, make it pointy
- quests, goals, missions that have rewards
- Zelda music, can be for background, or on discs
- villages that have npcs related to the mod
- rupees, can be different values, used for trading with the mod's npcs
- surface dungeons/ castles, or ones that are bigger/ a labyrinth
Thought I'd try my hand at a red octorock, since a.) I like this mod so dang much, b.) someone mentioned wanting them in the mod, and c.) you said you need a modeler/texture...er. I'm nowhere near amazing (or nowhere near just semi-great really), but I'd love to offer some help.
I'm guessing you probably won't need another octorock model - I haven't run into any in my game yet, so I'm not sure what yours are like - but I can try my hand at other Zelda mobs if you like the look of this one! (It was just a dinky test to see if I can model anyway, ehe. Turns out it's not as hard as I thought it'd be!)
Hey, that's pretty good! Way better than what I could do - I just re-used the vanilla squid model I would love to include that in the game, sure, though I don't have any eta for when I can get it done.
Pretty much everywhere. At least 1-2 per chunk. And I didn't change the settings. Personally, I'd rather see clusters of them, either in a 3x3 or in rows, every few chunks. They're much more fun to smash in groups. And just underground and / or in generated structures (Villages, strongholds, dungeons etc), if I could possibly limit it via config.
Ah, now I see. Guess our definitions of 'everywhere' vary a bit haha. Anyway, I see what you mean, yes. I just rehashed the gen code from flowers, but I'll work on making them generate in groups rather than a few in every single chunk. And work on the underground jars as well. Again, no eta on that, but it will probably be sooner than lots of the other stuff.
great mod i love it but i have a few suggestions: -add bosses to the dungeons instead of suped up mobs -add ocarinas to the mod -add more mobs -maybe make a resource pack and map for the mod?
I have a few ideas, please tell me if you like any of them: - modeled hat, make it pointy - quests, goals, missions that have rewards - Zelda music, can be for background, or on discs - villages that have npcs related to the mod - rupees, can be different values, used for trading with the mod's npcs - surface dungeons/ castles, or ones that are bigger/ a labyrinth
Wow, thanks for the suggestions. The only one I can't use is the music, since all content must be original, though nothing is stopping you from throwing on some Zelda tunes while you play or even putting them into a resource pack. There are some people working on making adventure maps with this mod, or at least that have said they were, so no doubt you'll be able to check those out when they are ready. I don't personally have time to work on this and a resource pack and a map, so I'll stick to working on the mod xD
How did I even forget all the jars... regardless, you read our minds and put them in pretty quickly. That should help in giving a place to hide keys and small goodies. By the way, remember when I mentioned about having to figure out some way to keep players out of certain areas without having an item or ability, or just plain doing something else first? I found workarounds through a few other mods for the time being, one of which offers creative only blocks that are activated by ocarina songs. NPC-wise, I'll likely look at Custom NPCs and see if I could at least give them a few skins/custom drops that way, and set shops up like that.
Other than that, let's see what mobs/bosses/items you decide to do next.
Ah, now I see. Guess our definitions of 'everywhere' vary a bit haha. Anyway, I see what you mean, yes. I just rehashed the gen code from flowers, but I'll work on making them generate in groups rather than a few in every single chunk. And work on the underground jars as well. Again, no eta on that, but it will probably be sooner than lots of the other stuff.
If it should help, Biomes o Plenty uses an underground decorator for its stalactites and underground flowers. In case you wanted to check out how they implemented it: https://github.com/Glitchfiend/BiomesOPlenty
How did I even forget all the jars... regardless, you read our minds and put them in pretty quickly. That should help in giving a place to hide keys and small goodies. By the way, remember when I mentioned about having to figure out some way to keep players out of certain areas without having an item or ability, or just plain doing something else first? I found workarounds through a few other mods for the time being, one of which offers creative only blocks that are activated by ocarina songs. NPC-wise, I'll likely look at Custom NPCs and see if I could at least give them a few skins/custom drops that way, and set shops up like that. Other than that, let's see what mobs/bosses/items you decide to do next.
Great! Custom NPCs is pretty flexible from what I understand, and you can do an awful lot of cool things with it. I will not be adding any NPCs in this mod, I don't think, nor will I be adding quests and the like, as those are all well-suited to adventure map makers like yourself, and if my mod is used alongside to help out, well that's just cool xD
I'll definitely add some song-affected blocks when I get around to adding the ocarina, whenever that may be. Thanks again, and I hope you post a link to your map when it's in a playable state!
If it should help, Biomes o Plenty uses an underground decorator for its stalactites and underground flowers. In case you wanted to check out how they implemented it: https://github.com/Glitchfiend/BiomesOPlenty
Thanks, though it would probably take me longer to find their specific code than to figure it out myself Honestly I just didn't think too much about how they were placed, but don't worry, you've convinced me to rewrite that part.
And how do I do that? Because according to all the install vids for forge I just need to click on it and the installer should be able to activate with out needing to be opened by 7zip.
The OVA's are what got me into anime xD I couldn't actually handle the series until much later, since it was so different and seemed a bit too, um, cute at first. I ended up watching all of it though. Definitely one of my favorites (obviously... heh).
Are you sure you downloaded the correct installer? Link.
Yes that's the correct installer. My computer apparently doesn't know what a .JAR file is any more and thinks it can only be opened with a different program for some reason.
Weird. Try right-clicking on the jar file, go to 'properties' and see what the 'opens with' part says. It should say "Java(TM) Platform SE binary", if not, click 'Change' and locate your java binary.
I figured it out. I apparently had to reinstall Java for what ever reason.
Everywhere? Mine only generated here and there, with the default config settings. Did you change the generation rate? Vanilla grass already drops items at random, so I don't see a need to implement a special grass just for that. Zelda grass isn't special
I'll look into generating them underground, though, as that would be neat.
Gee... thanks :$ It was just a couple of config options, and they were ones that probably should have been there anyways. Plus I have nothing else to do at the moment, so lots of free time to mod lol.
I'm nowhere near amazing (or nowhere near just semi-great really), but I'd love to offer some help.
I'm guessing you probably won't need another octorock model - I haven't run into any in my game yet, so I'm not sure what yours are like - but I can try my hand at other Zelda mobs if you like the look of this one! (It was just a dinky test to see if I can model anyway, ehe. Turns out it's not as hard as I thought it'd be!)
*punches hole through casket* i forgot to clear my history
Pretty much everywhere. At least 1-2 per chunk. And I didn't change the settings. Personally, I'd rather see clusters of them, either in a 3x3 or in rows, every few chunks. They're much more fun to smash in groups. And just underground and / or in generated structures (Villages, strongholds, dungeons etc), if I could possibly limit it via config.
-add bosses to the dungeons instead of suped up mobs
-add ocarinas to the mod
-add more mobs
-maybe make a resource pack and map for the mod?
- modeled hat, make it pointy
- quests, goals, missions that have rewards
- Zelda music, can be for background, or on discs
- villages that have npcs related to the mod
- rupees, can be different values, used for trading with the mod's npcs
- surface dungeons/ castles, or ones that are bigger/ a labyrinth
Hey, that's pretty good! Way better than what I could do - I just re-used the vanilla squid model I would love to include that in the game, sure, though I don't have any eta for when I can get it done.
Ah, now I see. Guess our definitions of 'everywhere' vary a bit haha. Anyway, I see what you mean, yes. I just rehashed the gen code from flowers, but I'll work on making them generate in groups rather than a few in every single chunk. And work on the underground jars as well. Again, no eta on that, but it will probably be sooner than lots of the other stuff.
Wow, thanks for the suggestions. The only one I can't use is the music, since all content must be original, though nothing is stopping you from throwing on some Zelda tunes while you play or even putting them into a resource pack. There are some people working on making adventure maps with this mod, or at least that have said they were, so no doubt you'll be able to check those out when they are ready. I don't personally have time to work on this and a resource pack and a map, so I'll stick to working on the mod xD
What does the error say? Have you gotten it to work yet?
Other than that, let's see what mobs/bosses/items you decide to do next.
If it should help, Biomes o Plenty uses an underground decorator for its stalactites and underground flowers. In case you wanted to check out how they implemented it:
https://github.com/Glitchfiend/BiomesOPlenty
Great! Custom NPCs is pretty flexible from what I understand, and you can do an awful lot of cool things with it. I will not be adding any NPCs in this mod, I don't think, nor will I be adding quests and the like, as those are all well-suited to adventure map makers like yourself, and if my mod is used alongside to help out, well that's just cool xD
I'll definitely add some song-affected blocks when I get around to adding the ocarina, whenever that may be. Thanks again, and I hope you post a link to your map when it's in a playable state!
Thanks, though it would probably take me longer to find their specific code than to figure it out myself Honestly I just didn't think too much about how they were placed, but don't worry, you've convinced me to rewrite that part.