Thanks! But um... just to get a heads up, how will that work?
you go into .minecraft/confg/Shurtugal.confg and change a value from false to true(mabey the other way around) and it will load the old, dragon, riderswords, eggs, brick textures.
Will the update 1.5.1 be for SMP? I'm going to play this mod anyway cause i love dragons SMP or SP but it would be great if i can play this mod with my friends . So far the best mod with dragons involved, keep on the great work!
will your server by public because i would love to play.
also yes ever sens 1.3.0 changed ssp to a server all mods must work with both.,
you go into .minecraft/confg/Shurtugal.confg and change a value from false to true(mabey the other way around) and it will load the old, dragon, riderswords, eggs, brick textures.
Cool, I want to keep some of the old textures such as the original dragons from 1.3 and the swords, I keep transferring it to the new folders but I saw that the old downloads weren't there and I wanted to find a way to be able to use the old textures just in case I lost mine
Cool, I want to keep some of the old textures such as the original dragons from 1.3 and the swords, I keep transferring it to the new folders but I saw that the old downloads weren't there and I wanted to find a way to be able to use the old textures just in case I lost mine
Right now it does not work smp but when they update it to 1.5 it will be
Okay, I have compiled a long list of all my ideas, this likely will take up a lot of room so I apologize. Most ideas have to do with the races but not all. And I will be reposting a few of my older ideas so forgive me if they're outdated.
Here we go, this is a post from about a month ago:
"Just going to repost an idea I had a while back because I thought of something that goes along with the idea:
'Just had another idea! On the OP it says that you have yet to start the race selection yet, so this is just for the future of the mod. I think that you should not be able to start as an elf. They will simply be unfair to start with due to the fact that they will most likely be able to run, jump, fight, and break blocks much better than any other race. Instead, I propose a new method of becoming an elf... Follow Eragon's footsteps on how he did it! I think that if you find a elf village (which will not be easy to find), occasionally at night time they will have one of their festival thingies where everyone dances and the two girls with the dragon tattoos do their dance until the dragon tattoo comes off their body, much like it did in the book, and if the Shur'tugal has done some kind of quest, or maybe just owns a dragon, they will be granted the choice of becoming an elf. If the Shur'tugal chooses to continue their life as a human then the festival will continue and the Shur'tugal may choose otherwise at another festival at a later time. However if they choose to become an elf, then the screen should simply fade to black and then wake up in a bed in a house in the elven village where it will be morning. From then on, the Shur'tugal will have all of the skills of an elf! '
My new idea is that after the transformation happens, the Shur'tugal will no longer be able to eat meat. Much like in the books where after visiting Ellesmera, Eragon no longer felt the need to eat meat, in fact, he opposed the idea of eating it. Perhaps after visiting an elf village and turning into an elf, you will learn the spell that Eragon did, where he was able to detect life around him and feel how they felt, the difference between Eragon's spell and this new one in the mod is that the one in the mod wouldn't be quite like that. Here's how it should work, when used, the spell should create a little GUI on the side of the screen, which fades once the spell is cut off, and basically what it does is tell you which mobs are within a certain distance from you (sensing the creatures around him), and telling the Shur'tugal whether the mob is passive, neutral, or hostile (what the creature is feeling)."
Now for the new ideas:
My newer ideas have to do with more races than simply the elves, I will be posting a few ideas for each of the following races: Urgals, Elves, Dwarves, Humans, and Werecats, along with a few ideas not race-related. Here we go.
My first idea for the races in general is that when someone starts a new world, upon creating the world, a GUI should show up asking which race the player would like to be. Their options would four of the five races I listed above, because becoming an elf is far more difficult. The first race I am going to elaborate on is the Urgals. If the player chooses to be an urgal, there would be about a 25% chance that the player would be Kull, the 8 foot tall giants who never seem to tire. If the player is a normal urgal then they would be the same height as Steve, however if the player happens to be a kull, they should be 3 blocks tall, roughly the size of an enderman, just to make kull not COMPLETELY op. Urgals are the most war-loving creatures in all of the Eragon books, so I believe that they should benefit in battle. All their attacks would do 3 damage (1.5 hearts) more damage with any held item or fists, so that they have an advantage but nothing too major. Kull, being superior to normal urgals, would do 4 damage (2 hearts) more than a regular attack, another aspect of the kull is that they are able to run extremely large distances without tiring, because of this I think that kull should either have a much larger stamina bar, or one that depletes much slower, or possibly both, because I would imagine that it would take a lot to feed a kull and recharge the stamina bar. An advantage that both urgals have is their horns, and I think it would be a pity to have them just sitting on their head for looks, so when a urgal is sprinting, by pressing a key (such as "C" for Charge) the player will tuck is head, allowing them only to see the ground while moving, and upon ramming into an enemy, deals massive damage. If an urgal-player happens to stumble across an urgal village, there would be a mix of kull and regular urgals, they would have their pillars that they carve and their different kinds of houses however if the player right clicks on one of the urgals, they are given the option to fight with them. If the player chooses to fight, their belongings would be put in a chest and they and their wrestling partner will be forced to fight with hand and horn to keep things fair, a loss results in the player respawning somewhere in the village and they can go retrieve their items, a victory would result in very little, unless you are able to win many battles, not sure how many, but at which point all urgals will call you by "Nar <playername>", a title of great respect among urgals. If a player of any other race wandered into an urgal village, the player would not have the opportunity to fight with urgals. The last thing that would make urgals a little bit less over powered is that if a urgal-player became a dragon rider, the dragon would not be able to fly as fast, for urgals are large, and very heavy.
Next up on the list are elves, I have already spoken much about the elves however there are still things I would like to suggest. First of all, only an elf, or a dragon rider of any race may enter their villages, for their wards prevent anyone else from entering. The villages could possibly by in jungles or in completely new biomes with enormous trees. Once a player stepped into an elf village, they would notice because all of the trees would become ridiculously wide, with openings in them, which are the homes of the elves. In my old post I mentioned the blood-oath celebration so I don't believe I need to go further into detail about that. Elves would simply be a over powered race, they would be the same height as steve and be able to run for great distances like the kull, with the slowly depleting stamina bar, they would deal around 3 damage more, the same as a regular urgal, and they would have much greater capabilities with magic and they would be able to see in the dark. Pretty much their only drawback would be that they cannot eat meat, as I said above, and that it is quite difficult to become one, first, a human must become a dragon rider, then they must find an elf village, then they must wait until the blood oath celebration. A suggestion I'd like to make is that since the elves wouldn't be able to eat meat, I believe you should add different kinds of berries, such as blueberries that just grow on plains biomes and such, because it sometimes takes a while to find mushrooms for stew, or set up a bread farm.
Next up on the list are the dwarves. Choosing to be a dwarf would make the player much smaller than regular, whether they could fit through a 1x1 hole, I'm not sure, maybe just slighty over 1 block high so that they still needs 2 block high tunnels. Dwarves would be the closest species to human, pretty much their only differences are their height and mining capabilities. Dwarves are well known for being remarkable miners. Dwarves would have the ability to get the most out of pickaxes. Every ore would drop around twice as much as it normally would, another thing is that each pick would be able to mine a tier higher than it should, for example, a stone pick could mine diamond, redstone, and gold. I guess if you want to add it you could make the picks last longer, although I don't think dwarves have any control over how long their pickaxes last. If a player were wandering in a mountain biome, sometimes they could find a gigantic biome, possibly reaching the sky limit, inside these colossal mountains would rest a city, much like Tronjheim, filled with dwaves going about their daily lives. Also on these mountains things like cave bears, feldunost, nagra, and shrrg. Though dwarf villages can also be found in other places above ground where the dwarves have feldunost farms and such.When dismounting a dragon, a dwarf-player should take half a heart of fall damage, because the distance to the ground is much greater to a dwarf than it is to any other race.
Humans are the most boring of the bunch, they are your average minecraft character. They have no specials abilities unless they are a dragon rider. The reason I chose to make it so that the only way to become a elf is from being a human rider is because it makes humans worth playing as.
Last but not least are the werecats, the only playable character that cannot become a dragon rider. After choosing werecat, the player would start in its human form, which would possibly be slightly taller than the dwarves for they have the appearance of a child with the exception of Maud. With the pressing of a key, the player would be able to shift into their cat form, this form can sprint much faster and does not use weapons, however its fists would do about 8 damage (4 hearts). The last feature of a werecat would be their ability to command regular cats, if a werecat-player was in a jungle in either form, and found a ocelot, the ocelot would not flee as it usually would. Instead, the ocelot would come closer and if the player right clicked the ocelot, it would be tamed. This tamed cat, however, would do more than just sprint around and sit on every chest and furnace in sight, this cat would fight for the player, they wouldnt deal a whole lot of damage, or have very much health, but if the player assembled a mini-kitty army, it would be a formiddable force against any creature. Also, wolves would always be hostile to the player, whether they be in cat, or human form.
For the time being, I only have one other idea than the ones I have stated, and this one is that you should either make a new biome called "deep ocean" or just make oceans deeper, and when I say deeper, I'm talking near bedrock kind of deep, so you cannot see the bottom. I say this because if a player were either riding a boat, or dragon on top of the water where it is very deep and dark, bubbles will start appearing around you, this is a BAD sign. You best move out of the ring of bubbles immediatly, for this is the sign of an incoming Nidwhal, one of the relatives of dragons that lives in the deep dark sea. The nidwhal would simply swim straight upward and launch out of the water. If it misses you on the first lunge, it will float around near the surface for a few seconds, where it won't move very much, which is your chance to kill it, it has a lot of health so it might not be easy, but it is definitely possible. After dying, the nidwhal would disappear like any other mob, and perhaps drop scales for armour, these scales should float, however, so to prevent people from drowning from chasing the scales into the depths of the ocean.
I put a lot of time into writing this, so I hope you will take some time to read it all and consider some of my ideas
Thanks!
Mabey early but dont get your hopes up. i have relasesed a version of 1.5.1 among the Devs to find all those bugs and things i forgot. if i can fix everything before then i will post something for download.
can u please explane to me how a mod can not be both ssp smp after 1.3 made it so that ssp runs on an inturnal server game
Well thats quite simple. i suck. i put a piece of code in a class that is used by both client and dedicated server but forgot that dedicated server does not have the library for it so it crashed. to exsplain in a way anyone should be able to understand i put code in the Main Shurtugal file for KeyBinding so when the tried to load it it had no idea what the hell a Keybinding was becasue sever doesnt have the any code for it and then crashed. so the mod works in lan fine because client side and internal server have the Keybinding class but server does not. this is fixed and in the new version to be released soon wont have problems with it.
Well thats quite simple. i suck. i put a piece of code in a class that is used by both client and dedicated server but forgot that dedicated server does not have the library for it so it crashed. to exsplain in a way anyone should be able to understand i put code in the Main Shurtugal file for KeyBinding so when the tried to load it it had no idea what the hell a Keybinding was becasue sever doesnt have the any code for it and then crashed. so the mod works in lan fine because client side and internal server have the Keybinding class but server does not. this is fixed and in the new version to be released soon wont have problems with it.
yes because lan is client based, the game has access to the client libraries where server doesn't and keybinding is a client thing so it has the ability to run in lan.
Iamshortman do you have a possible date the update is coming?
i refuse to give release dates any more. as i have said i have a version being tested amount the devs but it has a few bugs that i wont leave in any release i make so i have fix those before i do.
you go into .minecraft/confg/Shurtugal.confg and change a value from false to true(mabey the other way around) and it will load the old, dragon, riderswords, eggs, brick textures.
Right now we have higher priorities, but we will add them some time soon-ish.
They will not be playable right. Because I personally would not like that.
will your server by public because i would love to play.
also yes ever sens 1.3.0 changed ssp to a server all mods must work with both.,
Right now it does not work smp but when they update it to 1.5 it will be
Oops replied to the wrong guy
Really great ideas! I hope they get used.
Mabey early but dont get your hopes up. i have relasesed a version of 1.5.1 among the Devs to find all those bugs and things i forgot. if i can fix everything before then i will post something for download.
P.S. I'm currently reading Eldest, and I loved Eragon. Keep it up.
While i would say go for it, I am not the leader so i will have to ask him about that when he gets back sat.
Well thats quite simple. i suck. i put a piece of code in a class that is used by both client and dedicated server but forgot that dedicated server does not have the library for it so it crashed. to exsplain in a way anyone should be able to understand i put code in the Main Shurtugal file for KeyBinding so when the tried to load it it had no idea what the hell a Keybinding was becasue sever doesnt have the any code for it and then crashed. so the mod works in lan fine because client side and internal server have the Keybinding class but server does not. this is fixed and in the new version to be released soon wont have problems with it.
thank u for your explanation
yes because lan is client based, the game has access to the client libraries where server doesn't and keybinding is a client thing so it has the ability to run in lan.
i refuse to give release dates any more. as i have said i have a version being tested amount the devs but it has a few bugs that i wont leave in any release i make so i have fix those before i do.