Note AdventureCraft is compatible with 1.3.2 via its installer but it only has features from beta 1.7.3 and back.
AdventureCraft, is a stand alone Minecraft mod designed to let players create adventure maps for other players. It allows you have full control of how mobs spawn based on the player triggering blocks with a custom trigger system. There is plenty of additional features as well to aid with making adventures that you can check out in the features section or the various youtube videos of features. I have included a small sample map showing off some of the early features.
This Week's Latest Map
This is a neat map all taking place pretty much in a single room, similar to Spawned. But unlike Spawned this map is all based around various difficult challenges. Its quite a hard map but if you get stuck there is a walk through included in the map directory. If you like the map make sure to head over to Lahleon's thread to click on his adf.ly link!
24 Half Blocks (Top Half and Bottom Half variants of each)
16 Table Types
8 Chairs
10 Rope/Vines
3 Chains
16 Ladders
14 Lights
4 New Grass Types
3 New Sand Types
7 Overlay Blocks
Tutorial Videos
Credits
My Girlfriend for creating the island I used
MrMessiah for his BetterLight and BetterGrass mod thats integrated into the mod (can enable/disable it in the options)
N3X15 for his SnowMod
Bemoliph for testing out my changes
Thundara for managing the Redmine I was using
Everyone who works on MCP as this mod is heavily based on MCP. Those guys are all great and I love contributing to the project.
Scaevolus for Optimine!
HarryPitfall for the base animated fan texture I started with
Shockah for the additional block IDs
Rhodox for the Painterly Pack which is used in a lot of the new textures. http://painterlypack.net/index.html
CyborgDragon, Leonardo, and Oozeball plus many others for all the work on the AC Wiki
ScottyDoesKnow for letting me use his gun and ammo sprites by hatwhale and captiva
Recent Version History
r1095 - Adds a NPC Path block that can have an NPC path to it. Cutscene cameras can be set to not pause the game.
r1089 - Fixes storage block saving of tile entities
r1087 - Can disable random pathing on EntityCreature's via .canPathRandomly. Can adjust random looking via .canLookRandomly, randomLookVelocity, randomLookRate, and randomLookRateVariation. randomLookNext contains when the entity will choose a new random velocity.
r1085 - Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Pathing only simplifies the current segment walking along now. Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while. Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you. Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. Store block correctly renders its items and the sky renders correctly now when looking at a store block. Bullets from mobs will now no longer come from their feet but instead their waist. Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
r1062 - Fixed slime movement speed. Fixed block placement.
r1056 - Custom items can now be created. Vec3's can be created via Vec3 now and have new helpful functions on them.
r1048 - Adds the ability to execute a script on the various movement key presses and stop them from occuring. Exposing EntityLiving's gravity, jumpVelocity, jumpWallMultiplier, jumpInAirMultiplier, shouldJump, airControl. Move speed greater than 1 will allow faster movement. Player's move speed is effect now by moveSpeed. Fixing rifle to use rifle ammo again and not pistol ammo. Adds rayTraceBlocks and rayTrace to world and rayTrace to entity. Adds the function fireBullet to EntityLiving.
r1039 - Full weapons will show their ammo bar. Shotgun muzzle flash works once again. Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started). Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround). Pathing improvements with regards to clip blocks, fences, and paths requiring jumping. Creatures will now actually use their paths if they have a target. Zombie and skeleton firing slightly altered. The "Score" will no longer print when you die.
r1027 - Adds better reloading to the shotgun, pistol, and rifle. AdventureCraft sound resources can now be automatically downloaded. Can deactivate an active cutscene via effect.cancelCutscene(). Automatically changing the sound string's from Javascript to lower case.
r1022 - Fix for terrain2.png and terrain3.png sometimes loading as white textures. Can no longer crash minecraft with /cameraadd if a nonnumber is supplied. Glass can now take translucent textures. '\n' will create line breaks with the UILabel now. Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
r1016 - Models can be attached to each other by the variable .modelAttachment on them. Cave sounds disabled. Can specify the texture width and height on models at model creation time Model(texWidth, texHeight). UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
r1010 - Replace the MC logo on the main menu. Entities have on them now .isFlying which can be set True for them to fly around. Can edit the time of camera points with an editbox by right clicking them. The sound in cutscenes is now based off the cutscene camera not the player's position.
r1004 - Adds effect.fovModifier for adjusting the FOV. Fixes a crash with opening a second map then a cutscene camera gets activated.
r1002 - Cutscene camera is cleared upon quiting a map. UI Labels can now have their position be set as floats. The HUD can be enabled/disabled via ui.hudEnabled.
Installing + Running
1. Double Click AdventureCraft.jar
2. Install either via Install (copies the files from your minecraft directory) or Install Via Login (gets a fresh copy)
3. Press start
I'm unsure what I need to do after defeating the First Boss. He didn't drop anything, so I'm just in the large room where he spawned.
Unfortunately thats currently the end of it at the moment. A heart container should drop where he spawned at. Though since there is no further content yet beyond this one level its not of much use yet. I hope to add additional islands but wanted to get this out for the people who've been wanting to try it out.
Now that you've finished him can try messing around with other stuff.
Use F4 To toggle Debug Mode
In debug mode you can pop up chat and use a few commands
/day - Sets it to daytime
/health - Reset health back to 3 hearts
/fly - Enables fly mode
While in debug mode you can place and destroy blocks.
There is also several development items that can be crafted that were used to make the dungeon and will list the recipes for them later.
Rollback Post to RevisionRollBack
You're a lone commando tasked to destroy the Nazi Zombie Federation's dam.
why i have only 3 healt:L do i have that to in my own worlds? and one more thing how do i create shield and boomerang? exactly i only did it for them
You get heart containers from killing bosses (though there is only a single boss currently in the game). The shield and boomerang are located in chests within the dungeon.
Rollback Post to RevisionRollBack
You're a lone commando tasked to destroy the Nazi Zombie Federation's dam.
! Cannot rename __rzi_04.997 to C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
! Cannot create C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
The process cannot access the file because it is being used by another process.
! Cannot rename __rzi_04.997 to C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
! Cannot create C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
The process cannot access the file because it is being used by another process.
Got that error when trying to transfer the files.
DFaguafdgfdlkngkasfdngka fkdgadsgfa! D:
Close minecraft before pasting in the files :wink.gif:
Great mod! Lots of fun, but one problem:
Some rooms can't be beaten if you by accident place it on peacefull
! Cannot rename __rzi_04.997 to C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
! Cannot create C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
The process cannot access the file because it is being used by another process.
Got that error when trying to transfer the files.
DFaguafdgfdlkngkasfdngka fkdgadsgfa! D:
Close minecraft before pasting in the files :wink.gif:
Great mod! Lots of fun, but one problem:
Some rooms can't be beaten if you by accident place it on peacefull
Twas closed. I had NO OTHER PROGRAMS RUNNING. I'm so frustrated...
Maybe I'll restart and try to transfer again. It worked for me once a while ago...
When I have the mod installed, Minecraft won't load past the "Updating Minecraft" screen. The load bar stops about half an inch from being full. I followed the instructions completely, including deleting META-INF, and tested a fresh minecraft.jar, which worked fine.
cryect you are amazing but i have one question do you can post the craftin for the boomerang and shield anyway the mod its amazing all amazing awesome incredible great i never see something like this thx!!! but please the boomerang and shield that gonna looks great in my map please :biggrin.gif: thanks for all your work !!
PD: Sorry for bad English iam spanish
Rollback Post to RevisionRollBack
if i Comment here i like this post, if i say this is awesome/amazing/great/incredible this post its extreme and Pro
Note AdventureCraft is compatible with 1.3.2 via its installer but it only has features from beta 1.7.3 and back.
AdventureCraft, is a stand alone Minecraft mod designed to let players create adventure maps for other players. It allows you have full control of how mobs spawn based on the player triggering blocks with a custom trigger system. There is plenty of additional features as well to aid with making adventures that you can check out in the features section or the various youtube videos of features. I have included a small sample map showing off some of the early features.
This Week's Latest Map
This is a neat map all taking place pretty much in a single room, similar to Spawned. But unlike Spawned this map is all based around various difficult challenges. Its quite a hard map but if you get stuck there is a walk through included in the map directory. If you like the map make sure to head over to Lahleon's thread to click on his adf.ly link!
http://www.minecraft...1-over-9000-dl/
Fan Made Trailer
Sample Map Trailer
Recent Feature Videos
Feature List
Credits
My Girlfriend for creating the island I used
MrMessiah for his BetterLight and BetterGrass mod thats integrated into the mod (can enable/disable it in the options)
N3X15 for his SnowMod
Bemoliph for testing out my changes
Thundara for managing the Redmine I was using
Everyone who works on MCP as this mod is heavily based on MCP. Those guys are all great and I love contributing to the project.
Scaevolus for Optimine!
HarryPitfall for the base animated fan texture I started with
Shockah for the additional block IDs
Rhodox for the Painterly Pack which is used in a lot of the new textures. http://painterlypack.net/index.html
CyborgDragon, Leonardo, and Oozeball plus many others for all the work on the AC Wiki
ScottyDoesKnow for letting me use his gun and ammo sprites by hatwhale and captiva
Recent Version History
r1095 - Adds a NPC Path block that can have an NPC path to it. Cutscene cameras can be set to not pause the game.
r1089 - Fixes storage block saving of tile entities
r1087 - Can disable random pathing on EntityCreature's via .canPathRandomly. Can adjust random looking via .canLookRandomly, randomLookVelocity, randomLookRate, and randomLookRateVariation. randomLookNext contains when the entity will choose a new random velocity.
r1085 - Living entities now have a FOV which is used to determine if a target can be seen (use debug or /renderfov to see the FOV angle). Pathing only simplifies the current segment walking along now. Mobs won't update their path to their target unless they can see the target therefore they will now goto the last known position and then give up after a while. Fixed muzzle flash getting stuck permantly on for zombies and skeletons when they can't see you. Can get time stats on scripts via /scriptstats and reset the stats via /scriptstatreset. Store block correctly renders its items and the sky renders correctly now when looking at a store block. Bullets from mobs will now no longer come from their feet but instead their waist. Lots of prep code work for 1.8.1 update including shifting blockID range of several blocks (id's 100-122 are now 150-172 and id's 152-155 are now 173-176).
r1062 - Fixed slime movement speed. Fixed block placement.
r1056 - Custom items can now be created. Vec3's can be created via Vec3 now and have new helpful functions on them.
r1048 - Adds the ability to execute a script on the various movement key presses and stop them from occuring. Exposing EntityLiving's gravity, jumpVelocity, jumpWallMultiplier, jumpInAirMultiplier, shouldJump, airControl. Move speed greater than 1 will allow faster movement. Player's move speed is effect now by moveSpeed. Fixing rifle to use rifle ammo again and not pistol ammo. Adds rayTraceBlocks and rayTrace to world and rayTrace to entity. Adds the function fireBullet to EntityLiving.
r1039 - Full weapons will show their ammo bar. Shotgun muzzle flash works once again. Shotgun now requires you wait for the reload to finish before you can fire (previously could fire the second the reload started). Exposes to scripting whether the entity's onGround flag is set or not (entity.onGround). Pathing improvements with regards to clip blocks, fences, and paths requiring jumping. Creatures will now actually use their paths if they have a target. Zombie and skeleton firing slightly altered. The "Score" will no longer print when you die.
r1027 - Adds better reloading to the shotgun, pistol, and rifle. AdventureCraft sound resources can now be automatically downloaded. Can deactivate an active cutscene via effect.cancelCutscene(). Automatically changing the sound string's from Javascript to lower case.
r1022 - Fix for terrain2.png and terrain3.png sometimes loading as white textures. Can no longer crash minecraft with /cameraadd if a nonnumber is supplied. Glass can now take translucent textures. '\n' will create line breaks with the UILabel now. Overlays textures are now looked up as "/overlays/texture.png" instead of "overlays/texture.png" to be in line with other texture retrievals
r1016 - Models can be attached to each other by the variable .modelAttachment on them. Cave sounds disabled. Can specify the texture width and height on models at model creation time Model(texWidth, texHeight). UI elements can be moved smoothly now via .moveTo(x, y) and .moveBy(dx, dy).
r1010 - Replace the MC logo on the main menu. Entities have on them now .isFlying which can be set True for them to fly around. Can edit the time of camera points with an editbox by right clicking them. The sound in cutscenes is now based off the cutscene camera not the player's position.
r1004 - Adds effect.fovModifier for adjusting the FOV. Fixes a crash with opening a second map then a cutscene camera gets activated.
r1002 - Cutscene camera is cleared upon quiting a map. UI Labels can now have their position be set as floats. The HUD can be enabled/disabled via ui.hudEnabled.
Links
AdventureCraft Wiki
AdventureCraft Map Page
AdventureCraft Dev Blog
AdventureCraft IRC Channel - #[email protected]
Installing + Running
1. Double Click AdventureCraft.jar
2. Install either via Install (copies the files from your minecraft directory) or Install Via Login (gets a fresh copy)
3. Press start
Downloads
Link Removed
Licensed Under
Stupidity on the rise with a 40% chance of shitstorms.
Yes, it is for beta.
Anyway, what's with the shield? Where can I get that mod?
EDIT:do i win once i defeat the skele boss?
(10/5/15) If you want to have a laugh, go look at some of my posts from back in ~2010 ( i was 10/11 what can i say)
(02/12/21) cannot believe i still play this game
Unfortunately thats currently the end of it at the moment. A heart container should drop where he spawned at. Though since there is no further content yet beyond this one level its not of much use yet. I hope to add additional islands but wanted to get this out for the people who've been wanting to try it out.
Now that you've finished him can try messing around with other stuff.
Use F4 To toggle Debug Mode
In debug mode you can pop up chat and use a few commands
/day - Sets it to daytime
/health - Reset health back to 3 hearts
/fly - Enables fly mode
While in debug mode you can place and destroy blocks.
There is also several development items that can be crafted that were used to make the dungeon and will list the recipes for them later.
You get heart containers from killing bosses (though there is only a single boss currently in the game). The shield and boomerang are located in chests within the dungeon.
(10/5/15) If you want to have a laugh, go look at some of my posts from back in ~2010 ( i was 10/11 what can i say)
(02/12/21) cannot believe i still play this game
Yeah, I really want the boomerang in the regular game... and a shield wouldn't hurt, either.
Are those mods already available somewhere? Or are they stuck in the rest of the code for this Mod and can't be seperated?
If you could do that, many people would be very happy.
It may have something to do with the fact that I have Mo' Creatures installed? Ah, well, it crashed anyway. :/
! Cannot create C:\Users\family\AppData\Roaming\.minecraft\bin\minecraft.jar
The process cannot access the file because it is being used by another process.
Got that error when trying to transfer the files.
DFaguafdgfdlkngkasfdngka fkdgadsgfa! D:
Close minecraft before pasting in the files :wink.gif:
Great mod! Lots of fun, but one problem:
Some rooms can't be beaten if you by accident place it on peacefull
Twas closed. I had NO OTHER PROGRAMS RUNNING. I'm so frustrated...
Maybe I'll restart and try to transfer again. It worked for me once a while ago...
Any chance of server support somewhere down the road for some co-op dungeon crawling action?
Keep up the good work! :smile.gif:
PD: Sorry for bad English iam spanish