My problem with this mod is that it is a bunch of disassociated items thrown into one large amalgam, nigh-impossible to separate.
I am interested in the boomerang; it seems to be a well-done mod. The sling is also a nifty addition; while it lacks the utility aspect of the boomerang, since it's there, I'm interested in it.
What I'm not interested in are the other things included in the mod, inextricably linked together with what I am interested in. Topiary blocks? Smaller tools? Other things included that aren't mentioned in the mod description, for some unfathomable reason? No thanks. Especially not when these things have a greater chance of conflicting with other mods: when doing a mod install test, this conflicted due to a single class this mod and another mod I'm using share.
This is unfortunate, as that means that I can't use this mod in its entirety, because all these random components are linked together.
Could you divide the mod into multiple sections, so that we can use the parts we're interested in and skip the rest? Having looked at your code, I realize they are all rather tied together, but it should be simple enough to divvy out the pieces into smaller, separate mods. I would do it myself, but I'd rather not toy around with the code since I'm not certain what all the fiddly bits do.
I dunno if its been mentioned but it doesn't seem to work for the Industry Craft mod, I'd post an error log but it doesn't give me one. Minecraft just blackscreens on startup and closes. but I tried this mod out by itself and it was really fun, and I loved it.
Edit: Oh yeah, and for some reason my wooden hatchet appears to be unbreakable.
I dunno if its been mentioned but it doesn't seem to work for the Industry Craft mod, I'd post an error log but it doesn't give me one. Minecraft just blackscreens on startup and closes. but I tried this mod out by itself and it was really fun, and I loved it.
Edit: Oh yeah, and for some reason my wooden hatchet appears to be unbreakable.
IndustrialCraft uses modloader V4 while this mod uses Mod Loader V5, that may be the problem.
Uh, no, the current version is using v5, there's a special for v4 users of course.
I believe it's related to the sprites indices. (IC uses a huuuuge amount of sprites)
also i get this nasty error when using NodePack (crossbow only)
Mods loaded: 2
ModLoader Beta 1.3_01v5
mod_2by2 V0.4.02 B1.3_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 43510778 --------
Generated 10/03/11 19:47
Minecraft: Minecraft Beta 1.3_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:165)
at ModLoader.readFromClassPath(ModLoader.java:649)
at ModLoader.init(ModLoader.java:520)
at ModLoader.AddAllRenderers(ModLoader.java:87)
at pd.<init>(pd.java:55)
at pd.<clinit>(pd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:270)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at mod_NodePack.getID(mod_NodePack.java:81)
at mod_NodeCrossbow.<clinit>(mod_NodeCrossbow.java:42)
... 15 more
--- END ERROR REPORT 42396db7 ----------
also, put this in the 1st post because some people can't get Error Screens correctly
"java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\*" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft"
just paste that on the command line and you'll see the error screen
_____
Also add a way to change items ID's via a property file
help!!! Im on a mac and this mod is not working! I installed mod loader version 5 and I put all of the class files in and the gui and item files and I deleted META-INF but it still isn't working. I have no other mods installed.
I'm pretty certain that the current version of 2x2 crafting needs modloader v4 to run properly. It will need modloader v5 with the next update, but that's not public yet.
Quote from GnomeWorks »
This is... an interesting assortment of things.
My problem with this mod is that it is a bunch of disassociated items thrown into one large amalgam, nigh-impossible to separate.
I am interested in the boomerang; it seems to be a well-done mod. The sling is also a nifty addition; while it lacks the utility aspect of the boomerang, since it's there, I'm interested in it.
What I'm not interested in are the other things included in the mod, inextricably linked together with what I am interested in. Topiary blocks? Smaller tools? Other things included that aren't mentioned in the mod description, for some unfathomable reason? No thanks. Especially not when these things have a greater chance of conflicting with other mods: when doing a mod install test, this conflicted due to a single class this mod and another mod I'm using share.
This is unfortunate, as that means that I can't use this mod in its entirety, because all these random components are linked together.
Could you divide the mod into multiple sections, so that we can use the parts we're interested in and skip the rest? Having looked at your code, I realize they are all rather tied together, but it should be simple enough to divvy out the pieces into smaller, separate mods. I would do it myself, but I'd rather not toy around with the code since I'm not certain what all the fiddly bits do.
These are all things that expand the crafting abilities that the player has access to without the workbench. Yes, there is a wide assortment of features, yes they do cause higher chances of compatibility, but we will work on improving compatibility in OTHER manners before we will consider breaking any aspects of the extended 2x2 crafting grid apart, just be patient.
Grey, seeing that you worked on the Ranged Weapons mod, is it fully compatible with this one?
Or even seeing the Spear make an appearance in this one? >.>
Also, I noticed that the knives are seeming to 'bounce off' mobs rather than what the OP describes.
Another thing with knives, even given the range advantage by throwing them, a thrown Diamond Knife does 2 hearts (2.5 - .5 for thrown if I am reading it right) damage, meaning it is equivalent to a simple arrow.
I can't speak for anyone else but the knives in general seem too underwhelming to bother making, much less use.
Making the thrown damage the same as the equiv sword while the slash is still half (So Diamond would be a 2.5 slash, 5 throw) might make them more tempting to use, however given the bug/mechanic I mentioned about them bouncing off, it might be a little unbalanced if not addressed.
In short, a full damage throw, but only retrievable once the mob is dead would make them more attractive to use (Much less take up space on the hotbar) They just seem too useless otherwise.
Awesome mod though, LOVE the boomerang, can't wait for the Shield! ^^
Neoworm, didn't you say you were going to stop posting here? You've been constantly railing against how everything is bundled together, and as near as I can tell you've been getting constantly ignored.
Quote from Azure_Sky »
Grey, seeing that you worked on the Ranged Weapons mod, is it fully compatible with this one?
Or even seeing the Spear make an appearance in this one? >.>
Ranged weapons isn't available yet. Most likely it will be based on the work done in the 2x2 crafting mod for the ammunition slot and right clicking while holding the ammunition to fire it, so yes, it should be compatible. Spear isn't 2x2 so it wont show up in this mod.
Also, I noticed that the knives are seeming to 'bounce off' mobs rather than what the OP describes.
The OP description was originally conceived back before I had even considered the idea that projectiles could be made to bounce off enemies at all. I like the bouncing far better, but I apparently haven't updated the Item description to reflect that. I thought I had.
Another thing with knives, even given the range advantage by throwing them, a thrown Diamond Knife does 2 hearts (2.5 - .5 for thrown if I am reading it right) damage, meaning it is equivalent to a simple arrow.
I can't speak for anyone else but the knives in general seem too underwhelming to bother making, much less use.
Making the thrown damage the same as the equiv sword while the slash is still half (So Diamond would be a 2.5 slash, 5 throw) might make them more tempting to use, however given the bug/mechanic I mentioned about them bouncing off, it might be a little unbalanced if not addressed.
In short, a full damage throw, but only retrievable once the mob is dead would make them more attractive to use (Much less take up space on the hotbar) They just seem too useless otherwise.
You seem to be mistaken about how game balance works. Daggers can be made without a workbench, and use half the material that a Sword uses, when thrown, they have roughly 3x-4x the range of a sword,(which is a HUGE benefit in minecraft) and because they "bounce off" of enemies they strike, the dagger can be recovered even before the enemy is killed, so yeah, Daggers are not going to be as strong when thrown, it would be disbalanced to the rest of the game. Also don't forget that you can make multiple daggers at a time.
Admittedly, I might raise the starting damage on the dagger up a bit higher. maybe only lose 1.5 damage going from sword to dagger, but the thrown dagger would still lose .5 damage. That would allow diamond daggers to do about 3 damage when thrown and 3.5 damage when used melee. I'll discuss the issue with Yofreke and a few others before deciding what to do.
Awesome mod though, LOVE the boomerang, can't wait for the Shield! ^^
Yeah, yofreke did a great job cramming in all my feature requests for that thing.
get good armor
get grenade
light grenade
switch item slot
profit!!
Rollback Post to RevisionRollBack
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
...and as near as I can tell you've been getting constantly ignored.
-bs snip-
take it elsewhere troll, i use the dagger alot just cus its funner, i kill things quite a bit faster with it then with the diamond sword most the time even with its lowered damage.
Rollback Post to RevisionRollBack
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
I pray to god that notch doesn't add this to the game! There is just way to much stuff added in and really it just makes the game way to easy. It make a workbench nearly useless, and you can get tools very easily. It also adds in some unnecessary stuff, like a sling shot. What happened to a bow and arrow? I will agree, though, that some of the content in here is a great idea and should be bundled separately, such as shields and the boomerangs.
Rollback Post to RevisionRollBack
"Sometimes it's necessary to go a long distance out of the way in order to come back a short distance correctly."
I pray to god that notch doesn't add this to the game! There is just way to much stuff added in and really it just makes the game way to easy. It make a workbench nearly useless, and you can get tools very easily. It also adds in some unnecessary stuff, like a sling shot. What happened to a bow and arrow? I will agree, though, that some of the content in here is a great idea and should be bundled separately, such as shields and the boomerangs.
the items are all quite a bit less durable and still use up almost all the same items, workbench stuff is way better and more worth getting, the sling shoots alot slower then the bow and does less damage and has less range at the cost of easyer to get ammo.
really i think the boomerang is one of the worst items in the pack but only cus its mostly just a zelda copy item like just about every other boomerang mod.
Rollback Post to RevisionRollBack
i got a texture pack now, its here it changes how armor and tools look and has a few slight changes to a few blocks in terrain like making the redstone torch look more like a redstone torch then a lollipop.
help!!! Im on a mac and this mod is not working! I installed mod loader version 5 and I put all of the class files in and the gui and item files and I deleted META-INF but it still isn't working. I have no other mods installed.
I have a similar problem, I have no idea how to load the mod. some help would be appreciated.
Rollback Post to RevisionRollBack
Look it's big red text!
Now that being said. Ponies.
help!!! Im on a mac and this mod is not working! I installed mod loader version 5 and I put all of the class files in and the gui and item files and I deleted META-INF but it still isn't working. I have no other mods installed.
I have a similar problem, I have no idea how to load the mod. some help would be appreciated.
Your problems are associated with using a mac. You need to go hunt on youtube for a guide to show you how to handle installing a minecraft mod on the mac. I don't have a mac, so I'm not going to put together instructions for how to install to one.
my recommendation is to search for "minecraft mod Mac v1.3 installing" alternately use "installation" instead of installing, or just simply "install"
Ranged weapons isn't available yet. Most likely it will be based on the work done in the 2x2 crafting mod for the ammunition slot and right clicking while holding the ammunition to fire it, so yes, it should be compatible. Spear isn't 2x2 so it wont show up in this mod.
Fair enough, I admit I didn't actually check the other one =3
Also, wouldn't the 'Large Shield' be bigger than 2x2?
You seem to be mistaken about how game balance works. Daggers can be made without a workbench, and use half the material that a Sword uses, when thrown, they have roughly 3x-4x the range of a sword,(which is a HUGE benefit in minecraft) and because they "bounce off" of enemies they strike, the dagger can be recovered even before the enemy is killed, so yeah, Daggers are not going to be as strong when thrown, it would be disbalanced to the rest of the game. Also don't forget that you can make multiple daggers at a time.
Admittedly, I might raise the starting damage on the dagger up a bit higher. maybe only lose 1.5 damage going from sword to dagger, but the thrown dagger would still lose .5 damage. That would allow diamond daggers to do about 3 damage when thrown and 3.5 damage when used melee. I'll discuss the issue with Yofreke and a few others before deciding what to do.
Yeah, fair enough I suppose. I do feel they were a tad underpowered but you are right, full damage may have been a bit much. As for multiple Daggers, that's what I was doing, but it's a little hard when you also carry the pick/axe/shovel/bow/boomer (and their 2x2 variants).
Something else I noticed, when the Dagger bounces off, you can get damaged by it.
(Probably intentional, but funny)
Also, Boomerang doesn't pick up Daggers? =(
Ranged weapons isn't available yet. Most likely it will be based on the work done in the 2x2 crafting mod for the ammunition slot and right clicking while holding the ammunition to fire it, so yes, it should be compatible. Spear isn't 2x2 so it wont show up in this mod.
Fair enough, I admit I didn't actually check the other one =3
Also, wouldn't the 'Large Shield' be bigger than 2x2?
The abilities of the small shields are based on that of their full counterparts. The abilities of daggers are in no way dependent on the inclusion of spears.
Yeah, fair enough I suppose. I do feel they were a tad underpowered but you are right, full damage may have been a bit much. As for multiple Daggers, that's what I was doing, but it's a little hard when you also carry the pick/axe/shovel/bow/boomer (and their 2x2 variants).
Something else I noticed, when the Dagger bounces off, you can get damaged by it.
(Probably intentional, but funny)
Actually, completely unintentional. I've actually tried to make that happen but haven't been able to get it to work. Are you throwing the dagger at an enemy that you already damaged and thus rendered immune to attacks temporarily? Because I'm pretty sure the same thing happens with arrows in that circumstance.
Also, Boomerang doesn't pick up Daggers? =(
Of course not. Daggers are stuck into the ground, same as arrows which also can't be picked up via boomerang.
Actually, completely unintentional. I've actually tried to make that happen but haven't been able to get it to work. Are you throwing the dagger at an enemy that you already damaged and thus rendered immune to attacks temporarily? Because I'm pretty sure the same thing happens with arrows in that circumstance.
Strange, it happens consistently, as long as I stand where the Dagger is going to land as it bounces off.
Both when the mobs are 'immune' and when they actually take damage from the Dagger (Although, the bounce distance isn't far, so you do have to be rather close.)
Of course not. Daggers are stuck into the ground, same as arrows which also can't be picked up via boomerang.
That makes perfect sense. XD
Something new though, whenever I click on a portable grill once placed in the world, I get a Java crash.
Not sure if it is from the mod itself, a conflict with other mods or the Java itself. =(
My problem with this mod is that it is a bunch of disassociated items thrown into one large amalgam, nigh-impossible to separate.
I am interested in the boomerang; it seems to be a well-done mod. The sling is also a nifty addition; while it lacks the utility aspect of the boomerang, since it's there, I'm interested in it.
What I'm not interested in are the other things included in the mod, inextricably linked together with what I am interested in. Topiary blocks? Smaller tools? Other things included that aren't mentioned in the mod description, for some unfathomable reason? No thanks. Especially not when these things have a greater chance of conflicting with other mods: when doing a mod install test, this conflicted due to a single class this mod and another mod I'm using share.
This is unfortunate, as that means that I can't use this mod in its entirety, because all these random components are linked together.
Could you divide the mod into multiple sections, so that we can use the parts we're interested in and skip the rest? Having looked at your code, I realize they are all rather tied together, but it should be simple enough to divvy out the pieces into smaller, separate mods. I would do it myself, but I'd rather not toy around with the code since I'm not certain what all the fiddly bits do.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Edit: Oh yeah, and for some reason my wooden hatchet appears to be unbreakable.
Latest MC video (forum link): http://www.minecraftforum.net/forums/show-your-creation/videos/lets-plays/2390805
Uh, no, the current version is using v5, there's a special for v4 users of course.
I believe it's related to the sprites indices. (IC uses a huuuuge amount of sprites)
also i get this nasty error when using NodePack (crossbow only)
also, put this in the 1st post because some people can't get Error Screens correctly
"java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\*" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft"
just paste that on the command line and you'll see the error screen
_____
Also add a way to change items ID's via a property file
ps
nothing was spelled wrong and the third and was used for emphasis on all of the things I did; its called style
These are all things that expand the crafting abilities that the player has access to without the workbench. Yes, there is a wide assortment of features, yes they do cause higher chances of compatibility, but we will work on improving compatibility in OTHER manners before we will consider breaking any aspects of the extended 2x2 crafting grid apart, just be patient.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Or even seeing the Spear make an appearance in this one? >.>
Also, I noticed that the knives are seeming to 'bounce off' mobs rather than what the OP describes.
Another thing with knives, even given the range advantage by throwing them, a thrown Diamond Knife does 2 hearts (2.5 - .5 for thrown if I am reading it right) damage, meaning it is equivalent to a simple arrow.
I can't speak for anyone else but the knives in general seem too underwhelming to bother making, much less use.
Making the thrown damage the same as the equiv sword while the slash is still half (So Diamond would be a 2.5 slash, 5 throw) might make them more tempting to use, however given the bug/mechanic I mentioned about them bouncing off, it might be a little unbalanced if not addressed.
In short, a full damage throw, but only retrievable once the mob is dead would make them more attractive to use (Much less take up space on the hotbar) They just seem too useless otherwise.
Awesome mod though, LOVE the boomerang, can't wait for the Shield! ^^
Ranged weapons isn't available yet. Most likely it will be based on the work done in the 2x2 crafting mod for the ammunition slot and right clicking while holding the ammunition to fire it, so yes, it should be compatible. Spear isn't 2x2 so it wont show up in this mod.
The OP description was originally conceived back before I had even considered the idea that projectiles could be made to bounce off enemies at all. I like the bouncing far better, but I apparently haven't updated the Item description to reflect that. I thought I had.
You seem to be mistaken about how game balance works. Daggers can be made without a workbench, and use half the material that a Sword uses, when thrown, they have roughly 3x-4x the range of a sword,(which is a HUGE benefit in minecraft) and because they "bounce off" of enemies they strike, the dagger can be recovered even before the enemy is killed, so yeah, Daggers are not going to be as strong when thrown, it would be disbalanced to the rest of the game. Also don't forget that you can make multiple daggers at a time.
Admittedly, I might raise the starting damage on the dagger up a bit higher. maybe only lose 1.5 damage going from sword to dagger, but the thrown dagger would still lose .5 damage. That would allow diamond daggers to do about 3 damage when thrown and 3.5 damage when used melee. I'll discuss the issue with Yofreke and a few others before deciding what to do.
Yeah, yofreke did a great job cramming in all my feature requests for that thing.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
get grenade
light grenade
switch item slot
profit!!
take it elsewhere troll, i use the dagger alot just cus its funner, i kill things quite a bit faster with it then with the diamond sword most the time even with its lowered damage.
the items are all quite a bit less durable and still use up almost all the same items, workbench stuff is way better and more worth getting, the sling shoots alot slower then the bow and does less damage and has less range at the cost of easyer to get ammo.
really i think the boomerang is one of the worst items in the pack but only cus its mostly just a zelda copy item like just about every other boomerang mod.
I have a similar problem, I have no idea how to load the mod. some help would be appreciated.
Now that being said. Ponies.
Your problems are associated with using a mac. You need to go hunt on youtube for a guide to show you how to handle installing a minecraft mod on the mac. I don't have a mac, so I'm not going to put together instructions for how to install to one.
my recommendation is to search for "minecraft mod Mac v1.3 installing" alternately use "installation" instead of installing, or just simply "install"
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Fair enough, I admit I didn't actually check the other one =3
Also, wouldn't the 'Large Shield' be bigger than 2x2?
Yeah, fair enough I suppose. I do feel they were a tad underpowered but you are right, full damage may have been a bit much. As for multiple Daggers, that's what I was doing, but it's a little hard when you also carry the pick/axe/shovel/bow/boomer (and their 2x2 variants).
Something else I noticed, when the Dagger bounces off, you can get damaged by it.
(Probably intentional, but funny)
Also, Boomerang doesn't pick up Daggers? =(
Actually, completely unintentional. I've actually tried to make that happen but haven't been able to get it to work. Are you throwing the dagger at an enemy that you already damaged and thus rendered immune to attacks temporarily? Because I'm pretty sure the same thing happens with arrows in that circumstance.
Of course not. Daggers are stuck into the ground, same as arrows which also can't be picked up via boomerang.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Strange, it happens consistently, as long as I stand where the Dagger is going to land as it bounces off.
Both when the mobs are 'immune' and when they actually take damage from the Dagger (Although, the bounce distance isn't far, so you do have to be rather close.)
That makes perfect sense. XD
Something new though, whenever I click on a portable grill once placed in the world, I get a Java crash.
Not sure if it is from the mod itself, a conflict with other mods or the Java itself. =(
1. hatchets don't seem to lose durability
2. axes and hatchets are all called hatchets.
other than that, i wish i had installed this mod sooner :tongue.gif:
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