Wow. This is amazing!
Ideas:
Properties file or gui api settings. Alter width, height, mob chance, loot chance, ability to go through water, blocks used, etc.
Some secrets (Maybe chambers under the wall with chests, spawners, ores, cake etc.)
Add places where the wall is broken.
Compatibility with BiomeTerrain Mod
A donate button on this thread.
There was even going to be a party for you. A big party. That all your friends were invited too. I invited your best friend the companion cube. Of course, he couldn't come because you murdered him. All your other friends couldn't come either, because you don't have any other friends. Because of how unlikeable you are. It says so right here in your personal file: UNLIKEABLE, liked by no one, a bitter, unlikeable loner, who's passing shall not be mourned, SHALL NOT BE MOURNED. That's exactly what it says. Very formal. Very official. It also says you were adopted, so thats funny too.
Looks great, but are there any other incompatibilities? I've got Mo'creatures, Minecolony, Grapplehook mod and a Balea HD texture pack, Can't see any walls, I've walked far looking for them, but can't see any.
I don't think there should be a conflict, since none of those mods alter the terrain generation code (ChunkProviderGenerate.class).
The walls aren't super common. There' isn't really a frequency that is common enough that you will immediately stumble upon them, but is rare enough so they don't "pave over paradise."
If you start several worlds with appreciable flatlands, explore a bit in each, and don't find any, then the mod isn't working. Right now the walls should be most common in large contiguous blocks of gently rolling terrain.
I tested this out on a clean .jar, and it works great, looks good. Unfortunately it seems to be incompatible with one of the many other mods I use and for the moment I'm too lazy to work out which one it is.
I will try to get this mod to use the most recent version of ModLoader (v 1.5) which should remove conflicts. However, it turns out that ModLoader is hard for modders to use, which I find kind of defeats the purpose but whatever. If I can get it to work with MCP I will update this.
I figured out which mod this is incompatible with! It's codegreens map generator, both use the td.class. Is there any chance of working out some compatibility? I'd prefer biometerrainmod which I know you're working on compatibility with, but BTM just goes right over my head when I want to "design" a map so codegreens is a decent alternative.
Awesome mod! But the walls are WAY to common. i found like 20 just walking on 1 wall. I made 2 worlds, in both of them i spawn next to a wall. Walk on them find more walls, then i walk on them and find even more walls.
Pics:
3 Great Walls, like i said WAY to common. (None of them is the same wall btw.)
Yeah the sandstone ones look the nicest IMO, I should make them more common. Unfortunately I cannot do smooth stone because MC will try to make mineral deposits in them!
I do have some suggestions for future versions. In my testing cobblestone walls were much more common (too common) than sandstone ones. While flying over the map at speed I only saw two sandstone ones and at least 20 cobblestone walls.
In the snow biomes most of the walls were not covered by snow, I think it would look nicer if they were.
A bit more variation on the walls. I would really like to see sections of the wall which have degraded and look like ruins. Maybe some mossy cobblestone on the cobblestone walls. Also smoothstone walls may be nice.
Overall great mod, very promising!
Ohh that's a nice video. Would you mind if I put that up on the OP? I think video works better than still images since you can travel along it.
How about Making a this Great wall mod into a toll booth mod.
The great wall covers a great deal of area. There will be gates where you have to pay 1 Iron to pass. (Like the Trader from the Builders mob mod) Then you can get across the wall.
The new mobs would be :
Border Patrol
Booth NPC
Wall Builder
========
The Booth NPC is self explanatory.
The Border Patrol is for when someone is trying to get over the wall without paying.
The Wall builder will patch up holes you make in the wall and will also attack you on sight.
========
Wall Materials :
Wood
Cobble Stone
Obsidian - For people have diamond picks
BedRock - For Those super hard walls
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Click it or a creeper will kill you when you sleep.
Nah no booth npc. I say archer patrol, backed by samurai. Archers patrol the wall and automaticly attack you when you get to close to the wall. A few samurai are stationed in the watch tower areas, and will attack if you enter, or if the archer patrol sounds off an alarm of some sort. When an alarm is sounded off, the samurai in the nearest watchtowers will storm out, taking the fastest path to get to you.
I do agree with the wall builder as well. If you start digging the wall while anyone is near, an alarm will be sounded and builders will come out, with a few samurai(which really discourages putting holes in the wall)
And to add to the Materials that a walls made out of... Gold. (seriously.. theres not really any uses for gold anyway xD)
Random chests should hold anything up to iron, chainmail, daimond shovel or hoe, and a few building materials that was used to make the wall you were in. The difficulty should be seperated between the walls, wood being the lowest, Then Sandstone, then Cobblestone, then Obsidian, then Bedrock being the hardest. (if you add gold in there.. it would be after bedrock) The harder the walls difficulty, the more mobs there are, and the better the reward from the random chests.
Also.. Archers do the same damage as Skeletons, which is
Easy: 1 heart
Normal: 1 heart
Hard: 3 hearts.
They would also have 10 health
They would drop arrows, flint, or if your lucky a bow.
Samurai damage would be
Easy: 2 hearts
Normal: 3 hearts
Hard: 5 hearts
These would have 20 health
These would drop Stone sword, Iron helm, and if your lucky Iron chest plate
Builders would be the weakest
Easy: 1 heart
Normal: 1 heart
Hard: 2 hearts
And would have 10 health as well.
These would drop torches, stone axe, or if your really lucky iron pickaxe
Btw I like what i see in your mod 8D! Keep up the good work :3
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Quote from Milly Rainbowskittlez »
Once upon a minecraft time. there was a dayblock.. and then a creeper... and thats when i remembered it was just monday, and turned over and went back to sleep.
I'm not going to use elements beyond what base minecraft offers for this mod. I also don't want to get too involved with mobs either. The limitations of daylight + the ease of neutralizing mob spawners means you can only go so far with this.
Thank you so much for making this mod compatible with Risugami's Mod Loader!
This was one of the mods I skipped out on when upgrading from v4 to v5 of his useful mod due to it modifying the game's files; I was trying to remove as many mods that did so as possible to reduce possible conflicts down the line.
I'm downloading it now, and although I doubt I'll see any right away on my current world, when I start a new world eventually [probably around the time that OgreSean's builders support MCEdit schematic files, Humans+ has the those cool banner-things added, and MineColony has the new "characters" mentioned in the latest video added] it'll be awesome finding walls within a short distance of spawn again!
Ideas:
Properties file or gui api settings. Alter width, height, mob chance, loot chance, ability to go through water, blocks used, etc.
Some secrets (Maybe chambers under the wall with chests, spawners, ores, cake etc.)
Add places where the wall is broken.
Compatibility with BiomeTerrain Mod
A donate button on this thread.
I don't think there should be a conflict, since none of those mods alter the terrain generation code (ChunkProviderGenerate.class).
The walls aren't super common. There' isn't really a frequency that is common enough that you will immediately stumble upon them, but is rare enough so they don't "pave over paradise."
If you start several worlds with appreciable flatlands, explore a bit in each, and don't find any, then the mod isn't working. Right now the walls should be most common in large contiguous blocks of gently rolling terrain.
Pics:
3 Great Walls, like i said WAY to common. (None of them is the same wall btw.)
I love how they just go trough everything.
Double Great Wall!
Edit: Oh! I forgot for you!
Ohh that's a nice video. Would you mind if I put that up on the OP? I think video works better than still images since you can travel along it.
NO.
<---
The great wall covers a great deal of area. There will be gates where you have to pay 1 Iron to pass. (Like the Trader from the Builders mob mod) Then you can get across the wall.
The new mobs would be :
Border Patrol
Booth NPC
Wall Builder
========
The Booth NPC is self explanatory.
The Border Patrol is for when someone is trying to get over the wall without paying.
The Wall builder will patch up holes you make in the wall and will also attack you on sight.
========
Wall Materials :
Wood
Cobble Stone
Obsidian - For people have diamond picks
BedRock - For Those super hard walls
Click it or a creeper will kill you when you sleep.
Nah no booth npc. I say archer patrol, backed by samurai. Archers patrol the wall and automaticly attack you when you get to close to the wall. A few samurai are stationed in the watch tower areas, and will attack if you enter, or if the archer patrol sounds off an alarm of some sort. When an alarm is sounded off, the samurai in the nearest watchtowers will storm out, taking the fastest path to get to you.
I do agree with the wall builder as well. If you start digging the wall while anyone is near, an alarm will be sounded and builders will come out, with a few samurai(which really discourages putting holes in the wall)
And to add to the Materials that a walls made out of... Gold. (seriously.. theres not really any uses for gold anyway xD)
Random chests should hold anything up to iron, chainmail, daimond shovel or hoe, and a few building materials that was used to make the wall you were in. The difficulty should be seperated between the walls, wood being the lowest, Then Sandstone, then Cobblestone, then Obsidian, then Bedrock being the hardest. (if you add gold in there.. it would be after bedrock) The harder the walls difficulty, the more mobs there are, and the better the reward from the random chests.
Also.. Archers do the same damage as Skeletons, which is
Easy: 1 heart
Normal: 1 heart
Hard: 3 hearts.
They would also have 10 health
They would drop arrows, flint, or if your lucky a bow.
Samurai damage would be
Easy: 2 hearts
Normal: 3 hearts
Hard: 5 hearts
These would have 20 health
These would drop Stone sword, Iron helm, and if your lucky Iron chest plate
Builders would be the weakest
Easy: 1 heart
Normal: 1 heart
Hard: 2 hearts
And would have 10 health as well.
These would drop torches, stone axe, or if your really lucky iron pickaxe
Btw I like what i see in your mod 8D! Keep up the good work :3
Thanks everyone for the support!
This was one of the mods I skipped out on when upgrading from v4 to v5 of his useful mod due to it modifying the game's files; I was trying to remove as many mods that did so as possible to reduce possible conflicts down the line.
I'm downloading it now, and although I doubt I'll see any right away on my current world, when I start a new world eventually [probably around the time that OgreSean's builders support MCEdit schematic files, Humans+ has the those cool banner-things added, and MineColony has the new "characters" mentioned in the latest video added] it'll be awesome finding walls within a short distance of spawn again!