i like 2 of the mods, ruins... and crossbows :biggrin.gif:
but i have already seen another thread with a ruin mod?? is it the same or is one of you guys copying each other?? :tongue.gif:
I did read somewhere that someone requested a ruin mod. I was unaware somebody had already filled that need, but I figured that some one may have. I'm not sure exactly how similar mine and theirs are, as I have never seen theirs in action. However, I'm sure they are different enough. :wink.gif:
btw... there is no download link for that crystalpack
At the moment the crystal pack has not been released separately, you do get it when you download and install the entire NodePack (link at top of original post). I will release the crystal pack separately when I have added a few more wands... and given them cooler names.
in response to d00dv4d3r ruin mod. As far as I can tell, his does not use ModLoader as he specifies it overwrites one of the default minecraft classes. My mod does not do this. Also in d00dv4d3r's mod you seem to have more control over the shape of the ruins. At the moment my ruins are pretty much restricted to about 4 types. Obviously they are random, but the algorithm controlling the basic shape, a circle, is still only just that.. a circle. In future releases I plan on adding several more types to those that spawn. Most likely including other basic shapes for my random algorithms to work with.
which files are required to add the crystal pack? i want to add it separately, if you don't mind.
Okay. Just keep checking for updates. The separate release will probably be out some time tomorrow.
For now the classes that the crystal generation uses are:
Block Crystal, ItemHealWand, ItemRepairWand, mod_NodeCrystalPack, mod_NodePack, WorldGenCrystals
Including just them *should* work. Let me know how it goes. :biggrin.gif:
These mods are all great! I can't wait to try out the illumination tubes and crossbow.
I have a question about the metal detector:
Quote from NodeReaver »
Metal Detector
Would it be possible to update this so that only the sides of the block would light up in the direction that the ore is detected?
So if there is gold detected on the right side of the cube, only the right side would show the image? It would look even better if the panel of the cube gave off some light illumination or even pulsed :tongue.gif:
To go even farther you could maybe only make the cube light up if it was placed on top of one of your illumination tubes. Then, all sides of the cube would be visible, and you could make the illumination dim on the tube, and then just glow from the side of the cube that the ores are being detected on. (I know, I know, that is probably a bit much, but would be so awesome!!)
Another idea might be crafting the metal detector with an arrow which would add an arrow to the top of the metal detector that would point in the direction the nearest ore was detected. (This obviously wouldn't help if the ore was above or below you, hence the glowing sides in the previous suggestion).
Just giving ideas and feed back, but still love these mods!
If you are looking for future things to work on, a monster detector box would be awesome! I can't tell you how many times I've been in a cave hearing "eehhhhhh, eehhhhhhh" and digging tunnels in every direction and never being able to find the damn mobs!
Good work.
Rollback Post to RevisionRollBack
Any Mac friends having trouble installing forge on your minecraft_server.jar files? Check out my script that lets you do it easily with one simple click! For more info look here http://www.minecraft...-click-install/
When I try to install all the mods, it makes my game crash before I even get to the Mojang logo! I don't get a black screen either. I have tried installing with and without my other mods (except GUI API and ModLoader, of course) but it still crashes before the Mojang logo! I tried only installing the crossbow mod [>>-i>] and that worked almost perfect, except it didn't show [] the textures.
I have checked the ModLoader log and it doesn't say what the cause was. I have also, as a last resort, tried installing it manually instead of with Minecrafter. Still no luck. I have a Mac running on 10.6.6 with a 64-bit Minecraft (patched) if that makes a difference.
Thank you for making such a great mod pack! I really look forward to fixing this problem.
EDIT: I also tried the Illumination Tube mod and that one made my game crash too. So then I tried installing the whole pack minus the Illumination Tube files. Still crashing .
which files are required to add the crystal pack? i want to add it separately, if you don't mind.
Okay. Just keep checking for updates. The separate release will probably be out some time tomorrow.
For now the classes that the crystal generation uses are:
Block Crystal, ItemHealWand, ItemRepairWand, mod_NodeCrystalPack, mod_NodePack, WorldGenCrystals
Including just them *should* work. Let me know how it goes. :biggrin.gif:
it works as in no crashes or black screen, but im yet to find any crystals and i did start a new world.
EDIT: ill also be waiting for the separate release of obsidian tools/armor :wink.gif:
Would it be possible to update this so that only the sides of the block would light up in the direction that the ore is detected?
So if there is gold detected on the right side of the cube, only the right side would show the image? It would look even better if the panel of the cube gave off some light illumination or even pulsed :tongue.gif:
To go even farther you could maybe only make the cube light up if it was placed on top of one of your illumination tubes. Then, all sides of the cube would be visible, and you could make the illumination dim on the tube, and then just glow from the side of the cube that the ores are being detected on. (I know, I know, that is probably a bit much, but would be so awesome!!)
Yeah, I had considered only lighting up the faces in the direction of the ore. However I passed this off for too much work and at the time I was wanting to work on my other mods. So I will have another look at it and try and get it working.
At the moment the metal detector actually does emit a feint light but I'm not exactly sure how to get only some side panels to emit light. I do agree though it'd be awesome!
Quote from mexifelio »
If you are looking for future things to work on, a monster detector box would be awesome! I can't tell you how many times I've been in a cave hearing "eehhhhhh, eehhhhhhh" and digging tunnels in every direction and never being able to find the damn mobs!
If I manage to get the directions to work with the metal detector then I'll add in a monster detector too that shows the direction of mobs. Shouldn't be too much harder.
Quote from macstorm »
When I try to install all the mods, it makes my game crash before I even get to the Mojang logo! I don't get a black screen either. I have tried installing with and without my other mods (except GUI API and ModLoader, of course) but it still crashes before the Mojang logo! I tried only installing the crossbow mod [>>-i>] and that worked almost perfect, except it didn't show [] the textures.
I have checked the ModLoader log and it doesn't say what the cause was. I have also, as a last resort, tried installing it manually instead of with Minecrafter. Still no luck. I have a Mac running on 10.6.6 with a 64-bit Minecraft (patched) if that makes a difference.
Thank you for making such a great mod pack! I really look forward to fixing this problem.
EDIT: I also tried the Illumination Tube mod and that one made my game crash too. So then I tried installing the whole pack minus the Illumination Tube files. Still crashing .
Okay I haven't tested these mods on a mac, you could very well be the first person who is trying. I also haven't tried installing them any other way apart from manually... and you managed to get the crossbow mod to work it just didn't show any textures. Is there any way you could try running with just modloader, gui api and my mods and check the NodePack_log.txt it should be found in the same directory as your minecraft.jar. the one you double click and run. Could you copy the contents of that in a post here, that might help me figure out what's going wrong.
I'm not sure why it'd be crashing with the illumination tube though. Have you made sure you've got the latest versions of modloader and the gui api?
how do i fix the items, i have toomanyitems installed and when i look at the Node stuff its purple blocks
I just manually installed toomanyitems after I had already installed ModLoader, the GuiApi and my mods. and it seems to work fine on my computer. Here's a screenshot:
All I can think of is get the latest versions again and start from fresh. See if that works.
Quote from PacoDaTacoSeller »
it works as in no crashes or black screen, but im yet to find any crystals and i did start a new world.
EDIT: ill also be waiting for the separate release of obsidian tools/armor :wink.gif:
Crystals are usually found fairly deep underground and sometimes do take quite a lot of searching to find. But when you find them, from my experience you find a LOT of them. Well enough to make some pretty wands anyway. :wink.gif:
If you get tired of searching check in your NodePack_log.txt it'll contain lines that look like "placed at [x,y,z]" which should be underneath a line that says "generating crystals for[x,y,z]". Now that I look at it the next release of the nodepack will have a more descriptive printline for the placement of crystals.
In terms of the obsidian and nether armour/tools that'll take a bit more time because I'll have to edit it so that if you don't have the Kimberlite pack you can get the ingot via a different means, as at the moment you can only get the ingots with the compacter. But I will do it eventually.
it works as in no crashes or black screen, but im yet to find any crystals and i did start a new world.
EDIT: ill also be waiting for the separate release of obsidian tools/armor :wink.gif:
Crystals are usually found fairly deep underground and sometimes do take quite a lot of searching to find. But when you find them, from my experience you find a LOT of them. Well enough to make some pretty wands anyway. :wink.gif:
If you get tired of searching check in your NodePack_log.txt it'll contain lines that look like "placed at [x,y,z]" which should be underneath a line that says "generating crystals for[x,y,z]". Now that I look at it the next release of the nodepack will have a more descriptive printline for the placement of crystals.
In terms of the obsidian and nether armour/tools that'll take a bit more time because I'll have to edit it so that if you don't have the Kimberlite pack you can get the ingot via a different means, as at the moment you can only get the ingots with the compacter. But I will do it eventually.
i'll look into the txt to make sure crystals do appear
and for the armor/tools, i wouldn't mind downloading your Kimberlite pack, since it makes sense that obsidian would take that much power to smelt
Ah.. I see. It requires modloader version 4. Will put that in big writing at the top of the post.
Also I just realised that with my mod I was overwriting gui/items.png. this was a mistake and could be why some people are having trouble getting the item images to work. I have fixed it in version 1.2 try it out and see if it works.
i found some white crystals... are they for anything good? or just decoration? cant find a recipe with them...
Since the release of NodePack 1.2 white gems or Soulgems are used to create wands that create a Mob Spawner.
Follow the following recipe taken from recipes.txt in the NodePack:
----------------------------------------
MobSpawner Staff: creates a mobspawner of the type specified by the type of MobSpawner Stone.
X X
S S
S S
X = MobSpawner stone
S = stick
MobSpawner Stone: creates a stone that represents a mob type specified by the colour of the centre gem.
X
XYX
X
X = soulgem
Y = ruby, saphire, emerald, amethyst, cirtine
okay...?
white Crystal = soul gem?
i dont get it... if i replace X with the white crystal: wont work
try to smelt the crystal: wont work
try to craft the crystal to something, somehow: wont work
so... what do?
My guess is you managed to get the crystals via inventory editing. If you had gathered them the normal way you would realise that when you break a crystal it drops crystal shards. You must then form a gem from four of those crystal shards in a box shape. You can use these gems to make different stones. And the stones with some sticks make the wands or staff. So place the crystals you have, break them, collect the shards and use them.
sry for bother, but i like the mod so far... and wanna see the crystals and how they work
thx so far, for taking time for me
My apologies for assuming that. I've done some quick testing and I see what you mean. I think I know exactly what's wrong, it's a very silly mistake on my behalf. I will repackage the mod tomorrow morning. I'll also add a changelog section to the original post so it's easier for ya'll to see what and when I've changed stuff.
But for now I've gotta sleep..... brain turning of..... *-click-*
[EDIT] I've just fixed the problem and re-uploaded the crystal pack. Also added a change log, keep checking it out to see when I've fixed/added stuff.
I agree. I don't know how to do that at the moment, but I will look into it.
[EDIT] added full control over the built in values I was using thanks to the gui api. Should work out a treat.
I did read somewhere that someone requested a ruin mod. I was unaware somebody had already filled that need, but I figured that some one may have. I'm not sure exactly how similar mine and theirs are, as I have never seen theirs in action. However, I'm sure they are different enough. :wink.gif:
so yeah, no copyin' here mate!
Stupidity on the rise with a 40% chance of shitstorms.
At the moment the crystal pack has not been released separately, you do get it when you download and install the entire NodePack (link at top of original post). I will release the crystal pack separately when I have added a few more wands... and given them cooler names.
in response to d00dv4d3r ruin mod. As far as I can tell, his does not use ModLoader as he specifies it overwrites one of the default minecraft classes. My mod does not do this. Also in d00dv4d3r's mod you seem to have more control over the shape of the ruins. At the moment my ruins are pretty much restricted to about 4 types. Obviously they are random, but the algorithm controlling the basic shape, a circle, is still only just that.. a circle. In future releases I plan on adding several more types to those that spawn. Most likely including other basic shapes for my random algorithms to work with.
Thanks mate! :biggrin.gif:
Okay. Just keep checking for updates. The separate release will probably be out some time tomorrow.
For now the classes that the crystal generation uses are:
Block Crystal, ItemHealWand, ItemRepairWand, mod_NodeCrystalPack, mod_NodePack, WorldGenCrystals
Including just them *should* work. Let me know how it goes. :biggrin.gif:
I have a question about the metal detector:
Would it be possible to update this so that only the sides of the block would light up in the direction that the ore is detected?
So if there is gold detected on the right side of the cube, only the right side would show the image? It would look even better if the panel of the cube gave off some light illumination or even pulsed :tongue.gif:
To go even farther you could maybe only make the cube light up if it was placed on top of one of your illumination tubes. Then, all sides of the cube would be visible, and you could make the illumination dim on the tube, and then just glow from the side of the cube that the ores are being detected on. (I know, I know, that is probably a bit much, but would be so awesome!!)
Another idea might be crafting the metal detector with an arrow which would add an arrow to the top of the metal detector that would point in the direction the nearest ore was detected. (This obviously wouldn't help if the ore was above or below you, hence the glowing sides in the previous suggestion).
Just giving ideas and feed back, but still love these mods!
If you are looking for future things to work on, a monster detector box would be awesome! I can't tell you how many times I've been in a cave hearing "eehhhhhh, eehhhhhhh" and digging tunnels in every direction and never being able to find the damn mobs!
Good work.
I have checked the ModLoader log and it doesn't say what the cause was. I have also, as a last resort, tried installing it manually instead of with Minecrafter. Still no luck. I have a Mac running on 10.6.6 with a 64-bit Minecraft (patched) if that makes a difference.
Thank you for making such a great mod pack! I really look forward to fixing this problem.
EDIT: I also tried the Illumination Tube mod and that one made my game crash too. So then I tried installing the whole pack minus the Illumination Tube files. Still crashing .
it works as in no crashes or black screen, but im yet to find any crystals and i did start a new world.
EDIT: ill also be waiting for the separate release of obsidian tools/armor :wink.gif:
Yeah, I had considered only lighting up the faces in the direction of the ore. However I passed this off for too much work and at the time I was wanting to work on my other mods. So I will have another look at it and try and get it working.
At the moment the metal detector actually does emit a feint light but I'm not exactly sure how to get only some side panels to emit light. I do agree though it'd be awesome!
If I manage to get the directions to work with the metal detector then I'll add in a monster detector too that shows the direction of mobs. Shouldn't be too much harder.
Okay I haven't tested these mods on a mac, you could very well be the first person who is trying. I also haven't tried installing them any other way apart from manually... and you managed to get the crossbow mod to work it just didn't show any textures. Is there any way you could try running with just modloader, gui api and my mods and check the NodePack_log.txt it should be found in the same directory as your minecraft.jar. the one you double click and run. Could you copy the contents of that in a post here, that might help me figure out what's going wrong.
I'm not sure why it'd be crashing with the illumination tube though. Have you made sure you've got the latest versions of modloader and the gui api?
I just manually installed toomanyitems after I had already installed ModLoader, the GuiApi and my mods. and it seems to work fine on my computer. Here's a screenshot:
All I can think of is get the latest versions again and start from fresh. See if that works.
Crystals are usually found fairly deep underground and sometimes do take quite a lot of searching to find. But when you find them, from my experience you find a LOT of them. Well enough to make some pretty wands anyway. :wink.gif:
If you get tired of searching check in your NodePack_log.txt it'll contain lines that look like "placed at [x,y,z]" which should be underneath a line that says "generating crystals for[x,y,z]". Now that I look at it the next release of the nodepack will have a more descriptive printline for the placement of crystals.
In terms of the obsidian and nether armour/tools that'll take a bit more time because I'll have to edit it so that if you don't have the Kimberlite pack you can get the ingot via a different means, as at the moment you can only get the ingots with the compacter. But I will do it eventually.
i'll look into the txt to make sure crystals do appear
and for the armor/tools, i wouldn't mind downloading your Kimberlite pack, since it makes sense that obsidian would take that much power to smelt
Ah.. I see. It requires modloader version 4. Will put that in big writing at the top of the post.
Also I just realised that with my mod I was overwriting gui/items.png. this was a mistake and could be why some people are having trouble getting the item images to work. I have fixed it in version 1.2 try it out and see if it works.
Since the release of NodePack 1.2 white gems or Soulgems are used to create wands that create a Mob Spawner.
Follow the following recipe taken from recipes.txt in the NodePack:
My guess is you managed to get the crystals via inventory editing. If you had gathered them the normal way you would realise that when you break a crystal it drops crystal shards. You must then form a gem from four of those crystal shards in a box shape. You can use these gems to make different stones. And the stones with some sticks make the wands or staff. So place the crystals you have, break them, collect the shards and use them.
My apologies for assuming that. I've done some quick testing and I see what you mean. I think I know exactly what's wrong, it's a very silly mistake on my behalf. I will repackage the mod tomorrow morning. I'll also add a changelog section to the original post so it's easier for ya'll to see what and when I've changed stuff.
But for now I've gotta sleep..... brain turning of..... *-click-*
[EDIT] I've just fixed the problem and re-uploaded the crystal pack. Also added a change log, keep checking it out to see when I've fixed/added stuff.