Thanks for all the hard work, the server is still not working, the instructions are unclear, I suggest you try to install it using your own instructions and see what you get, also keep the exact same structure in your zip file as how it is supposed to be installed this will save us a lot of confusion. This is what I get now when i run the server
Exception in thread "main" java.lang.VerifyError: (class: it, method: b signatur
e: (Lge;IIILjava/util/Random;)V) Incompatible object argument for function call
at vz.<clinit>(SourceFile:119)
at ky.a(SourceFile:122)
at ky.<clinit>(SourceFile:56)
at net.minecraft.server.MinecraftServer.main(MinecraftServer.java:642)
Same here. In particular, I have no idea what to do with the "Resource Files" folder. Also, it is confusing to add the contents of "Mods Folder" to the folder called "mods" & with no capital M. You have to make it idiot-proof (for people like me). It might help to add a text file with PRECISE installation instructions to both client and server downloads. And the OP will be a confusing minefield for people who aren't familiar with your style. It might scare people off- version numbers wrong in download, references to 1.8 & 1.8.1, the giant appeal for help with SMP,etc. But that won't bother me if only I can play Zombieworld SMP after all these years.
But I am very grateful for SSP which seems to be OK, although I was only in long enough to see zombies and what appears to be a ruin far off in the distance. I must go explore it now.
Hmmmm. It's too easy to criticize when I don't mod, but it's got to be hard to see the big picture when you are immersed in java. And I know it's a WIP but after playing only an hour or so, I'm going to give some constructive criticism. Yay, right?
So far it's not as scary as it is repetitive. Sand,sand,sand,sand, hit zombie, hit zombie,hit zombie, hit zombie,hit zombie, hit zombie. None of the ruins (so far in my game) are more than a few stacked blocks with a few gaps. Not scary or intriguing.
My son and I are both playing SSP. A little while ago I secretly used INVedit and planted a chest full of diamond tools and armor, a bow and arrows, a fishing pole and some golden apples- this is in MY world. ( I had decided to gear up and cover more ground to try to find new things just to evaluate the mod) But I buried this chest under a ruin and while I was talking to him, I "found" it. He went bananas and was very excited about his own game for awhile. It was a dirty trick.
I think this game is missing treasure. Not craft a+b+c to get a gun and blast zombies. The guns aren't the thing with the most potential in this mod. It's overcoming adversity with skill and a little luck. A little treasure here and there gives you more reasons to explore. Instead of 10 or 20 random blocks, build a little cabin we guess was built by dead ex-survivors. Now cave-in the roof, blast open the door and fill it with some sand. And maybe there's a secret basement that might hide more danger/rewards. Maybe theres a chest with a few torches and an iron sword, or whatever. All the random useful or not-so-useful things we find would add excitement.
The ruiins are great for atmosphere, but I think it would be better to vary the size and complexity a little more. Some of these zombies are wearing suits and ties, so why not a partially collapsed office building with several floors to explore. The wasteland should have remnants of the longest lasting survivors. Why not a wrecked farm with a few mutated wheat plants and pigs that have survived- apparently by eating each other since they're still inside their fence. That would support the post-apocalyptic theme, and provide the beginning of a renewable food source.
How YOU implement whatever content you want to add, try to keep in mind how boring it is to kill a zombie. In vanilla, they are my least favorite mob. And they only drop rotten flesh that makes you sick. In my opinion, for your mod to thrive, there has to be more than just killing zombies.
Good job so far. I can't wait to see this mod after a little more progress is made.
Hmmmm. It's too easy to criticize when I don't mod, but it's got to be hard to see the big picture when you are immersed in java. And I know it's a WIP but after playing only an hour or so, I'm going to give some constructive criticism. Yay, right?
So far it's not as scary as it is repetitive. Sand,sand,sand,sand, hit zombie, hit zombie,hit zombie, hit zombie,hit zombie, hit zombie. None of the ruins (so far in my game) are more than a few stacked blocks with a few gaps. Not scary or intriguing.
My son and I are both playing SSP. A little while ago I secretly used INVedit and planted a chest full of diamond tools and armor, a bow and arrows, a fishing pole and some golden apples- this is in MY world. ( I had decided to gear up and cover more ground to try to find new things just to evaluate the mod) But I buried this chest under a ruin and while I was talking to him, I "found" it. He went bananas and was very excited about his own game for awhile. It was a dirty trick.
I think this game is missing treasure. Not craft a+b+c to get a gun and blast zombies. The guns aren't the thing with the most potential in this mod. It's overcoming adversity with skill and a little luck. A little treasure here and there gives you more reasons to explore. Instead of 10 or 20 random blocks, build a little cabin we guess was built by dead ex-survivors. Now cave-in the roof, blast open the door and fill it with some sand. And maybe there's a secret basement that might hide more danger/rewards. Maybe theres a chest with a few torches and an iron sword, or whatever. All the random useful or not-so-useful things we find would add excitement.
The ruiins are great for atmosphere, but I think it would be better to vary the size and complexity a little more. Some of these zombies are wearing suits and ties, so why not a partially collapsed office building with several floors to explore. The wasteland should have remnants of the longest lasting survivors. Why not a wrecked farm with a few mutated wheat plants and pigs that have survived- apparently by eating each other since they're still inside their fence. That would support the post-apocalyptic theme, and provide the beginning of a renewable food source.
How YOU implement whatever content you want to add, try to keep in mind how boring it is to kill a zombie. In vanilla, they are my least favorite mob. And they only drop rotten flesh that makes you sick. In my opinion, for your mod to thrive, there has to be more than just killing zombies.
Good job so far. I can't wait to see this mod after a little more progress is made.
thanks for telling me this.
new v.1.8.2:
better ruins with lootable stuff maybe some bunkers to hide from zombies left by survivors.
and some code cleanup
oh ya and dont worry after this v.1.9 will be all about smp!
thanks for telling me this.
new v.1.8.2:
better ruins with lootable stuff maybe some bunkers to hide from zombies left by survivors.
and some code cleanup
oh ya and dont worry after this v.1.9 will be all about smp!
Now I am even more proud to have the Zombieland banner. [Wipes away tear while saluting] You have made our weekend! I wish you much success with SMP once you recuperate if necessary.
I've been playing for most of 8 hours- it is vastly improved. I have enjoyed falling into a few traps. I now have a string farm thanks to one trap. And finding loot is terrific. I got lucky and found seeds and have made a wheat field and tree farm in my base. But I still have barely enough food to keep going. I got a couple eggs in a chest, so maybe you'll consider adding chickens?
That "Last Days" texture pack (with Optifine-Standard) really amps up the post-apocalyptic feeling. The items take a little effort to learn but once you do it's very cool and compliments the mod. Speaking of chickens, in this mod they look like awesome little hovering robots.
hey why does my zombies have no sound when my mod is installed? also i found the game boring after awhile in the same desert. I know it's like suppose to be a wasteland or something but maybe adding a few trees or grasslands would be better.
Great Mod you got there.
I've seen better but this is a butt kicking mod!
Rollback Post to RevisionRollBack
I'm wanting to create a space map. I just need the right textures. Give me a good space texture pack without MCpatcher and i will do just fine. I will credit you just...just tell me the link or...yeah.
Something needs to be done to prolong the FEAR you start out with. Once I stocked my little base with enough wheat to fill my hunger bar regularly and I could go out with my iron sword, it was downhill. Then I found the diamond block and it was over. Not even the biggest band of zombies were much of a threat as long as I have my diamond sword. Part of it is the zombies have no ranged attack or climbing ability- like the skeleton and spider. It limits their threat and all I have to do to reach safety is close a wooden door. Plus there is no need to explore.
I think there needs to be a period of time, like I mentioned in the PM, when zombies can trash your base and steal your stuff so you get beat down to basic survival. There is a mod called Invasion Mod that sort of does these things, but I think it would be enough if this only lasted a short time-depending on how fast they can break blocks and doors and chests. Or maybe its a boss that only appears during a full moon.
To encourage travel, I like the idea I mentioned before about a medicine you need to gather in order to keep from turning into a zombie. Maybe there's a plant you need to gather or meds from ruined laboratories, This would also introduce mod specific items. Or maybe it's a search for parts of a cure gun that zaps zombies into testificates.
I foolishly broke the block above the chest in the pyramid and I even grabbed a torch even though I KNOW it is used in traps to hold up sand. I was just so excited to get a torch. But in my next life, I looted the pyramid with no problem. I think there need to be tons of traps because they are fun, and I think it would also be great if there were variations of each kind of ruin. So if you found a pyramid, you wouldn't know what traps were inside until you tripped one of them. You might also want some parts to be bedrock so you can't break through the walls and defeat them.
And I think there should be as many cities as possible. It would be much more fun and hazardous to explore than sand dunes.
I have about sixteen eggs so far and when I am lucky enough to get two chickens, all my food worries will be over. This game is the most fun in the beginning when you are not safe and you have little or no food. What if eggs and chickens were EXTREMELY rare or even removed from the game. What if you had to combine the rotten flesh with a plant or medicine that makes it safe to eat. If you could only collect the plant and not farm it, you would have to be more of a nomad. So you'd have to keep killing zombies and traveling in order to survive.
This is just a bunch of ideas to maybe give you ideas to impliment what you want. But I think it's important for playability to keep us in bad shape. Once you get a safe place and a full belly, it gets boring fast.
Still love the mod & I can't wait for the next update.
Something needs to be done to prolong the FEAR you start out with. Once I stocked my little base with enough wheat to fill my hunger bar regularly and I could go out with my iron sword, it was downhill. Then I found the diamond block and it was over. Not even the biggest band of zombies were much of a threat as long as I have my diamond sword. Part of it is the zombies have no ranged attack or climbing ability- like the skeleton and spider. It limits their threat and all I have to do to reach safety is close a wooden door. Plus there is no need to explore.
I think there needs to be a period of time, like I mentioned in the PM, when zombies can trash your base and steal your stuff so you get beat down to basic survival. There is a mod called Invasion Mod that sort of does these things, but I think it would be enough if this only lasted a short time-depending on how fast they can break blocks and doors and chests. Or maybe its a boss that only appears during a full moon.
To encourage travel, I like the idea I mentioned before about a medicine you need to gather in order to keep from turning into a zombie. Maybe there's a plant you need to gather or meds from ruined laboratories, This would also introduce mod specific items. Or maybe it's a search for parts of a cure gun that zaps zombies into testificates.
I foolishly broke the block above the chest in the pyramid and I even grabbed a torch even though I KNOW it is used in traps to hold up sand. I was just so excited to get a torch. But in my next life, I looted the pyramid with no problem. I think there need to be tons of traps because they are fun, and I think it would also be great if there were variations of each kind of ruin. So if you found a pyramid, you wouldn't know what traps were inside until you tripped one of them. You might also want some parts to be bedrock so you can't break through the walls and defeat them.
And I think there should be as many cities as possible. It would be much more fun and hazardous to explore than sand dunes.
I have about sixteen eggs so far and when I am lucky enough to get two chickens, all my food worries will be over. This game is the most fun in the beginning when you are not safe and you have little or no food. What if eggs and chickens were EXTREMELY rare or even removed from the game. What if you had to combine the rotten flesh with a plant or medicine that makes it safe to eat. If you could only collect the plant and not farm it, you would have to be more of a nomad. So you'd have to keep killing zombies and traveling in order to survive.
This is just a bunch of ideas to maybe give you ideas to impliment what you want. But I think it's important for playability to keep us in bad shape. Once you get a safe place and a full belly, it gets boring fast.
Still love the mod & I can't wait for the next update.
ok,
v.1.9 update
multiplayer fix
ranged zombies
trees wont drop saplings and saplings will no longer be craftable(requires you to travel to new places to get wood)
may add trap variations
zombies will be able to break:sand,dirt,glass, and cobblestone.(requires you to make stone and not make your hose from dirt or sand)
ok,
v.1.9 update
multiplayer fix
ranged zombies
trees wont drop saplings and saplings will no longer be craftable(requires you to travel to new places to get wood)
may add trap variations
zombies will be able to break:sand,dirt,glass, and cobblestone.(requires you to make stone and not make your hose from dirt or sand)
Same here. In particular, I have no idea what to do with the "Resource Files" folder. Also, it is confusing to add the contents of "Mods Folder" to the folder called "mods" & with no capital M. You have to make it idiot-proof (for people like me). It might help to add a text file with PRECISE installation instructions to both client and server downloads. And the OP will be a confusing minefield for people who aren't familiar with your style. It might scare people off- version numbers wrong in download, references to 1.8 & 1.8.1, the giant appeal for help with SMP,etc. But that won't bother me if only I can play Zombieworld SMP after all these years.
But I am very grateful for SSP which seems to be OK, although I was only in long enough to see zombies and what appears to be a ruin far off in the distance. I must go explore it now.
Until its added, you can use INVedit ... http://www.minecraft...ventory-editor/
Edit level.dat in world folder.
So far it's not as scary as it is repetitive. Sand,sand,sand,sand, hit zombie, hit zombie,hit zombie, hit zombie,hit zombie, hit zombie. None of the ruins (so far in my game) are more than a few stacked blocks with a few gaps. Not scary or intriguing.
My son and I are both playing SSP. A little while ago I secretly used INVedit and planted a chest full of diamond tools and armor, a bow and arrows, a fishing pole and some golden apples- this is in MY world. ( I had decided to gear up and cover more ground to try to find new things just to evaluate the mod) But I buried this chest under a ruin and while I was talking to him, I "found" it. He went bananas and was very excited about his own game for awhile. It was a dirty trick.
I think this game is missing treasure. Not craft a+b+c to get a gun and blast zombies. The guns aren't the thing with the most potential in this mod. It's overcoming adversity with skill and a little luck. A little treasure here and there gives you more reasons to explore. Instead of 10 or 20 random blocks, build a little cabin we guess was built by dead ex-survivors. Now cave-in the roof, blast open the door and fill it with some sand. And maybe there's a secret basement that might hide more danger/rewards. Maybe theres a chest with a few torches and an iron sword, or whatever. All the random useful or not-so-useful things we find would add excitement.
The ruiins are great for atmosphere, but I think it would be better to vary the size and complexity a little more. Some of these zombies are wearing suits and ties, so why not a partially collapsed office building with several floors to explore. The wasteland should have remnants of the longest lasting survivors. Why not a wrecked farm with a few mutated wheat plants and pigs that have survived- apparently by eating each other since they're still inside their fence. That would support the post-apocalyptic theme, and provide the beginning of a renewable food source.
How YOU implement whatever content you want to add, try to keep in mind how boring it is to kill a zombie. In vanilla, they are my least favorite mob. And they only drop rotten flesh that makes you sick. In my opinion, for your mod to thrive, there has to be more than just killing zombies.
Good job so far. I can't wait to see this mod after a little more progress is made.
thanks for telling me this.
new v.1.8.2:
better ruins with lootable stuff maybe some bunkers to hide from zombies left by survivors.
and some code cleanup
oh ya and dont worry after this v.1.9 will be all about smp!
1.8.2 is out!
Now I am even more proud to have the Zombieland banner. [Wipes away tear while saluting] You have made our weekend! I wish you much success with SMP once you recuperate if necessary.
That "Last Days" texture pack (with Optifine-Standard) really amps up the post-apocalyptic feeling. The items take a little effort to learn but once you do it's very cool and compliments the mod. Speaking of chickens, in this mod they look like awesome little hovering robots.
Please keep adding more & more stuff!!!
hmm must be a world gen issue il fix it
I've seen better but this is a butt kicking mod!
I think there needs to be a period of time, like I mentioned in the PM, when zombies can trash your base and steal your stuff so you get beat down to basic survival. There is a mod called Invasion Mod that sort of does these things, but I think it would be enough if this only lasted a short time-depending on how fast they can break blocks and doors and chests. Or maybe its a boss that only appears during a full moon.
To encourage travel, I like the idea I mentioned before about a medicine you need to gather in order to keep from turning into a zombie. Maybe there's a plant you need to gather or meds from ruined laboratories, This would also introduce mod specific items. Or maybe it's a search for parts of a cure gun that zaps zombies into testificates.
I foolishly broke the block above the chest in the pyramid and I even grabbed a torch even though I KNOW it is used in traps to hold up sand. I was just so excited to get a torch. But in my next life, I looted the pyramid with no problem. I think there need to be tons of traps because they are fun, and I think it would also be great if there were variations of each kind of ruin. So if you found a pyramid, you wouldn't know what traps were inside until you tripped one of them. You might also want some parts to be bedrock so you can't break through the walls and defeat them.
And I think there should be as many cities as possible. It would be much more fun and hazardous to explore than sand dunes.
I have about sixteen eggs so far and when I am lucky enough to get two chickens, all my food worries will be over. This game is the most fun in the beginning when you are not safe and you have little or no food. What if eggs and chickens were EXTREMELY rare or even removed from the game. What if you had to combine the rotten flesh with a plant or medicine that makes it safe to eat. If you could only collect the plant and not farm it, you would have to be more of a nomad. So you'd have to keep killing zombies and traveling in order to survive.
This is just a bunch of ideas to maybe give you ideas to impliment what you want. But I think it's important for playability to keep us in bad shape. Once you get a safe place and a full belly, it gets boring fast.
Still love the mod & I can't wait for the next update.
ok,
v.1.9 update
multiplayer fix
ranged zombies
trees wont drop saplings and saplings will no longer be craftable(requires you to travel to new places to get wood)
may add trap variations
zombies will be able to break:sand,dirt,glass, and cobblestone.(requires you to make stone and not make your hose from dirt or sand)
servers are broken they will be fixed in next update.