This is the Only Mod [Starting Inventory] that comes close, at least in my searches, to what I've been looking for.
However, there's only 1 catch,
I want people to be able to choose a starting Class, as it were.
So they can pick their own Starter Pack when starting the map.
I'm not too sure how easy this would be to implement,
cause I'm no good with Java, but I was thinking it could go like this
When you save, you can put
/startinginv save Rouge
/startinginv save Paladin
Stuff like that
Now this I'm assuming would be the harder part;
when a Player First Spawns in the World,
he's Prompted to choose one of the Classes you've made, which would run the
/startinginv load [Class]
When Clicked
Is there already a Mod like this? I haven't been able to find one at all, this comes closest.
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Luke_Thompson
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RE: Starting Inventory
Can you set it for a specific world, which will override the global settings? I wish to make a questing map within my pack but want to remove the automatic giving of items at the beginning (These items are necessary for the standard play in the pack). Is this possible?
The Meaning of Life, the Universe, and Everything.
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RadarFolf
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Good Mods! I have tested them all and they all work perfectly on the newest 1.8 build of forge, I have had only one crash using one of the mods but they was because I turned my chunks on 32, lol. The mods are totally awesome and I'm running 250 FPS like normally! Thanks for the great mods again!
Can you please update Block Breaker/Connect Destruction to 1.7.10? I've tried Veinminer and it's just complete bollux, it doesn't detect the blocks that tools are to break and the author couldn't give 2 figs about anyone.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I downloaded bspkrsCore mod an ran minecraft and had no problem
now i want to use the treecapitor mod but it says it doesn't work on mincraft 1.8.8.
Now i'm a bit confused that the bspkrscore mod works and treecapitor not.
Can someone explain or help me.
I'm using forge
The most recent supported version of both bskprsCore and Treecapitator is only 1.8. Neither of them should be working on the 1.8.8 version. Even though Microsoft has only put out updates to fix bugs and enable worlds to be compatible, it is still technically a separate version so mods need to be updated to work properly. The best way to tell if a mod is working or not is when you are on the Main menu of MC, hit the "mods" button on the right hand side. If the list shows bpkrscore there, then it works. If not than sorry. Just because the game let's you open a world after adding a mod doesn't always mean it's enabled. MC has a habit of ignoring dependency mods, even if it's a wrong version.
While it's not a "Must have or I can't play" type of mod, this is most certainly a mod that controls where I live in game. If I can clear a forest quickly, then I live there. If I have to chop each tree, block by block, to the plains it is! I, for one, am most certainly looking forward to the hopeful 1.9 update
Now, as far as I can tell. That should work perfectly. But whenever I start the server with that code in the Treecapitator.cfg files, it gets moved to the top of the file, to be left unused.
Is there a flaw in the code? I don't see one. Help!
For those who are desperate for Treecapitator to be updated, in the mean time here is an alternative mod. It's not exactly the same, it doesn't effect vanilla axes, just adds one.
Cool mods dude! I think i will add them to my modpack
http://api.technicpack.net/modpack/computercows
if you want me to remove them just ask
This is the Only Mod [Starting Inventory] that comes close, at least in my searches, to what I've been looking for.
However, there's only 1 catch,
I want people to be able to choose a starting Class, as it were.
So they can pick their own Starter Pack when starting the map.
I'm not too sure how easy this would be to implement,
cause I'm no good with Java, but I was thinking it could go like this
When you save, you can put
/startinginv save Rouge
/startinginv save Paladin
Stuff like that
Now this I'm assuming would be the harder part;
when a Player First Spawns in the World,
he's Prompted to choose one of the Classes you've made, which would run the
/startinginv load [Class]
When Clicked
Is there already a Mod like this? I haven't been able to find one at all, this comes closest.
That would be easy
RE: Starting Inventory
Can you set it for a specific world, which will override the global settings? I wish to make a questing map within my pack but want to remove the automatic giving of items at the beginning (These items are necessary for the standard play in the pack). Is this possible?
Good Mods! I have tested them all and they all work perfectly on the newest 1.8 build of forge, I have had only one crash using one of the mods but they was because I turned my chunks on 32, lol. The mods are totally awesome and I'm running 250 FPS like normally! Thanks for the great mods again!
STUFF I SUPPORT:
Is there a way of setting Starting Inventory items to be soulbound to the player they start with?
I love the mod. Works great in 1.7.10.
Can you please update Block Breaker/Connect Destruction to 1.7.10? I've tried Veinminer and it's just complete bollux, it doesn't detect the blocks that tools are to break and the author couldn't give 2 figs about anyone.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Hello, could you please update to the 1.8.9 version?
1.8 and 1.8.8 are actually different versions. As of right now there is no 1.8.8 version.
The most recent supported version of both bskprsCore and Treecapitator is only 1.8. Neither of them should be working on the 1.8.8 version. Even though Microsoft has only put out updates to fix bugs and enable worlds to be compatible, it is still technically a separate version so mods need to be updated to work properly. The best way to tell if a mod is working or not is when you are on the Main menu of MC, hit the "mods" button on the right hand side. If the list shows bpkrscore there, then it works. If not than sorry. Just because the game let's you open a world after adding a mod doesn't always mean it's enabled. MC has a habit of ignoring dependency mods, even if it's a wrong version.
Well I think you must have done a typo somewhere because the core mod thinks it needs a more recent version than the most recent version.
When live give you lemons, make apple pie.
Could Treecapitator be made to multiply breaking time by the trunk area rather than by height?
Fantastic mod
While it's not a "Must have or I can't play" type of mod, this is most certainly a mod that controls where I live in game. If I can clear a forest quickly, then I live there. If I have to chop each tree, block by block, to the plains it is! I, for one, am most certainly looking forward to the hopeful 1.9 update
I'm looking forward to an update soon that'll be for 1.8.9/1.9 : ).
here is a modpack im making with treecapitator http://www.technicpack.net/modpack/fabulous-rpg.831632
Hi there! I've been playing on a modded server with my friends. Using the modpack Direwolf20.
We added Treecapitator into the list of mods, because. Why not, right?
One of the trees was not working with the mod, so I found a premade code for it. It of course is the Witchwood tree from Ars Magica 2.
Here's the code
Now, as far as I can tell. That should work perfectly. But whenever I start the server with that code in the Treecapitator.cfg files, it gets moved to the top of the file, to be left unused.
Is there a flaw in the code? I don't see one. Help!
I agree! I really hope this mod isn't dead... I haven't seen an update for it in a very long time.
For those who are desperate for Treecapitator to be updated, in the mean time here is an alternative mod. It's not exactly the same, it doesn't effect vanilla axes, just adds one.
Whole Tree Axe:
http://mods.curse.com/mc-mods/minecraft/243432-wholetreeaxe