Ahh, just thought of another idea while I was making supper - I miss interdiction torches from EE2. Maybe if there were a 'warding stone'-type craftable block to keep monsters at bay in a, say, 5x5 area centered around said block (could be config'd). It sure as hell beats over 9000 torches outside my base to keep creepers away (or fencing everything in like a prison). Alternately there could be a 'bait stone'-type block that attracts baddies (perhaps even to their doom? would be a novel way to make mob traps - lure them through a labyrinth of cactus & those damage-inflicting blocks I mentioned in a previous post). Maybe make all these new blocks redstone-powered so they don't have a persistent effect (in case this causes some kind of server load)?
Imma shut up now, haha. Thanks for reading over my ideas!
-edit- I do have a question about Mystic Ruins - does the generation of these structures interfere with vanilla dungeons & strongholds? I've seen in older versions of MR (as in fan-updated versions circa 1.0-1,2,5) a large underground dungeon intersect a stronghold, but they don't replace anything specifically do they? I've not messed with Ruins terribly much so I wasn't sure how your rewrite handled things behind the scenes (also, I'm no modder).
Ahh, just thought of another idea while I was making supper - I miss interdiction torches from EE2. Maybe if there were a 'warding stone'-type craftable block to keep monsters at bay in a, say, 5x5 area centered around said block (could be config'd). It sure as hell beats over 9000 torches outside my base to keep creepers away (or fencing everything in like a prison). Alternately there could be a 'bait stone'-type block that attracts baddies (perhaps even to their doom? would be a novel way to make mob traps - lure them through a labyrinth of cactus & those damage-inflicting blocks I mentioned in a previous post). Maybe make all these new blocks redstone-powered so they don't have a persistent effect (in case this causes some kind of server load)?
Imma shut up now, haha. Thanks for reading over my ideas!
-edit- I do have a question about Mystic Ruins - does the generation of these structures interfere with vanilla dungeons & strongholds? I've seen in older versions of MR (as in fan-updated versions circa 1.0-1,2,5) a large underground dungeon intersect a stronghold, but they don't replace anything specifically do they? I've not messed with Ruins terribly much so I wasn't sure how your rewrite handled things behind the scenes (also, I'm no modder).
I could easily make a set of blocks that did not allow mobs to spawn on them as far as building with, and I was wanting to do torches, but using iridium. 1 to 1 crafting using a stick and an iridium nugget that disallows mob spawns within a range/poisons mobs/something with mobs here. As far as ruins, I'm working on making them NOT generate in ravines/dungeons/mineshafts, that's an issue I've experienced and dislike.
I could easily make a set of blocks that did not allow mobs to spawn on them as far as building with, and I was wanting to do torches, but using iridium. 1 to 1 crafting using a stick and an iridium nugget that disallows mob spawns within a range/poisons mobs/something with mobs here. As far as ruins, I'm working on making them NOT generate in ravines/dungeons/mineshafts, that's an issue I've experienced and dislike.
Though it *is* kinda neat having naturally-spawning bridges spanning the ravine or, if the ruins spawn a long hallway along the side of a ravine, what I like to call 'dungeon-with-a-view'. But yeah.. it is kinda wanky. Can't have it all! The iridium nugget with a stick is a great idea! I must have missed where you said you were making iridium nuggets, that's a spiffy idea. Also, hopefully, this will make people move away from the idea that your iridium should be the same as IC2 iridium. You could always change the name down the road if it's a problem for the more OCD of us. I also saw you were adding magic bags - how will those work exactly? Like ender pouches? I'm a shade confused.
-edit- Side note - I'd open a vein for true colored torches whenever MC's lighting engine gets rewritten for true colored light. Just throwing that out there
Though it *is* kinda neat having naturally-spawning bridges spanning the ravine or, if the ruins spawn a long hallway along the side of a ravine, what I like to call 'dungeon-with-a-view'. But yeah.. it is kinda wanky. Can't have it all! The iridium nugget with a stick is a great idea! I must have missed where you said you were making iridium nuggets, that's a spiffy idea. Also, hopefully, this will make people move away from the idea that your iridium should be the same as IC2 iridium. You could always change the name down the road if it's a problem for the more OCD of us. I also saw you were adding magic bags - how will those work exactly? Like ender pouches? I'm a shade confused.
-edit- Side note - I'd open a vein for true colored torches whenever MC's lighting engine gets rewritten for true colored light. Just throwing that out there
Yeah, my dungeon code checks to see if it's a stone (in an array of 5x5) and then begins structure spawning (keep in mind that it does this randomly, not every single time), but I added code to check if it's NOT wood planks or NOT fences to avoid the mineshaft shenanigans I've seen. The Magical Bags are bags that share the same inventory with your vanilla enderchest, so you can have portable storage. Similar to ender storage's way, but simpler! The iridium nuggets have always been around, just often missed when talking about the ores portion. And the colored torches: yes yes yes and yes. They will likely involve the colored stones to craft! Regarding the iridium name, I made them "nuggets" so the name doesn't conflict unless you have gregtech.
I've been meaning to ask, why did you remove the mystic vines + vine strands + bitter soup etc.? Not that I miss those parts of the mod.
Vines and strands were removed as they are pretty much unnecessary with vanilla vines. As far as the soup? I didn't see the point in making it if I didn't have special vines to do it with.
As far as the update I announced....
I'm working on it. Actually, I'm working on 1.5. And Mojang, the nice people they are, have basically broken 60% of my code :|
I have no idea what I did this time. Long story short, I am suddenly unable to load or create any worlds with any part of the Mystic Pack active; they all hang indefinitely. All I know is it isn't a conflict, because stripping down my configuration to the bare minimum produces the same results, and it's nothing I did to the .zip files, because they're freshly downloaded from the first post.
I even did a near-fresh (kept config files, saves, external mods, and texture packs) install of Minecraft to make sure nothing could be interfering with it, but this didn't change anything. I'm pretty sure I'm the only person with this problem, so what did I break?
Vines and strands were removed as they are pretty much unnecessary with vanilla vines. As far as the soup? I didn't see the point in making it if I didn't have special vines to do it with.
As far as the update I announced....
I'm working on it. Actually, I'm working on 1.5. And Mojang, the nice people they are, have basically broken 60% of my code :|
Ahh, so all the stuff in the changelog you posted earlier will be for 1.5?
I'm not sure how, but I fixed the problem I was having, finally. Sorry for posting so much about these weird errors that seem to resolve on their own somehow.
Vines and strands were removed as they are pretty much unnecessary with vanilla vines. As far as the soup? I didn't see the point in making it if I didn't have special vines to do it with.
As far as the update I announced....
I'm working on it. Actually, I'm working on 1.5. And Mojang, the nice people they are, have basically broken 60% of my code :|
it's in the name of PROGRESS! :B I seriously hate that they seem to mess with modders so much when they do these big content patches, though.
1.5 was a deceptively deep update. I'm quite content to wait a month or two on 1.4.7 so that my favorite mods can update. My current mod package isn't going anywhere, and there are some I haven't even touched yet, so I have plenty to do in the meantime.
1.5 was a deceptively deep update. I'm quite content to wait a month or two on 1.4.7 so that my favorite mods can update. My current mod package isn't going anywhere, and there are some I haven't even touched yet, so I have plenty to do in the meantime.
.
I'm actually done with the update, just having an extremely hard time getting my code to reobfuscate (the process that takes my code I write and turns it into code the game can run) :I
The textures for the weapons and tools are also included from Rhodox's Painterly Pack textures in addition to the ore textures as were the Brick, Plank, Cobblestone and Stone Brick that I re-coloured.
The smooth coloured stones are from Daveyx0's textures these i also re-coloured to suit my tastes.
The Zip file contains variations for dark or light painterly stone and classic style or red stone netherrack.
Imma shut up now, haha. Thanks for reading over my ideas!
-edit- I do have a question about Mystic Ruins - does the generation of these structures interfere with vanilla dungeons & strongholds? I've seen in older versions of MR (as in fan-updated versions circa 1.0-1,2,5) a large underground dungeon intersect a stronghold, but they don't replace anything specifically do they? I've not messed with Ruins terribly much so I wasn't sure how your rewrite handled things behind the scenes (also, I'm no modder).
I could easily make a set of blocks that did not allow mobs to spawn on them as far as building with, and I was wanting to do torches, but using iridium. 1 to 1 crafting using a stick and an iridium nugget that disallows mob spawns within a range/poisons mobs/something with mobs here. As far as ruins, I'm working on making them NOT generate in ravines/dungeons/mineshafts, that's an issue I've experienced and dislike.
Though it *is* kinda neat having naturally-spawning bridges spanning the ravine or, if the ruins spawn a long hallway along the side of a ravine, what I like to call 'dungeon-with-a-view'. But yeah.. it is kinda wanky. Can't have it all! The iridium nugget with a stick is a great idea! I must have missed where you said you were making iridium nuggets, that's a spiffy idea. Also, hopefully, this will make people move away from the idea that your iridium should be the same as IC2 iridium. You could always change the name down the road if it's a problem for the more OCD of us. I also saw you were adding magic bags - how will those work exactly? Like ender pouches? I'm a shade confused.
-edit- Side note - I'd open a vein for true colored torches whenever MC's lighting engine gets rewritten for true colored light. Just throwing that out there
Yeah, my dungeon code checks to see if it's a stone (in an array of 5x5) and then begins structure spawning (keep in mind that it does this randomly, not every single time), but I added code to check if it's NOT wood planks or NOT fences to avoid the mineshaft shenanigans I've seen. The Magical Bags are bags that share the same inventory with your vanilla enderchest, so you can have portable storage. Similar to ender storage's way, but simpler! The iridium nuggets have always been around, just often missed when talking about the ores portion. And the colored torches: yes yes yes and yes. They will likely involve the colored stones to craft! Regarding the iridium name, I made them "nuggets" so the name doesn't conflict unless you have gregtech.
Vines and strands were removed as they are pretty much unnecessary with vanilla vines. As far as the soup? I didn't see the point in making it if I didn't have special vines to do it with.
As far as the update I announced....
I'm working on it. Actually, I'm working on 1.5. And Mojang, the nice people they are, have basically broken 60% of my code :|
I even did a near-fresh (kept config files, saves, external mods, and texture packs) install of Minecraft to make sure nothing could be interfering with it, but this didn't change anything. I'm pretty sure I'm the only person with this problem, so what did I break?
Ahh, so all the stuff in the changelog you posted earlier will be for 1.5?
.
I'm actually done with the update, just having an extremely hard time getting my code to reobfuscate (the process that takes my code I write and turns it into code the game can run) :I
So I messed around a little re-naming them.
Don't mind if I do.
http://www.mediafire...cno9qc8y3015q47
Pics
Mystic Ores
Mystic Ores with Darker Stone
With Lighter Stone
Classic style Netherrack
Deep Red Stone Netherrack
Mystic Stones
The textures for the weapons and tools are also included from Rhodox's Painterly Pack textures in addition to the ore textures as were the Brick, Plank, Cobblestone and Stone Brick that I re-coloured.
The smooth coloured stones are from Daveyx0's textures these i also re-coloured to suit my tastes.
The Zip file contains variations for dark or light painterly stone and classic style or red stone netherrack.
Credits
All textures are created by Rhodox of the Painterly Pack http://painterlypack.net/
And Daveyx0 http://www.minecraft...pport-and-more/ (the Smooth coloured stone textures)
I take no credit for my ability to copy and paste file names and work Gimps Lightness/Hue/Saturation sliders.