There was a mod called "Weeping Angels" mod back in 1.5.2, it added, well weeping angels, I think it would be awesome to have these two mods merge or something like that. Here's the old thread http://www.minecraft...y13-forge-spmp/. Some guys continued the mod and updated it to 1.6.4 here http://www.minecraft...ing-angels-mod/.
Hey, I'm posting this over on the Grimore of Gaia 2 mod thread too but.
For some reason when the Dryad creature kills you most of the time a gravestone will not form. I suspect this has something to do with the fact that the player is also heavily poisoned at the time.
Hi
I am Taiwanese
I want to translation this mod to Chinese
Recently, a person who achieve this translation
I want to get your agree to use this translation
thanks.
Hi
I am Taiwanese
I want to translation this mod to Chinese
Recently, a person who achieve this translation
I want to get your agree to use this translation
thanks.
Surely I absolutely agree with any translations. But unfortunately I can not update mod till 9.01, cause I'm at vacation in another country at the moment.
Hey, I'm posting this over on the Grimore of Gaia 2 mod thread too but.
For some reason when the Dryad creature kills you most of the time a gravestone will not form. I suspect this has something to do with the fact that the player is also heavily poisoned at the time.
There was a mod called "Weeping Angels" mod back in 1.5.2, it added, well weeping angels, I think it would be awesome to have these two mods merge or something like that. Here's the old thread http://www.minecraft...y13-forge-spmp/. Some guys continued the mod and updated it to 1.6.4 here http://www.minecraft...ing-angels-mod/.
have you considered making a code, so when you die you'll automatically go into F5 mode and see your ghost rising from your dead body
instead of this old and boring death message
you could make it fancy so the ghost actually looks like you when you die, just more... dead.
your skin would be whiter and more transparant.
you would be able to actually see your body dead on the ground, or have the grave show up or have the grave show up after you respawned.
you could also give players the option to stay as a ghost for a set amount of time and allow them to roam the world in a certain radius around the point you died.
and is it possible for you to take use of minimap mods like Rei's and Zan's so when your grave spawns it'll generate a waypoint for those minimaps?
I know these mods at a deathpoint, but they do not generate a specific waypoint for the location of your gravestone.
if there would be this option, you'd never lose your grave again even if you were to die in a liquid pool.
also, what I am still really missing for a gravestone mod is the storage of experience after death, I am really looking for this function for a gravestone mod.
perhaps you could have it so the villager sell a potion.
if you would drink that potion, your experience would be placed in an urn that's placed inside your gravestone when you die.
if you then place that urn down and break it you'd get all your experience back, or you could just drink from the urn.
you could also have a setting so you either need to drink the potion once for this to happen, or you've to drink it after every time you die.
these are just some ideas I thought of and wanted to share them with you.
i tried many versions, old and new for 1.6.4, everything works, all the mobs and items are in it but when i die in survivel it should place a gravestone... but then the game crashes... ? help?
have you considered making a code, so when you die you'll automatically go into F5 mode and see your ghost rising from your dead body
instead of this old and boring death message
you could make it fancy so the ghost actually looks like you when you die, just more... dead.
your skin would be whiter and more transparant.
you would be able to actually see your body dead on the ground, or have the grave show up or have the grave show up after you respawned.
you could also give players the option to stay as a ghost for a set amount of time and allow them to roam the world in a certain radius around the point you died.
and is it possible for you to take use of minimap mods like Rei's and Zan's so when your grave spawns it'll generate a waypoint for those minimaps?
I know these mods at a deathpoint, but they do not generate a specific waypoint for the location of your gravestone.
if there would be this option, you'd never lose your grave again even if you were to die in a liquid pool.
also, what I am still really missing for a gravestone mod is the storage of experience after death, I am really looking for this function for a gravestone mod.
perhaps you could have it so the villager sell a potion.
if you would drink that potion, your experience would be placed in an urn that's placed inside your gravestone when you die.
if you then place that urn down and break it you'd get all your experience back, or you could just drink from the urn.
you could also have a setting so you either need to drink the potion once for this to happen, or you've to drink it after every time you die.
these are just some ideas I thought of and wanted to share them with you.
One thing that I would consider a good idea would to make the catacombs have something like the Twilight Forest's Underdark castle's outer layer guard.... effectively, a block that is only mine-able from one side, that side being the one pointed to the inside of a structure.
What this means is that you can't break into a catacomb from the outside, but have to actually go though the entrance. While you could use Bedrock for this, the problem with that is that after you beat the place, you can't get rid of it or alter it. With the Twilight Forest style approach, you could set it up so you could destroy it afterwards from the inside, without being able to sneak in to steal loot without actually going inside.
The reason I ask for this is my server likes this as it is one of the hardest "dungeon" style mods we have access to, but it has a tendancy to generate well outside of the ground do to the world generator we use, ATG, which generates very tall mountains and very hilly landscapes. We have had cases of entire catacombs being fully in the air with all the loot to be freely seen/stolen (as well as the lava from the Wither chamber flowing all over the outside of the room and though it's "floor".)
If you ask Benematic, he might be happy to help you out setting this up, as this is one thing which has heavily made me consider removing your mod from my server pack (I can't make everyone play it fair, too often I find people just looting them from the outside to get all the great loot without the effort). Also, can I recommend being able to disable the Twilight Forest Wraiths? They tend to just be derps in the very small confines of the catacombs, not doing much, and making the place easier as a result.
One thing that I would consider a good idea would to make the catacombs have something like the Twilight Forest's Underdark castle's outer layer guard.... effectively, a block that is only mine-able from one side, that side being the one pointed to the inside of a structure.
What this means is that you can't break into a catacomb from the outside, but have to actually go though the entrance. While you could use Bedrock for this, the problem with that is that after you beat the place, you can't get rid of it or alter it. With the Twilight Forest style approach, you could set it up so you could destroy it afterwards from the inside, without being able to sneak in to steal loot without actually going inside.
The reason I ask for this is my server likes this as it is one of the hardest "dungeon" style mods we have access to, but it has a tendancy to generate well outside of the ground do to the world generator we use, ATG, which generates very tall mountains and very hilly landscapes. We have had cases of entire catacombs being fully in the air with all the loot to be freely seen/stolen (as well as the lava from the Wither chamber flowing all over the outside of the room and though it's "floor".)
If you ask Benematic, he might be happy to help you out setting this up, as this is one thing which has heavily made me consider removing your mod from my server pack (I can't make everyone play it fair, too often I find people just looting them from the outside to get all the great loot without the effort). Also, can I recommend being able to disable the Twilight Forest Wraiths? They tend to just be derps in the very small confines of the catacombs, not doing much, and making the place easier as a result.
Hm.. It is a really very strange.... I'll think about such type of block.
But such catacombs generation disturbing me more.
As for wraith - yes, it spawn will be fixed in next update.
FYI, there's an incompatibility between Gravestone and iChun's Sync mod. I believe that the bug is on his end, but here's the bug report just in case: https://github.com/iChun/Sync/issues/76
CONFLICT @ 1295 item slot already occupied by net.minecraft.item.ItemBlock@7b8cedbb while adding gravestone.item.ItemBlockGSGraveStone@614bcf5b
I have no idea why thought since if I remove the gravestone mod there isn't anything that occupies either 1295 or 1551 (2195+256) (which is the id fpr gravestone).
I also get some messages in the log that gravestone replaces blocks from gravestone. Don't get why?
I love the mod beside this. Also, please don't start with adding new biomes to this mod. There are already so many mods adding biomes. Atm I believe I only have ~15 biome-id's free to use. :S
At the moment I can't seem to find any Catacombs. I've seen them before in a world with the same seed. Would they generate in the same place in a world with the same seed? Have I modified the config a little too much? Here it is:
# Configuration file
####################
# block
####################
block {
I:GraveStone=1551
I:Memorial=1554
I:TimeTrap=1553
I:WitherSpawner=1552
}
####################
# general
####################
general {
B:CanPlaceGravesEveryWhere=true
B:EnableNightStone=true
B:GenerateCatacombs=true
B:GenerateCemeteries=false
B:GenerateGravesInLava=true
B:GenerateMemorials=false
B:GeneratePetGraves=false
B:GeneratePlayerGraves=true
B:GenerateSingleGraves=false
B:GenerateSwordGraves=false
B:GenerateUndertaker=false
B:GenerateVillageMemorials=false
B:GenerateVillagerGraves=false
# This value must be between 0 an 40!
I:SavedItemsCount=40
B:SilkTouchForGraves=false
I:SpawnChance=0
# This value must be bigger than 1800!
I:SpawnRate=1800
B:SpawnSkeletonCats=false
B:SpawnSkeletonDogs=false
B:SpawnZombieCats=false
B:SpawnZombieDogs=false
}
####################
# item
####################
item {
I:Chisel=8729
}
Love the mod. I was wondering, though, if you could add support for nekosune's "UnDeath" mod...at least if/when it updates. The author is a good friend of mine, and I love her work. UnDeath in particular, I would love to use, since the player corpse enemies add an interesting dynamic, but when she and I talked about an update recently, I realized that I was already using this mod, and very worried that the two together would lead to item duplication. It would be pretty cool if you could set it up so with both together, any cause of death that creates an UnDeath mob leaves an empty (possibly damaged) "looted" grave.
How do you stop the graves from storing your inventory, and instead make your inventory just drop on the ground? I ask because for the fourth death in a row, either no grave has appeared, it has not stored the items, or it got washed away by a liquid (sludge). I'd prefer to pick things up off the floor anyway.
Grave will not be generated if it override another block(ecxept grass, snow, liquids...) Also, it will not be generated on not "solid", custom - not square blocks, but you can change it in configuration file. In this ways all items will be dropped.
Also grave will not be generated if you die by explosion(honestly it will be destroyed by blast to) so I can't exactly say what happend with your items in this situation.
Any way, every time you die, some information about your grave puts in forge log file( such as coordinates, player name, and "result" - generated or not, also if some errors ocuered during generation information about it will be posted in it too). So if you have any doubts - give your forge log in next time when it will be happend.
Love the mod. I was wondering, though, if you could add support for nekosune's "UnDeath" mod...at least if/when it updates. The author is a good friend of mine, and I love her work. UnDeath in particular, I would love to use, since the player corpse enemies add an interesting dynamic, but when she and I talked about an update recently, I realized that I was already using this mod, and very worried that the two together would lead to item duplication. It would be pretty cool if you could set it up so with both together, any cause of death that creates an UnDeath mob leaves an empty (possibly damaged) "looted" grave.
Don't worry about it - items will not be duplicated. Also, you can disable items storing in graves in mod configuration file.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/10/2013
Posts:
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Minecraft:
thadman95
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You need to add a "minecraft sign mechanic" where you can see a cursor that lets you know where your typing and be able to press enter to go down a line.
You need to add a "minecraft sign mechanic" where you can see a cursor that lets you know where your typing and be able to press enter to go down a line.
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For some reason when the Dryad creature kills you most of the time a gravestone will not form. I suspect this has something to do with the fact that the player is also heavily poisoned at the time.
Working great together!
I am Taiwanese
I want to translation this mod to Chinese
Recently, a person who achieve this translation
I want to get your agree to use this translation
thanks.
Hello. So was it you, who make this translation?
Surely I absolutely agree with any translations. But unfortunately I can not update mod till 9.01, cause I'm at vacation in another country at the moment.
Thank you. I'll check it.
Thank you. I'll think about it.
instead of this old and boring death message
you could make it fancy so the ghost actually looks like you when you die, just more... dead.
your skin would be whiter and more transparant.
you would be able to actually see your body dead on the ground, or have the grave show up or have the grave show up after you respawned.
you could also give players the option to stay as a ghost for a set amount of time and allow them to roam the world in a certain radius around the point you died.
and is it possible for you to take use of minimap mods like Rei's and Zan's so when your grave spawns it'll generate a waypoint for those minimaps?
I know these mods at a deathpoint, but they do not generate a specific waypoint for the location of your gravestone.
if there would be this option, you'd never lose your grave again even if you were to die in a liquid pool.
also, what I am still really missing for a gravestone mod is the storage of experience after death, I am really looking for this function for a gravestone mod.
perhaps you could have it so the villager sell a potion.
if you would drink that potion, your experience would be placed in an urn that's placed inside your gravestone when you die.
if you then place that urn down and break it you'd get all your experience back, or you could just drink from the urn.
you could also have a setting so you either need to drink the potion once for this to happen, or you've to drink it after every time you die.
these are just some ideas I thought of and wanted to share them with you.
Post crash log please
Thank you for ideas! I'll think about it.
What this means is that you can't break into a catacomb from the outside, but have to actually go though the entrance. While you could use Bedrock for this, the problem with that is that after you beat the place, you can't get rid of it or alter it. With the Twilight Forest style approach, you could set it up so you could destroy it afterwards from the inside, without being able to sneak in to steal loot without actually going inside.
The reason I ask for this is my server likes this as it is one of the hardest "dungeon" style mods we have access to, but it has a tendancy to generate well outside of the ground do to the world generator we use, ATG, which generates very tall mountains and very hilly landscapes. We have had cases of entire catacombs being fully in the air with all the loot to be freely seen/stolen (as well as the lava from the Wither chamber flowing all over the outside of the room and though it's "floor".)
If you ask Benematic, he might be happy to help you out setting this up, as this is one thing which has heavily made me consider removing your mod from my server pack (I can't make everyone play it fair, too often I find people just looting them from the outside to get all the great loot without the effort). Also, can I recommend being able to disable the Twilight Forest Wraiths? They tend to just be derps in the very small confines of the catacombs, not doing much, and making the place easier as a result.
Hm.. It is a really very strange.... I'll think about such type of block.
But such catacombs generation disturbing me more.
As for wraith - yes, it spawn will be fixed in next update.
I have no idea why thought since if I remove the gravestone mod there isn't anything that occupies either 1295 or 1551 (2195+256) (which is the id fpr gravestone).
I also get some messages in the log that gravestone replaces blocks from gravestone. Don't get why?
I love the mod beside this. Also, please don't start with adding new biomes to this mod. There are already so many mods adding biomes. Atm I believe I only have ~15 biome-id's free to use. :S
At the moment I can't seem to find any Catacombs. I've seen them before in a world with the same seed. Would they generate in the same place in a world with the same seed? Have I modified the config a little too much? Here it is:
Changes
Be careful with catacombs generation command - it can seriously damage your world
Grave will not be generated if it override another block(ecxept grass, snow, liquids...) Also, it will not be generated on not "solid", custom - not square blocks, but you can change it in configuration file. In this ways all items will be dropped.
Also grave will not be generated if you die by explosion(honestly it will be destroyed by blast to) so I can't exactly say what happend with your items in this situation.
Any way, every time you die, some information about your grave puts in forge log file( such as coordinates, player name, and "result" - generated or not, also if some errors ocuered during generation information about it will be posted in it too). So if you have any doubts - give your forge log in next time when it will be happend.
Don't worry about it - items will not be duplicated. Also, you can disable items storing in graves in mod configuration file.
At first I want to change memorial cross model.
This is an old version
and this is a model of a new one
You can "vote" for any of them in mod's "questions poll"
Oh. Yes. It is one of the planned fixes.)
Here is a patch for this mod, created by Zernicalo.