THIS MOD REQUIRES MINECRAFT FORGE - DOWNLOAD THE APPROPRIATE VERSION AS SHOWN IN THE TITLE
Download below (please use CurseForge links if you can):
GuffCore for MC 1.7.10 on DropBox
Plunder Rummage for MC 1.7.10 on CurseForge
GuffCore Util (for generating JSON files for my various mods!) on DropBox
Introduction:
Hey everyone! Some of you may know me, but many of you probably don't. I'm a Minecraft modder and I am here today to spread the word of a new mod I am creating. It is a moderate-sized mod but it is a powerful one that allows treasure hunting. That being said, I would like to talk a little bit about what it does.Plunder Rummage is a sort of adventure mod that gives players incentive to both kill more mobs as well as use that motivation to explore their world. Hostile mobs drop treasure maps. These maps lead the player to chests that are created throughout the world with the map itself. The chests don't generate with the world, but rather they are be created randomly with treasure maps. The maps will only ever create one chest. After it has be created, it will not be able to create more chests for obvious reasons.
Process: Hunt mobs, obtain a treasure map, right click the map, chest is created, player hunts for chest.The chests contain various things. There are three types of treasure hunts: instant gratification, partial encouragement, and extensive searching.Types of Treasure Hunts:
Instant gratification is a one-chest treasure hunt. After the chest is created, that is the end of it. The player can loot the chest and then they'll go and find more maps.
Partial encouragement is an extended treasure hunt. It contains more than one step and the loot in each chest will be a small amount, and the chest also includes another map. This map will create the next chest in the hunt, which will contain more loot and possibly another map, etc. This can go on for several maps, but there will always be a final chest that contains only loot.
Extensive searching is a combination of the previous two, so to speak. It is a step-by-step process, but the chests only contain maps until the final chest, which contains loot (largest amount of any hunt).
Logic:
Chest logic:
Chests are created based on the position their map is dropped from. For example, creating a chest from the origin (0, 0), the chest's position will be relative to (0, 0). The numbers are manipulated based on that. The chest's search region will be created within a certain range of xz coordinates of the creation position. However, the chest's -real- position will be somewhere within the search region. Maybe your map creates a chest from (0, 0) and it puts the search region a distance of (152, -452) blocks away from that position. Quite a large distance, eh? Anyway, that is the center of the search region. The search region is just a small area where the chest -might- be. I say small meaning the chest's position is within a radius of (5-45 blocks in both x and z directions) of the search region.
Biome logic:
Several of the vanilla biomes have special spawning specifications that can make the hunt easier (or harder!) and more aesthetically pleasing. For example, when a chest spawns in a forest, it spawns inside of a hollowed out tree which generally stands out fairly well among the shorter trees, but not so much against the taller, larger trees.
Map types:
So far there is only a coordinate-based mapping system, but I would like to add other types of map hints, such as biome-based hints or others.
Rewards:
The mod itself will add several new rewards in the form of new items and new blocks. Just as well, rewards are loaded through .txt files so they can be changed by users or server owners, and other modders or users can add rewards from mods. Rewards come in three levels; easy, medium, and hard. While easy rewards may show up in all treasure hunts, one-stage treasure hunts have -only- easy rewards. The partial treasure hunts contain only easy rewards in their intermediate stages, and include both easy and medium rewards in the final stage. The longest treasure hunts contain easy, medium, and hard rewards in the final stage only.When an easy rewarded is loaded, it is added to the easy rewards list with its weight, added to the medium rewards list with twice its weight, and the hard rewards list with three times its weight.Medium rewards are added to the medium list with its weight, and added to the hard list with twice its weight. Hard rewards are added to only the hard list with its weight. This means that hard rewards are much rarer than their weight suggest since they will likely be outweighed by medium and easy rewards.
Items added thus far
Treasure Map - randomly generated maps only obtainable through killing hostile mobs. Clicking them will tell the player a good place to start looking for a chest. [They will eventually be used as keys to open treasure chests and this will remove them from the inventory and also destroy the chest]Life Ripper (aura) - When held, a sphere will appear around the user and once released it will harvest all flowers/mushrooms/seeds within the sphere.Pulse Shield (aura) - Clicking once will begin the expansion. Clicking again will stop the expansion and set it active. Clicking once more will deactivate it. While active, all entities that are inside or attempt to enter will be deflected, creating a safety bubble. Once depleted, it will need to reabsorb energy in a furnace.Chest Stealer - Crouch+Right clicking a chest with items will steal all of the items and store them inside the chest stealer. Crouch+Right clicking a chest that is empty will place all of the items inside the chest, effectively making a portable chest (27 item limit).Teleport Scroll - Crouch+Right clicking will set the scroll's teleport location. Right clicking from any position within the max range (depends on the scroll's damage) will teleport the player to that location. Teleporting isn't cheap, though; it will damage the scroll every block traveled for a max of 2048 damage (i.e. teleporting from 17 blocks away will damage the scroll by 17).Force Pulse - Not to be confused with the pulse shield, this deadly technology will send a slow-moving explosive parallel to the ground. Upon impact, it will send two smaller explosives 90 degrees in each direction to the original. These should not be used near anything you don't intend to destroy, including yourself.Vampiric Combat Set - A sword (sword is removed but will return) and armor set that is powered by the moon. Using these items at exactly midday (6000 ingame) will make them useless (the armor has a base protection of 2 shields, though). Around midnight and nighttime hours, they become more powerful, doing damage of 11 (but also damaging the item by large amounts!) and absorbing health from mobs (10% chance to absorb up to 4 hearts, depends on time of day).Phoenix Triple Threat (removed, but will return) - A pickaxe, a shovel, and a hatchet which draw their power from the sun. These are the opposite of the Vampiric set; they are fast and strong during the day (but also take more damage) but practically useless at night. These have a 10% chance to set mobs on fire for up to 4 seconds, depending on time of day.Various Crafting Components (all on one ID) - these are obtained from uncrafting items and are used for making unobtainable items by conventional (crafting) means. IE, uncrafting a Vampiric Chestplate will give you some items that you can use to make any other Vampiric item.
Blocks
Universal Uncrafting Table (bobbysq) - This technology can disassemble almost any item, from any universe, from any components! (that means all recipes defined in code as shaped or shapeless can be undone now, including other mods)Phaser (removed, might return) - A false block that takes on the textures of the block it is placed against, from any universe. The block has no physics at all, meaning entities in the world can walk through it; useful for secret entrances and epicness.Colorized Block (removed, might return) - A block that takes on the texture of the first block inside of its inventory (otherwise wool as default) and can be dyed by putting dyes into it's inventory. All dyes inside of it will be mixed into one color which the block will become.Enchantment Siphon (WillieWest) - This technology can siphon the arcane knowledge, from any universe, held in enchanted items and write them into books to be called upon later! (that means enchantments added by other mods, too)
Screenshots of Items in Action:
Treasure map showing its difficulty, origin, unknown search region and number of stages left in the hunt. The second shows the search region. Note this location for the next screenshot.Posted ImageNote that the ACTUAL location of the chest is not (731, 387) but rather a distance of 12 blocks away from that point. This chest spawned in the ocean on a wooden raft and the reward is shown.Posted ImageA Vampiric Sword at it's extremes, 6000 and 18000 (midday and midnight). Notice the stat changes.Posted ImageA teleport scroll that was recently mapped to the location (718, 69, 296). This can be changed at will (the location is also shown in the item's tooltip).Posted ImageA Life Ripper being charged (the green swirls display it's spherical range) and then being released, showing the seeds it harvested and the grass destroyed.Posted ImageA Pulse Shield being charged and then set to active. The cyan swirls are for charging. Entities can still enter the sphere while it is charging. Once it is active (blue swirls) no entities may enter, and any entities inside (except the player) are launched outside.Posted ImageUncrafting an Alchemizer (Minor Alchemy, this is just to show that it automatically adapts to other mods). Once one of the items is taken from the 3x3 grid, all items are either injected into the player's inventory or ejected into the world. Normally, the Alchemizer takes a lava bucket, but it is not present when uncrafting because it is a container item and you get the bucket back upon crafting it; this is true for all recipes that have container items. [NOTE: Ingot the green tooltip, I was using it to fix a bug. Also, ignore the arrow pointing in the wrong direction, I just used the default crafting GUI for now]Posted ImageThis triple image shows a chest full of random crafting components (just so there is a picture of them) randomly tossed into a chest. Note how the purple ingots are split into two stacks. This is important. The second picture shows the empty chest and the Chest Stealer with -10- items, even though there were only 9 unique items. This is because stacks that are split are counted as separate, so if you plan on maximizing your intake, make sure all stacks are stacked to their highest amount! [NOTE: Normally, the items appear in the same sequence as they were when they were taken but with eliminated spaces. I had to deal with some issues while I was taking these pictures so the chest wasn't in the same order after I fixed the issue]Posted ImageThis triple image shows the Enchantment Siphon taking the enchantments (Efficiency IV and Silk Touch I) off of a diamond pickaxe. The enchantments are written into regular books (shift-click will remove all enchantments at once). If all enchantments are removed, the once-enchanted item is ejected from the inventory (either into the player's inventory or the world) as it is no longer allowed in the enchanted item slot. The topmost enchantment is taken from the item and it is a free process. Putting them back onto items, however, would require using an anvil. So the drawback here is that you can't really choose which enchantments you want to remove, only the top one.
Videos:
OUTDATED - Big thanks to PopularMMOs for his mod review, first one I've seen so thanks a bunch!
API:
I will release this upon request from a modder that wants to use it.
Adding Rewards:
Adding new rewards is very simple. First, create a new file in .minecraft/PlunderRummage and give it a name, depending on what level you want your reward to be. For explanation purposes, I will call the file "customrewards.easy.txt".After you have you reward file(s), open the one you wish to edit (.easy.txt will designate easy rewards, .med.txt will designate medium rewards, and .hard.txt will designate hard rewards).The syntax for adding a new reward is:Name, id : #, min : #, max : #, weight : #ORName, id : #&meta, min : #, max : #, weight : #Names are optional, but you must still have the first comma after Name, otherwise the reward will not load correctly. Also, meta is optional if your reward has a metadata value (for example, brown dye as 351&3). Min and max are the number of items the stack will range from (for non-stackable items like tools, min and max should both be set to 1). Min should not be lower than 0 and max should not be higher than 64. Weight is the item's likelihood of being spawned as a reward; higher weights have a higher chance of being picked. Weights are never decimal values, and should not be lower than 1.If you need help, read through the default reward files and use them to get a feel for how to add rewards and generally how weighting works. You'll notice that the default weights are generally not very high. Take note that very uneven weights will cause that item to be picked almost all of the time, highly out-valuing the other items. For example, if you have one item with a weight of 1 and another with a weight of 20, the item with the weight of 20 will be picked nearly 100% of the time. If you have an item with a weight of 20 and another with a weight of 21, the item with weight 21 will only be picked slightly more often than the 20, as these weights are closer than 1 and 20. Using higher numbers could allow you the flexibility to use "fake" decimals. Whether or not it actually makes a huge difference, I do not know.To remove a reward, just delete the line from the file it belongs to. If an item is not enabled in PR.cfg, then it will not show up in chests, but you can still delete it if you want to.
Mods made for each other:
I like to make my mods work well with each other, specifically by making use of those mods' APIs. Plunder Rummage's API is use by ProSthetics and Minor Alchemy to add special rewards to treasure hunts.ProSthetics:With ProSthetics installed, you will find that it adds completely random Dust Mixtures and Mixed Ingots inside the easy rewards tables. As the mixtures are random, you are highly unlikely to stumble across the same mixture again, which means making replicas of those mixtures is highly impossible.Minor Alchemy:With Minor Alchemy installed, you will find that it adds random Energy Containers to the easy rewards tables. The amount of CV in the container is dependent of what level the chest is, with the highest possible value being about 190k CV for a hard reward.With both Minor Alchemy and ProSthetics installed, ProSthetics will take advantage of the CV and give the random dusts and ingots a CV based on their stats. Using these three mods separately is nice, but using them together makes for a very rewarding experience!
Ideas:
Randomized Difficulties
Randomized difficulty is an idea that I adapted from a simple mathematics principal. The idea involves adding a new map "difficulty" that, instead of being marked by 'Easy', 'Medium', or 'Hard', it is simply marked by a number (default 1 to 25, would be configurable). The difficulty marker is basically an inexact reference to several things: the number of stages in the map, the distance placement of the chest, the loot, preliminary loot chances, among other things. Just because the map has a marker of 15 does not necessarily mean it will have 15 stages - it is simply a guide plugged into a formula where it will receive the amount of stages. 15 could mark 20 stages, for example, while 1 could simply mark 4.
The loot list used for these treasure hunts will be the hard loot, and the higher the marker is on the map, the more likely you are to get the better loot (treasure with lower weights). The distance will most likely be a rooted scale, meaning that the bigger the difficulty marker gets, the less the increase in distance. It will not level off, but the distance becomes less and less greater. The difference between 1 and 2 would be maybe 50, while between 2 and 3 it might be 43, etc. Don't take that to be exact because it is still random, and might be more or less, depending.
Along with this will be a difficulty interface (for modders) in order for them to create their own difficulty settings and adjust the specifics of the hunts, if they so choose. The hierarchy for map difficulty and treasure map generation will be changed to accommodate such things, along with a few other details like being able to specify which type of chest is placed with a specific map - yes, that means new chest blocks will be introduced with this update! So cast your votes now!
Luck
Luck is a system that revolves around the treasure hunter getting better loot when he gets worse loot. What? Look from another angle; when you get dirt in a treasure chest, you will get a luck boost. When you get a diamond, you get a luck drop. The higher your luck is, the better chance you have to get better stuff. So essentially, in short, when you get bad items, you get more luck, and when you get good items, you lose luck (negative).
Along with this update, there will be the option to increase your luck by using items, such as consumables, equipped items (perhaps a lucky helmet?), etc. The luck values of these will be randomly generated and will decrease as they are used. It's a simple idea but it can reduce your odds of doing three hard treasure hunts in a row and ending up with a bunch of monster eggs and some cobblestone. So cast your votes now!
Tool Modifications
Tool modifications is just a simple way of saying damaged items and enchanted items. During reward generation, items might be damaged or enchanted. It's a simple system but will be configurable to be disabled (one or both) and alter the chances of getting enchanted or damaged items in your chests. So cast your votes now!
Mod packs:
I do not have any say over whether or not you use any of my mods in a mod pack. If you feel so inclined to add them to a mod pack, feel free to do so at your own discretion. This includes private packs and adding the mod to a pack that you have downloaded simply because you want to play the mod along with that pack. I only ask that you notify me if you decide to include any of my mods in a public pack that you have created.
Do you think you could put this thread into bite-sized bits of text rather than this huge block of it, it makes it un-interesting to read.
Other than that seems good so far!
This actually looks really, really cool. I love the concept. Maybe expand the generation to include some sort of dungeons for particularly rare maps? As for the actual loot, I'd like to say that everyone like unbreakable tools. Best saved for the hardest/rarest, obviously
This actually looks really, really cool. I love the concept. Maybe expand the generation to include some sort of dungeons for particularly rare maps? As for the actual loot, I'd like to say that everyone like unbreakable tools. Best saved for the hardest/rarest, obviously
Usually with my mods I try to stay away from traditional tools (RSMC of course being an exception). In ProSthetics, I didn't add new toolsets, but rather a new way to make an infinite amount of new toolsets (Seriously, check that mod out too, it's some of my best work with NBT). In here I wanted to put a spin on all of the new tools/armor that I add, that being that they are not traditional. I've never seen a mod that adds a sword whose power is based on the time of day (I plan on adding more like this that are powered by the seasons [best used for servers]). I think I'll save the unbreakable tools for the beginner modders, though.
I'm glad you like the idea and put some input for the design of it. I had considered dungeons but the problem with large world gen is that they don't go away after the treasure hunt is finished, and they can easily cause areas of the world to be "littered" with structures (especially if the mobs you kill are only in the area around your home). I had considered maybe doing something along those lines, though, so look for more info on this later. If you have any other thoughts, please let me know!
Hmm. I guess the dungeon spawning could become a problem in that way... maybe it'd be possible to track if a dungeon had already spawned in a certain region, and prevent new ones from being made nearby? That way you'd NEED to travel if you want to collect whatever loot may be reserved for them.
Another idea for the treasure artifacts: Some sort of 'bag of holding.' I know there's already a backpack mod out there, and even EE's Alchemical Sacks are bound to return, but in the context of using this mod alone, running around nomad-style looking for treasures, some sort of inventory extension would be super-useful.
Hmm. I guess the dungeon spawning could become a problem in that way... maybe it'd be possible to track if a dungeon had already spawned in a certain region, and prevent new ones from being made nearby? That way you'd NEED to travel if you want to collect whatever loot may be reserved for them.
Another idea for the treasure artifacts: Some sort of 'bag of holding.' I know there's already a backpack mod out there, and even EE's Alchemical Sacks are bound to return, but in the context of using this mod alone, running around nomad-style looking for treasures, some sort of inventory extension would be super-useful.
Can't wait, I enjoy many of your mods right now, and this one appeals to me the most right now, probably because I like the concept of treasure hunting and having to travel the land for awesome stuffs.
Can't wait, I enjoy many of your mods right now, and this one appeals to me the most right now, probably because I like the concept of treasure hunting and having to travel the land for awesome stuffs.
I was going to do something like this with my Lost Books mod; but I'm happy to see somebody has already done it!
Looks good, I would like to see an option to disable the extra items/blocks entirely. I know we'll be able to remove them from the looting lists, but I just don't want to worry about item or block ids (especially block ids).
Thank you, and I look forward to seeing the released mod!
THIS MOD REQUIRES MINECRAFT FORGE - DOWNLOAD THE APPROPRIATE VERSION AS SHOWN IN THE TITLE
Download below (please use CurseForge links if you can):
GuffCore for MC 1.7.10 on DropBox
Plunder Rummage for MC 1.7.10 on CurseForge
GuffCore Util (for generating JSON files for my various mods!) on DropBox
Introduction:
Process: Hunt mobs, obtain a treasure map, right click the map, chest is created, player hunts for chest.The chests contain various things. There are three types of treasure hunts: instant gratification, partial encouragement, and extensive searching.Types of Treasure Hunts:
Logic:
Chests are created based on the position their map is dropped from. For example, creating a chest from the origin (0, 0), the chest's position will be relative to (0, 0). The numbers are manipulated based on that. The chest's search region will be created within a certain range of xz coordinates of the creation position. However, the chest's -real- position will be somewhere within the search region. Maybe your map creates a chest from (0, 0) and it puts the search region a distance of (152, -452) blocks away from that position. Quite a large distance, eh? Anyway, that is the center of the search region. The search region is just a small area where the chest -might- be. I say small meaning the chest's position is within a radius of (5-45 blocks in both x and z directions) of the search region.
Biome logic:
Several of the vanilla biomes have special spawning specifications that can make the hunt easier (or harder!) and more aesthetically pleasing. For example, when a chest spawns in a forest, it spawns inside of a hollowed out tree which generally stands out fairly well among the shorter trees, but not so much against the taller, larger trees.
Map types:
So far there is only a coordinate-based mapping system, but I would like to add other types of map hints, such as biome-based hints or others.
Rewards:
Items added thus far
Blocks
Screenshots of Items in Action:
Videos:
OUTDATED - Big thanks to PopularMMOs for his mod review, first one I've seen so thanks a bunch!
API:
I will release this upon request from a modder that wants to use it.
Adding Rewards:
Adding new rewards is very simple. First, create a new file in .minecraft/PlunderRummage and give it a name, depending on what level you want your reward to be. For explanation purposes, I will call the file "customrewards.easy.txt".After you have you reward file(s), open the one you wish to edit (.easy.txt will designate easy rewards, .med.txt will designate medium rewards, and .hard.txt will designate hard rewards).The syntax for adding a new reward is:Name, id : #, min : #, max : #, weight : #ORName, id : #&meta, min : #, max : #, weight : #Names are optional, but you must still have the first comma after Name, otherwise the reward will not load correctly. Also, meta is optional if your reward has a metadata value (for example, brown dye as 351&3). Min and max are the number of items the stack will range from (for non-stackable items like tools, min and max should both be set to 1). Min should not be lower than 0 and max should not be higher than 64. Weight is the item's likelihood of being spawned as a reward; higher weights have a higher chance of being picked. Weights are never decimal values, and should not be lower than 1.If you need help, read through the default reward files and use them to get a feel for how to add rewards and generally how weighting works. You'll notice that the default weights are generally not very high. Take note that very uneven weights will cause that item to be picked almost all of the time, highly out-valuing the other items. For example, if you have one item with a weight of 1 and another with a weight of 20, the item with the weight of 20 will be picked nearly 100% of the time. If you have an item with a weight of 20 and another with a weight of 21, the item with weight 21 will only be picked slightly more often than the 20, as these weights are closer than 1 and 20. Using higher numbers could allow you the flexibility to use "fake" decimals. Whether or not it actually makes a huge difference, I do not know.To remove a reward, just delete the line from the file it belongs to. If an item is not enabled in PR.cfg, then it will not show up in chests, but you can still delete it if you want to.
Mods made for each other:
Ideas:
Randomized difficulty is an idea that I adapted from a simple mathematics principal. The idea involves adding a new map "difficulty" that, instead of being marked by 'Easy', 'Medium', or 'Hard', it is simply marked by a number (default 1 to 25, would be configurable). The difficulty marker is basically an inexact reference to several things: the number of stages in the map, the distance placement of the chest, the loot, preliminary loot chances, among other things. Just because the map has a marker of 15 does not necessarily mean it will have 15 stages - it is simply a guide plugged into a formula where it will receive the amount of stages. 15 could mark 20 stages, for example, while 1 could simply mark 4.
The loot list used for these treasure hunts will be the hard loot, and the higher the marker is on the map, the more likely you are to get the better loot (treasure with lower weights). The distance will most likely be a rooted scale, meaning that the bigger the difficulty marker gets, the less the increase in distance. It will not level off, but the distance becomes less and less greater. The difference between 1 and 2 would be maybe 50, while between 2 and 3 it might be 43, etc. Don't take that to be exact because it is still random, and might be more or less, depending.
Along with this will be a difficulty interface (for modders) in order for them to create their own difficulty settings and adjust the specifics of the hunts, if they so choose. The hierarchy for map difficulty and treasure map generation will be changed to accommodate such things, along with a few other details like being able to specify which type of chest is placed with a specific map - yes, that means new chest blocks will be introduced with this update! So cast your votes now!
Luck
Luck is a system that revolves around the treasure hunter getting better loot when he gets worse loot. What? Look from another angle; when you get dirt in a treasure chest, you will get a luck boost. When you get a diamond, you get a luck drop. The higher your luck is, the better chance you have to get better stuff. So essentially, in short, when you get bad items, you get more luck, and when you get good items, you lose luck (negative).
Along with this update, there will be the option to increase your luck by using items, such as consumables, equipped items (perhaps a lucky helmet?), etc. The luck values of these will be randomly generated and will decrease as they are used. It's a simple idea but it can reduce your odds of doing three hard treasure hunts in a row and ending up with a bunch of monster eggs and some cobblestone. So cast your votes now!
Tool Modifications
Tool modifications is just a simple way of saying damaged items and enchanted items. During reward generation, items might be damaged or enchanted. It's a simple system but will be configurable to be disabled (one or both) and alter the chances of getting enchanted or damaged items in your chests. So cast your votes now!
Mod packs:
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
There you go.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Usually with my mods I try to stay away from traditional tools (RSMC of course being an exception). In ProSthetics, I didn't add new toolsets, but rather a new way to make an infinite amount of new toolsets (Seriously, check that mod out too, it's some of my best work with NBT). In here I wanted to put a spin on all of the new tools/armor that I add, that being that they are not traditional. I've never seen a mod that adds a sword whose power is based on the time of day (I plan on adding more like this that are powered by the seasons [best used for servers]). I think I'll save the unbreakable tools for the beginner modders, though.
I'm glad you like the idea and put some input for the design of it. I had considered dungeons but the problem with large world gen is that they don't go away after the treasure hunt is finished, and they can easily cause areas of the world to be "littered" with structures (especially if the mobs you kill are only in the area around your home). I had considered maybe doing something along those lines, though, so look for more info on this later.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Another idea for the treasure artifacts: Some sort of 'bag of holding.' I know there's already a backpack mod out there, and even EE's Alchemical Sacks are bound to return, but in the context of using this mod alone, running around nomad-style looking for treasures, some sort of inventory extension would be super-useful.
Chest stealers. Good enough.
An available version will be ready after people have tested it and I've fixed as many bugs as possible.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Glad you're excited.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Looking forward to release
Website: http://lightningpig333.com
I appreciate the ongoing support.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Also excited for the release, as my comrades are!
FatherToast and zombiepig333
Looks good, I would like to see an option to disable the extra items/blocks entirely. I know we'll be able to remove them from the looting lists, but I just don't want to worry about item or block ids (especially block ids).
Thank you, and I look forward to seeing the released mod!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
One question: What API (if any) are you writing this on?
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Thank you! Thanks for the idea! I wouldn't have done it if you never came up with it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!