Hi umm, i noticed the new update about the website and i was curious.. how do i even sign up on the website? :3 i dont see a register button anywhere or anything of that sort :/
Thank you :L
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The Meaning of Life, the Universe, and Everything.
Join Date:
10/31/2010
Posts:
50
Member Details
Hey guys! We starting to work on a tutorial area for when we launch a public server. We need people to help use build awesome tutorial area. For more details read here.
This is still in development I'm guessing? If so, thats awesome. I tried to one-man-army an RS mod but I'm no good at GUIs and could never learn how to create a custom crafting GUI that would simulate what you'd see in Runescape (essentially, I wanted to do away with Minecraft crafting entirely). I was trying to simulate RS the best I could, but I've given up for the most part trying to figure how to manage smithing because of said GUI problem. I've managed woodcutting, mining, and fishing though.
Unfortunately I have no experience with mobs or I would help out. I literally went headfirst trying to create my mod without any real experience coding in Java as my vocational school only required Visual Basic and C++ (with options to branch out of course). My teacher actually allowed me to mod Minecraft in class as a means to get my feet wet with Java.
Probably rude in a sense to ask this, but if you guys ever make a GUI that directly interacts with a player's inventory (adds/removes items with a click of a button/icon) is it possible I could have the source of how that works? Would really like to get back into my mod and get it to the point where at least I can legitamently play it on a private server with friends.
Good luck on the progress though. You guys seem a heck of a lot more capable than me rofl.
I bring great news today. We FINALLY fixed the scripting issues! This is great news because, not only can we continue to add great features, but one of the coolest features has returned to the mod. Magic has finally come back to the world of RSMC, and it is with great pleasure I can announce that we can now, soon hopefully, have some actual progress updates for everyone!
Keep an eye on this thread, and be prepared for a new season of testing to start. Once we polish some things up, we can get a public version up and running for everyone to enjoy! For now, feel free to suggest some features and leave feedback on how things are looking!
Thanks everyone for your much appreciated patience on this issue.
Wow, we have fixed so many bugs in the last two weeks. Just to give you guys some idea how many, we have built and released over 50 internal test builds of the mod in that time. Combat levels are now working properly, scripts are back, armor rendering is working properly, and Guff is working on a really cool new addition to the mod.
[...]it is with great pleasure I can announce that we can now, soon hopefully, have some actual progress updates for everyone!
Keep an eye on this thread, and be prepared for a new season of testing to start. Once we polish some things up, we can get a public version up and running for everyone to enjoy!
How close to Runescape are you guys planning on making this? The video in the OP shows that you're making it relatively close, but in the future do you plan on changing up things (such as the GUIs for smithing and perhaps crafting in general) so it follows closer to RS? Perhaps later down the road, add special NPCs to villages (slayer master as an example) and perhaps generated dungeons for players to skill up their combat as well as farm for specific drops.
How close to Runescape are you guys planning on making this? The video in the OP shows that you're making it relatively close, but in the future do you plan on changing up things (such as the GUIs for smithing and perhaps crafting in general) so it follows closer to RS? Perhaps later down the road, add special NPCs to villages (slayer master as an example) and perhaps generated dungeons for players to skill up their combat as well as farm for specific drops.
Hey Arkoonius, thanks for the great question!
Our goal is to create a mod that's fun to play without being too grind-y. We love having the flexibility to customize and pick and choose what new features to add! Our biggest thing is supporting our community and their wishes so we are very open to suggestions and we love to have our users vote via polls on new additions.
That being said, we are still ironing out a few small bugs preventing a public release but as soon as those are done we will ask our users what features should come next.
Currently we are working on an in-game skill guide so that we don't have to link out to our wiki and we can have a guide that gets updated with new content (recipes and such) automatically. We expect this to be finished in a week or so.
I hope all is well. We have been hard at work on the in-game skill guide feature. This tool will include useful information on all of the content the mod provides (and trust us, there is A TON) and will help you become successful in reaching higher skill levels. Previously, as ahorner mentioned, the guides were shown, poorly, on our wiki. The worst part is that if we made an alteration to the mod, we would have to address that on the wiki, so naturally, things could easily get mismanaged. This feature should document all of the changes automatically. Here is a screenshot of a section of the Smithing Skill Guide.
On the right side, you can see all of the different categories for the skill guide you are viewing. The box on the left shows all of items that belong to that category. Holding shift while hovering over an item will display its tool tip. For crafted items, such as those on an anvil, have the recipe displayed in the tool tip. The purpose of the in-game guides is to make clear what may not be initially, such as crafting runes or training agility. In the future, we plan on creating video guides, and those can be accessed directly by clicking on the "Video" button at the bottom.
Thanks to everyone for their continued support! We hope this interest continues so that we can bring more great content!
We'll I'm definitely interested to see how the mod goes. My friend and I have been waiting for a "proper" Runescape mod (I say that in quotes as I don't mean it in an offensive way to those who've made an RS mod. They just either weren't fleshed out, or had features about them we didn't agree on). If I'm not obsessing over a game at the time when you guys release it, I'll definitely giving the mod a good go.
We'll I'm definitely interested to see how the mod goes. My friend and I have been waiting for a "proper" Runescape mod (I say that in quotes as I don't mean it in an offensive way to those who've made an RS mod. They just either weren't fleshed out, or had features about them we didn't agree on). If I'm not obsessing over a game at the time when you guys release it, I'll definitely giving the mod a good go.
Thanks for the support! We definitely want to make sure this is polished and mostly bug-free before we release to the public. It's looking great so far and the mod is in the best shape since we started creating it.
In other news, Guff has created a new mechanic for leveling the Prayer skill. We try to go above and beyond in terms of physical interaction with the game so the new mechanic works like this:
1. Dig a 3x3 hole
2. Dig the middle block out below the hole
3. Place bones in the middle block you dug out
4. Place a block in the middle hole where you just tossed the bones.
Don't forget about the prayer altars from the construction skill. Ain't nobody got time to bury bones (plus it's a waste of money :P)
Not sure if I like that method to be honest. Is that just a secondary way of burying bones? As in, I can still right-click on top of dirt and bury them. Or, and I'm assuming this because of the wording done within the video, will I be able to bury more than one bone at a time at higher levels?
Also, I've noticed that the experienced required isn't the same as RS (100xp to reach level 2 when it should be 83). I got a working formula to calculate experience needed fairly close to what it is in Runescape if you guys want it.
Don't forget about the prayer altars from the construction skill. Ain't nobody got time to bury bones (plus it's a waste of money :P)
Not sure if I like that method to be honest. Is that just a secondary way of burying bones? As in, I can still right-click on top of dirt and bury them. Or, and I'm assuming this because of the wording done within the video, will I be able to bury more than one bone at a time at higher levels?
Also, I've noticed that the experienced required isn't the same as RS (100xp to reach level 2 when it should be 83). I got a working formula to calculate experience needed fairly close to what it is in Runescape if you guys want it.
Right now this is an additional way of burying bones. We haven't decided yet if we will remove right-click to bury but we have not removed it yet.
Sorry I didn't make it clear in the video, at higher levels you can bury multiple bones at a time using this method so burying will gain speed quickly as you level. Level 1-9: 1 bone, 10-19: 2 bones, and so on.
As for the experience scale not matching RS's, that was intentional. We originally implemented the RS experience scale and found that it was much too slow to level and it made the game very grind-y. At the current experience scale we are using, it takes exactly 100 experience to level from 1 to 2, and exactly 100,000 experience to level from 99 to 100. Leveling from 1 to 99 in RSMC takes approximately 1.3 million experience versus about 13 million in RS.
Here is the equation we've created that you can use to calculate experience to level up (translated to javascript).
//Calculates the xp required to level up at the specified level. Please note this only returns the XP required for one level
function calculateLevelXP(level) {
var exp = level / 11;
var d1 = Math.pow(1.296387471, exp);
var d2 = level * d1;
return d2 / 0.0102387896;
}
I've been play-testing the mod in it's current state and I bumped up the experience multiplier to 220% to gain experience faster and even that seems slow to me. We are considering the idea, however, of letting players configure their experience rate on a per-server level if we get enough support. Another option would be to use the RS experience scale as a configuration flag.
I'm not going to lie, not having the proper experience amounts/formula is going to be a huge downer for me. I understand what you mean though. It would take forever to get skills to max at "normal" rates, especially if you consider circumstances for skills like mining/smithing where ores don't stack and ore veins are generally far away from any furnaces and anvils.
It's a selfish suggestion from me, but perhaps you guys can switch to the normal formula with normal xp values for skilling (you get 17.5xp for mining copper ore, etc) and just have a global and configurable multiplier for all skills with a high default value. If, say, the default multiplier was 10, you'd only need to mine 13 copper to get to level 15 for iron, and mine 38 iron to get to level 30 for coal.
I'm seriously not trying to be 'that guy'. I just personally want the default leveling. I'm sure most others would want otherwise because the default is pretty slow.
Anyways, I've just thought of a good and unrelated idea. When you guys have things fleshed out, why not add Bibliocraft support? For construction I mean. If thats possible anyways. It would take awhile to do for sure, but it would be pretty cool.
Hey everyone, we've completed the base skill guide framework and will continue to populate it as new content is developed. For now, ahorner has made this great video to demonstrate the skill guides and how they are utilized.
I'm finally starting on the skill guides for each individual skill. The 'Video' button at the bottom right corner of each skill guide will open up a YouTube video we've created giving a high-level overview of the skill, some of the abilities the skill makes possible, and other important details.
This takes a bit of time having to record, edit, and voice-over each one of these so please be patient with me. Each video will be between 60 and 120 seconds long and I am starting with mining, smithing, and probably woodcutting.
I'm not going to lie, not having the proper experience amounts/formula is going to be a huge downer for me. I understand what you mean though. It would take forever to get skills to max at "normal" rates, especially if you consider circumstances for skills like mining/smithing where ores don't stack and ore veins are generally far away from any furnaces and anvils.
It's a selfish suggestion from me, but perhaps you guys can switch to the normal formula with normal xp values for skilling (you get 17.5xp for mining copper ore, etc) and just have a global and configurable multiplier for all skills with a high default value. If, say, the default multiplier was 10, you'd only need to mine 13 copper to get to level 15 for iron, and mine 38 iron to get to level 30 for coal.
I'm seriously not trying to be 'that guy'. I just personally want the default leveling. I'm sure most others would want otherwise because the default is pretty slow.
Anyways, I've just thought of a good and unrelated idea. When you guys have things fleshed out, why not add Bibliocraft support? For construction I mean. If thats possible anyways. It would take awhile to do for sure, but it would be pretty cool.
Why does the mod have to be exactly like RS? I'm sure nobody wants to spend literally days grinding one skill when they could be creating amazing buildings. That being said, we are considering adding an option to switch our experience scale to RS's if the community shows interest.
As for other mod support, is it quite low on our priority list because RSMC is mostly meant to be used as a standalone mod, but we will individually evaluate the feasibility of each request when we have some of the important things knocked out.
Thank you for all your opinions and criticism, we couldn't do it without fans like you!
Hello everyone! ahorner has uploaded a great skill guide video for the Mining skill. Be sure to take a look at it here or in the main post. Expect to see more videos in the near future!
Regular users are not able to sign up currently. The sign-in feature is currently only available to those that have been given access to it. Sorry for any inconvenience.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
If you wanna sign up as a Tester, ask away on Reddit.
Hey guys! We starting to work on a tutorial area for when we launch a public server. We need people to help use build awesome tutorial area. For more details read here.
If you are interested, shoot us a message.
Just chillin' by the lake side.
(I am using Shaders Mod+SEUS Shaders+Minecraft Enhanced resource pack)
That looks nice!
This is still in development I'm guessing? If so, thats awesome. I tried to one-man-army an RS mod but I'm no good at GUIs and could never learn how to create a custom crafting GUI that would simulate what you'd see in Runescape (essentially, I wanted to do away with Minecraft crafting entirely). I was trying to simulate RS the best I could, but I've given up for the most part trying to figure how to manage smithing because of said GUI problem. I've managed woodcutting, mining, and fishing though.
Unfortunately I have no experience with mobs or I would help out. I literally went headfirst trying to create my mod without any real experience coding in Java as my vocational school only required Visual Basic and C++ (with options to branch out of course). My teacher actually allowed me to mod Minecraft in class as a means to get my feet wet with Java.
Probably rude in a sense to ask this, but if you guys ever make a GUI that directly interacts with a player's inventory (adds/removes items with a click of a button/icon) is it possible I could have the source of how that works? Would really like to get back into my mod and get it to the point where at least I can legitamently play it on a private server with friends.
Good luck on the progress though. You guys seem a heck of a lot more capable than me rofl.
Hello again everyone!
I bring great news today. We FINALLY fixed the scripting issues! This is great news because, not only can we continue to add great features, but one of the coolest features has returned to the mod. Magic has finally come back to the world of RSMC, and it is with great pleasure I can announce that we can now, soon hopefully, have some actual progress updates for everyone!
Keep an eye on this thread, and be prepared for a new season of testing to start. Once we polish some things up, we can get a public version up and running for everyone to enjoy! For now, feel free to suggest some features and leave feedback on how things are looking!
Thanks everyone for your much appreciated patience on this issue.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Wow, we have fixed so many bugs in the last two weeks. Just to give you guys some idea how many, we have built and released over 50 internal test builds of the mod in that time. Combat levels are now working properly, scripts are back, armor rendering is working properly, and Guff is working on a really cool new addition to the mod.
Please read:
How close to Runescape are you guys planning on making this? The video in the OP shows that you're making it relatively close, but in the future do you plan on changing up things (such as the GUIs for smithing and perhaps crafting in general) so it follows closer to RS? Perhaps later down the road, add special NPCs to villages (slayer master as an example) and perhaps generated dungeons for players to skill up their combat as well as farm for specific drops.
Hey Arkoonius, thanks for the great question!
Our goal is to create a mod that's fun to play without being too grind-y. We love having the flexibility to customize and pick and choose what new features to add! Our biggest thing is supporting our community and their wishes so we are very open to suggestions and we love to have our users vote via polls on new additions.
That being said, we are still ironing out a few small bugs preventing a public release but as soon as those are done we will ask our users what features should come next.
Currently we are working on an in-game skill guide so that we don't have to link out to our wiki and we can have a guide that gets updated with new content (recipes and such) automatically. We expect this to be finished in a week or so.
Thanks for all the support!
Hello everyone!
I hope all is well. We have been hard at work on the in-game skill guide feature. This tool will include useful information on all of the content the mod provides (and trust us, there is A TON) and will help you become successful in reaching higher skill levels. Previously, as ahorner mentioned, the guides were shown, poorly, on our wiki. The worst part is that if we made an alteration to the mod, we would have to address that on the wiki, so naturally, things could easily get mismanaged. This feature should document all of the changes automatically. Here is a screenshot of a section of the Smithing Skill Guide.
On the right side, you can see all of the different categories for the skill guide you are viewing. The box on the left shows all of items that belong to that category. Holding shift while hovering over an item will display its tool tip. For crafted items, such as those on an anvil, have the recipe displayed in the tool tip. The purpose of the in-game guides is to make clear what may not be initially, such as crafting runes or training agility. In the future, we plan on creating video guides, and those can be accessed directly by clicking on the "Video" button at the bottom.
Thanks to everyone for their continued support! We hope this interest continues so that we can bring more great content!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
We'll I'm definitely interested to see how the mod goes. My friend and I have been waiting for a "proper" Runescape mod (I say that in quotes as I don't mean it in an offensive way to those who've made an RS mod. They just either weren't fleshed out, or had features about them we didn't agree on). If I'm not obsessing over a game at the time when you guys release it, I'll definitely giving the mod a good go.
Thanks for the support! We definitely want to make sure this is polished and mostly bug-free before we release to the public. It's looking great so far and the mod is in the best shape since we started creating it.
In other news, Guff has created a new mechanic for leveling the Prayer skill. We try to go above and beyond in terms of physical interaction with the game so the new mechanic works like this:
1. Dig a 3x3 hole
2. Dig the middle block out below the hole
3. Place bones in the middle block you dug out
4. Place a block in the middle hole where you just tossed the bones.
Here's a video of it in action!
Embed Removed
Don't forget about the prayer altars from the construction skill. Ain't nobody got time to bury bones (plus it's a waste of money :P)
Not sure if I like that method to be honest. Is that just a secondary way of burying bones? As in, I can still right-click on top of dirt and bury them. Or, and I'm assuming this because of the wording done within the video, will I be able to bury more than one bone at a time at higher levels?
Also, I've noticed that the experienced required isn't the same as RS (100xp to reach level 2 when it should be 83). I got a working formula to calculate experience needed fairly close to what it is in Runescape if you guys want it.
Right now this is an additional way of burying bones. We haven't decided yet if we will remove right-click to bury but we have not removed it yet.
Sorry I didn't make it clear in the video, at higher levels you can bury multiple bones at a time using this method so burying will gain speed quickly as you level. Level 1-9: 1 bone, 10-19: 2 bones, and so on.
As for the experience scale not matching RS's, that was intentional. We originally implemented the RS experience scale and found that it was much too slow to level and it made the game very grind-y. At the current experience scale we are using, it takes exactly 100 experience to level from 1 to 2, and exactly 100,000 experience to level from 99 to 100. Leveling from 1 to 99 in RSMC takes approximately 1.3 million experience versus about 13 million in RS.
Here is the equation we've created that you can use to calculate experience to level up (translated to javascript).
I've been play-testing the mod in it's current state and I bumped up the experience multiplier to 220% to gain experience faster and even that seems slow to me. We are considering the idea, however, of letting players configure their experience rate on a per-server level if we get enough support. Another option would be to use the RS experience scale as a configuration flag.
I'm not going to lie, not having the proper experience amounts/formula is going to be a huge downer for me. I understand what you mean though. It would take forever to get skills to max at "normal" rates, especially if you consider circumstances for skills like mining/smithing where ores don't stack and ore veins are generally far away from any furnaces and anvils.
It's a selfish suggestion from me, but perhaps you guys can switch to the normal formula with normal xp values for skilling (you get 17.5xp for mining copper ore, etc) and just have a global and configurable multiplier for all skills with a high default value. If, say, the default multiplier was 10, you'd only need to mine 13 copper to get to level 15 for iron, and mine 38 iron to get to level 30 for coal.
I'm seriously not trying to be 'that guy'. I just personally want the default leveling. I'm sure most others would want otherwise because the default is pretty slow.
Anyways, I've just thought of a good and unrelated idea. When you guys have things fleshed out, why not add Bibliocraft support? For construction I mean. If thats possible anyways. It would take awhile to do for sure, but it would be pretty cool.
Hey everyone, we've completed the base skill guide framework and will continue to populate it as new content is developed. For now, ahorner has made this great video to demonstrate the skill guides and how they are utilized.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Hey guys,
I'm finally starting on the skill guides for each individual skill. The 'Video' button at the bottom right corner of each skill guide will open up a YouTube video we've created giving a high-level overview of the skill, some of the abilities the skill makes possible, and other important details.
This takes a bit of time having to record, edit, and voice-over each one of these so please be patient with me. Each video will be between 60 and 120 seconds long and I am starting with mining, smithing, and probably woodcutting.
Why does the mod have to be exactly like RS? I'm sure nobody wants to spend literally days grinding one skill when they could be creating amazing buildings. That being said, we are considering adding an option to switch our experience scale to RS's if the community shows interest.
As for other mod support, is it quite low on our priority list because RSMC is mostly meant to be used as a standalone mod, but we will individually evaluate the feasibility of each request when we have some of the important things knocked out.
Thank you for all your opinions and criticism, we couldn't do it without fans like you!
Hello everyone! ahorner has uploaded a great skill guide video for the Mining skill. Be sure to take a look at it here or in the main post. Expect to see more videos in the near future!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!