I was playing using the technic launcher, and i came across something weird, It seems something happened with the iron ore, i tried to mine it with a stone pickaxe like normal, except it takes forever to do so, when it finally breaks it doesnt yield any iron ore. I dont know if this is a change in game or just a bug but thought id put it out there o-o
Were you using SMP's revival pack? If so, l've noticed that wooden picks look a lot like stone.
*Question for Frizzle
Will DEV build characters be able to be imported into the recommended build once it is out? It would be disappointing to do this testing and have the character reset.
Also, a lot of regular items (such as mushrooms wool, ect.) seem to have no value to vendors, will that be upgraded?
I would really like it if you implemented a village finder, or made it so that the player spawns in a village, I was using 0.6 and still haven't found any villages.
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A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Alright, im useing the technic launcher and 0.6.0 and it seemed to work fine, but when i connect to a server it black screens, gives me an error report but white screens after that before i can copy it, any ideas :I
Frizzil, I have a few questions about textures that are HD. Since theres far too many pages to sift through to find an answer, its just best to ask you directly again. Anyway, Textures that are HD, IE: 32x and above. I tried making my own 32x stuff for the hmterrain.png and hmitems.png, replaced everything as seen and on spot, tried it out in game with optifine installed, and some weird things happen that I do not understand why.
1. Any item you're currently selected on in your hotbar at the bottom disappears when selected. only the graphics, of course. but still, roll onto something else, and its image disappears, roll off of it, and it reappears.
2. Some items show up as others, despite using different images on HMItems.png. Like the wand I'm using shows up as a lump of coal in hand, yet in inventory menu it shows as the wand. Bronze sword looks like a wooden sword, so on so forth.
*Question for Frizzle
Will DEV build characters be able to be imported into the recommended build once it is out? It would be disappointing to do this testing and have the character reset.
Also, a lot of regular items (such as mushrooms wool, ect.) seem to have no value to vendors, will that be upgraded?
Yep, worlds and characters will be compatible with the recommended (it'll only have minor changes), no worries.
Frizzil, I have a few questions about textures that are HD. Since theres far too many pages to sift through to find an answer, its just best to ask you directly again. Anyway, Textures that are HD, IE: 32x and above. I tried making my own 32x stuff for the hmterrain.png and hmitems.png, replaced everything as seen and on spot, tried it out in game with optifine installed, and some weird things happen that I do not understand why.
1. Any item you're currently selected on in your hotbar at the bottom disappears when selected. only the graphics, of course. but still, roll onto something else, and its image disappears, roll off of it, and it reappears.
2. Some items show up as others, despite using different images on HMItems.png. Like the wand I'm using shows up as a lump of coal in hand, yet in inventory menu it shows as the wand. Bronze sword looks like a wooden sword, so on so forth.
I'll work on it, thanks for pointing that out (I *think* I'll have it fixed with recommended, but I can't guaruntee :() I've done too much for HD textures to give up on supporting them now, heh. Here's a question-- is this also the case with normal, 16x16 textures outside of Optifine?
I'll work on it, thanks for pointing that out (I *think* I'll have it fixed with recommended, but I can't guaruntee ) I've done too much for HD textures to give up on supporting them now, heh. Here's a question-- is this also the case with normal, 16x16 textures outside of Optifine?
Without optifine 16x remains the same without problems, as it does with optifine. So there are absolutely no visual graphical errors on vanilla textures, just HD stuff, thanks for the response, and hopefully it works out well. I'll be looking forward to the imminent release then.
I think this mod is great. I think the sub-classes would be a great idea. Rangers could possibly have more types of bows like crossbow. Also I think there should be more classes. Maybe around 5/6. The other ones could be rouge, healer, and trainer. The rouge could have a skill labeled stealth, were it is harder to see the player or mobs don't see the player unless aggravated. The Trainer could have the ability to train mobs such as raptors and naga. The healer could have a faster regeneration rate and can heal himself or a friend if necessary. Finally I think that food should still have a role, for example it could do a pre-1.8 minecraft where it simply give a certain amount of hp depending on the rarity of the food. I have some other ideas that if you are interested i can supply.
Got to point some things out but did you lower the xp requirement for a level up? I seem to be leveling up much faster, and towers seem to be more common. Also, magical loot is much more common, and I have fully enchanted armor, a unique amulet and chestplate, and a bunch of high-damage swords. It would also be nice if you could put the value of an item in the tooltip for us to see.
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A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Well seeing as my question wasn't answered, I will ask it again.
Is it possible to tweak spawn rates? I'm slightly disliking shopping at the village while theres 10+ mobs outside the door...
Especially when they are mostly roflcondas.
Got to point some things out but did you lower the xp requirement for a level up? I seem to be leveling up much faster, and towers seem to be more common. Also, magical loot is much more common, and I have fully enchanted armor, a unique amulet and chestplate, and a bunch of high-damage swords. It would also be nice if you could put the value of an item in the tooltip for us to see.
Nope, none of that stuff changed The rate that areas leveled by as you traveled from spawn was vastly improved, however.
Ahh, but "value" is in the eye of the beholder... each merchant has his own prices.
Well seeing as my question wasn't answered, I will ask it again.
Is it possible to tweak spawn rates? I'm slightly disliking shopping at the village while theres 10+ mobs outside the door...
Especially when they are mostly roflcondas.
Nope, you'll just have to make due until the problem is addressed. Sorry! Maybe shop in a village where there ain't Roflcondas XD Areas will be editable in the future (if not from Creative, then at least from the multiplayer console)
Thanks for the answer Frizzil.
That poor village was blown to pieces, so noone left there to shop anyway.
Now here's something cool, I found a tower merged with a village! There are 2 houses and a watch tower down, and the tower stuck to them, it's like it rose out of the ground!, and best part, at the very top of the tower there's an empty part that you can go up, and there's a smithy up there!
Thanks for the answer Frizzil.
That poor village was blown to pieces, so noone left there to shop anyway.
Now here's something cool, I found a tower merged with a village! There are 2 houses and a watch tower down, and the tower stuck to them, it's like it rose out of the ground!, and best part, at the very top of the tower there's an empty part that you can go up, and there's a smithy up there!
Just got a crazy idea from this, but what if there were towns built like towers? with the residential areas on one floor, the smith on another, the rest of them being randomly assorted from then and some other stuff.
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Just got a crazy idea from this, but what if there were towns built like towers? with the residential areas on one floor, the smith on another, the rest of them being randomly assorted from then and some other stuff.
What I just imagined is a large city, towers, each floor having it's own NPC/shop or w/e, and bridges between floors.
hey frizzil i had an idea to help you manage all those people which propose stuff you already have in mind, just add something to the main thread which shows what you have already in mind this will allow people (that reads) to know what they don't need to mention twice or what is to expect from future updates, hope it was useful^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
hey frizzil i had an idea to help you manage all those people which propose stuff you already have in mind, just add something to the main thread which shows what you have already in mind this will allow people (that reads) to know what they don't need to mention twice or what is to expect from future updates, hope it was useful^^
That's what polls are for.
Put up all your ideas on a poll and let the users of your mod decide what to prioritize.
Nah, stone pickaxes are bugged, that and the infinite vendoring bug will be fixed cometh the recommended build.
gimmeavillage, not sure what that would do for the rest of the world though. It might make it so the mods actual areas do not spawn, but i'm not sure.
I added some bugs on the wiki page, for everybody who seems to be finding bugs, here is the page.
http://www.hackslashmine.net/hsmwiki/index.php?title=Bug_Compendium
*Question for Frizzle
Will DEV build characters be able to be imported into the recommended build once it is out? It would be disappointing to do this testing and have the character reset.
Also, a lot of regular items (such as mushrooms wool, ect.) seem to have no value to vendors, will that be upgraded?
1. Any item you're currently selected on in your hotbar at the bottom disappears when selected. only the graphics, of course. but still, roll onto something else, and its image disappears, roll off of it, and it reappears.
2. Some items show up as others, despite using different images on HMItems.png. Like the wand I'm using shows up as a lump of coal in hand, yet in inventory menu it shows as the wand. Bronze sword looks like a wooden sword, so on so forth.
Yep, worlds and characters will be compatible with the recommended (it'll only have minor changes), no worries.
I'll work on it, thanks for pointing that out (I *think* I'll have it fixed with recommended, but I can't guaruntee :() I've done too much for HD textures to give up on supporting them now, heh. Here's a question-- is this also the case with normal, 16x16 textures outside of Optifine?
Without optifine 16x remains the same without problems, as it does with optifine. So there are absolutely no visual graphical errors on vanilla textures, just HD stuff, thanks for the response, and hopefully it works out well. I'll be looking forward to the imminent release then.
Is it possible to tweak spawn rates? I'm slightly disliking shopping at the village while theres 10+ mobs outside the door...
Especially when they are mostly roflcondas.
Nope, none of that stuff changed The rate that areas leveled by as you traveled from spawn was vastly improved, however.
Ahh, but "value" is in the eye of the beholder... each merchant has his own prices.
Nope, you'll just have to make due until the problem is addressed. Sorry! Maybe shop in a village where there ain't Roflcondas XD Areas will be editable in the future (if not from Creative, then at least from the multiplayer console)
That poor village was blown to pieces, so noone left there to shop anyway.
Now here's something cool, I found a tower merged with a village! There are 2 houses and a watch tower down, and the tower stuck to them, it's like it rose out of the ground!, and best part, at the very top of the tower there's an empty part that you can go up, and there's a smithy up there!
Just got a crazy idea from this, but what if there were towns built like towers? with the residential areas on one floor, the smith on another, the rest of them being randomly assorted from then and some other stuff.
What I just imagined is a large city, towers, each floor having it's own NPC/shop or w/e, and bridges between floors.
Also, how useful is it in h/m to plop down torches to curb spawn rates?
That's what polls are for.
Put up all your ideas on a poll and let the users of your mod decide what to prioritize.
Too bad people are illiterate and they wouldn't read either one.