I've been playing this for a while now, and although the content was fun and new, some things really frustrated me.
When i'm in a dungeon (below ground ones) there seem to be a lot of rooms with lava. Thats not a problem, but there are so many mobs in the dungeon that they push me around (i can usually take the direct damage) making it next to impossible to cross some of the arenas in the dungeons because i'm constantly being pushed into the lava and dying. I usually don't get angered by games but it was very frustrating to me to not even be able to reach and destroy the spawners because there were simply too many mobs pushing me around faster then i could hit them.
I enjoyed how the player respawned with items intact, that was a nice touch in my opinion. I disliked how many mobs were constantly crawling around the map. I was constantly being swarmed by raptors, naga, Chickens and rats (especially rats) and had little time to no time to get my bearings on respawn before i was seiged by them. The reduction of knockback helped a lot, but like said above, it's almost impossible to cross small platforms with a lava floor beneath them because of the mobs pushing the player around and off the blocks.
I realize this is just an alpha, but i seriously enjoy this mod. It's probably the best mod i've ever played and i can understand it's buggy for its first release. Keep working on it and fixing bugs, i really enjoy it!
IDEAS: Some type of mechanical enemy
A stunning wand
Beholders (Flying eyeball creatures)
I just installed it, and everything is working great, if alittle laggy, but please tone down the mobspawns, as I can't even get a shelter going with out being bombarded by creepers! and zombies, and some skelies. I don't really mind the dire chickens, as they seem perfectly resonable in the day light, but when there are more enemy mobs on the radar than passive, it gets a little extreme.
Also, the fireball's range may need to be imporved, and the lighting attack can only be cast straight out in front of you, no matter where your looking. I think thats a bug.
Rollback Post to RevisionRollBack
Blarg. All that is needed to be said. Can I go home now?
i REALLY think the spawn rate of the roflcondas should be lowered, they are far too common for all the damage they do and they are really annoying, anyway thats what i think, and im loving this mod man, best mod i've played good work bro
Hey all, this exactly the kind of feedback I was looking for, thank you! I'll be pushing out a patch as soon as I can addressing any big issues, probably tonight or tomorrow.
I just installed it, and everything is working great, if alittle laggy, but please tone down the mobspawns, as I can't even get a shelter going with out being bombarded by creepers! and zombies, and some skelies. I don't really mind the dire chickens, as they seem perfectly resonable in the day light, but when there are more enemy mobs on the radar than passive, it gets a little extreme.
Also, the fireball's range may need to be imporved, and the lighting attack can only be cast straight out in front of you, no matter where your looking. I think thats a bug.
I'm fixing to see what I can do about lag. I'm thinking it's stemming from the radar querying blocks (which forces chunks to load)-- zoom it in as far as possible for now, but next update you'll be able to disable it, and it won't forcing chunks to load (unless it's not causing enough to load... I'll experiement with it.)
Yeah, the mobspawns are a lot... I'll try making a shelter myself to get a feel of what you're talking about (I actually haven't done this even once with the mod, haha. Wasn't really the premise, and I wasn't planning on supporting it at that point.) As for the explosions, you might just need to use materials that are relatively creeper-proof. I could see that being hard, though, if you're constantly building shelters on the fly... also, I'm pretty sure the mobs will be spawning inside your house, so be careful. I'll see what I can do, maybe have them spawn in regular light, but not torch light.
also one more thing ? sorry if iam annoying but is there a fast way of healing it takes forever ish ? and can you repair items coz some of my armour is at 0 durabilty but it didnt break ?
Hmm, I'll fiddle with the regen rate. And to your second question, you could before the update to 1.2.3, but it would seem I forgot about it, haha. Basically, as a temporary measure, you were able to combine dirt/stone with your weapons in the crafting box to repair them. I actually like the mechanic, but I'm not sure how to make it believable... maybe a small, magic device you stick in the craft box along with your reagents and broken item? I'll throw it back in soon.
Aw man, your mod is really great. Already enjoying it quite a lot.
Here's a little feedback:
It feels like items, especially armor, are disintegrating a little too fast. I run from dungeon to dungeon and my inventory is full with stuff because I'm afraid of stranding without an appropriate weapon/armor. Also repairing. Getting otherwise great, but low-durability items is frustrating that way.
Inventory management doesn't feel good. The containers feel small and cramped, and I tend to lose any sense of what I actually have. This is because there are 5 pages that constantly change because I pick up stuff all the time, and the classic inventory (accessable by crafting bench/chests) doesn't show everything. Especially because I hoard nearly everything I find (see #1).
Reduce the clutter mobs drop. I don't quite see the necessity for bones, spider eyes, rotten flesh and whatnot, since I'm always on the move.
Those are my main concerns. Keep up the good work! I'll go slaughter some more mobs in the meantime.
Thanks! And awesome, glad to hear it.
This is very true, and is one of those number-tweaking things I was talking about. These generally require a lot of testing and next to 0 work, so thanks for pointing it out. I really hate how large the durability numbers are though, so I think I'll be increasing the decrease-chance from 1 in 4 to like 1 in 8, and throw back in that repair feature I was talking about (I forgot to include it when I transitioned to 1.2.3). Also, when you die, you take 10% durability damage to everything in your inventory (bolded so everyone sees it), so if you're dying a lot, not much I can do Well, besides fixing the prevalence of death.
Yeah, the classic inventories are somewhat incompatible with the bag system right now, and much less cramped than the bag system. I'll look into it, but because it requires texture work, it won't happen quickly... I could definitely push out larger bags with the patch (EDIT: I could, but I'm not because I don't quite have the time this weekend, but later), the rest will be pending on someone making those GUIs. My roommate and I will probably be doing some design for the currently incompatible inventories, so anyone wants to make them for me, ask me about it first!
For now, yeah, it's all junk, I'll take it out for the time being. Later, they'll at least have gold value, and even be reagents for spells.
I got a suggestion on inventory.
There could be backpack slots and when you put a backpack in there, backpack's inventory appears on your screen. They could be movable.
Something like that is a definite possibility, since it would make compatibility with classic GUIs way simpler. First, I'd probably just have a bags button with a number on the bottom right that brings 'em all up, and second, the bags could probably look really cool, like brown leather material... somethin' real "baggy". Maybe even different from bag to bag. A single button would definitely free up the clutter on the main inventory... though after that change, I'd probably call it the equipment screen. Hrrrmmmm...
I've been playing this for a while now, and although the content was fun and new, some things really frustrated me.
When i'm in a dungeon (below ground ones) there seem to be a lot of rooms with lava. Thats not a problem, but there are so many mobs in the dungeon that they push me around (i can usually take the direct damage) making it next to impossible to cross some of the arenas in the dungeons because i'm constantly being pushed into the lava and dying. I usually don't get angered by games but it was very frustrating to me to not even be able to reach and destroy the spawners because there were simply too many mobs pushing me around faster then i could hit them.
I enjoyed how the player respawned with items intact, that was a nice touch in my opinion. I disliked how many mobs were constantly crawling around the map. I was constantly being swarmed by raptors, naga, Chickens and rats (especially rats) and had little time to no time to get my bearings on respawn before i was seiged by them. The reduction of knockback helped a lot, but like said above, it's almost impossible to cross small platforms with a lava floor beneath them because of the mobs pushing the player around and off the blocks.
I realize this is just an alpha, but i seriously enjoy this mod. It's probably the best mod i've ever played and i can understand it's buggy for its first release. Keep working on it and fixing bugs, i really enjoy it!
IDEAS: Some type of mechanical enemy
A stunning wand
Beholders (Flying eyeball creatures)
I definitely understand the lava frustration, I have to remember that people are way more frustrated by death than I am when I'm just debugging. There's two things I think that could solve this:
No mobspawners in lava rooms. Still a possibility of mobs just randomly spawning on their own, though.
Currently there's no knockback, but whenever two entities overlap, they "nudge" eachother to correct for it. I could bias it towards players so they never get nudged, only mobs. This might feel weird though, I'll have to experiment.
I'll get either an acceptable or temporary solution with the patch, no worries.
The distribution of mobs is random, so the fact you had more rats is just area-specific. However, the crazy amount of mobs is a number-tweaking thing that takes zero time to change but a lot of time to test, so I'll be tweaking the number of mobs with the patch. I talked about it above somewhere.
Thanks! The bugs add... character. They add character.
yeh when i installed it and loaded up a world it just said saving area then went black ?
:L also dont have to work on it straight away :L i can kind of live with about 15 - 30 fps. and iam pretty sure your tried after making this amazing mod <3 ?
Black screen? Try reinstalling, I haven't had any problems. My guess is it tried to load a .class file you forgot to drag into the folder. Try using Ctrl-A to select everything in a folder.
Eh, you're not the only one with a slow computer, so I'll still be addressing it.
i REALLY think the spawn rate of the roflcondas should be lowered, they are far too common for all the damage they do and they are really annoying, anyway thats what i think, and im loving this mod man, best mod i've played good work bro
Heh, you probably just got an area where Roflcondas are extremely prevalent. I'll see what I can do towards limiting the number of annoying mobs that can spawn (though I thought I already did this... I may have to do some more research on the spawn system) For now, try just making a new world so you don't start off next to them. Sorry about that :/
Great mod! I've been playing it all day long today! What do all the skills do? I can't figure the difference between Wisdom and Intelligence. Needs more mobs though, even though there are already alot.
I've been playing Hack/Mine for a while now and it is completely awesome. Addressing the issue of spawn rates, I like the current spawn rates of mobs, the massive numbers of mobs make Minecraft combat actually difficult. Perhaps you could have the spawn rates directly tied to difficulty, making the difficulty of dungeons and general Hack/Mine more customizable. In Multiplayer, I have noticed that bows do not allow for full drawback though they do work properly in single player. The Item repair sounds like a great idea, perhaps the repair item could both be craftable and collectible from mobs and dungeons.
Do you have an idea of when you will update the mod to 1.2.4? Or will you be updating it for 1.2.5 which should be coming out soon? Looks amazing but unfortunately I hadn't heard of this mod (heard about it from the minecraft reddit) until after I updated...
STR: Affects melee damage.
DEX: Affects Defense and Crit chance
INT: Affects wand/magic damage and spells, for the moment. For example, Charged Bolt receives another bolt every 5 points.
WIS: 1 pt = 10 mana. Mana regens on a constant percent basis, so it also increases your mana regen rate.
FRT: 1 pt = 10 health.
Each starts at 10, and you receive 5 stat points a level.
Defense is currently not very effective (though Crit is), but all the other stats make noticeable, if not dramatic, improvements. Build your character however you want and tell me how it goes! You'll probably do much better if you focus on 1 or 2 stats, though. Crit is a complicated calculation, but basically has diminishing returns until it caps at 30% crit chance. Everything else straight-line atm.
Though you can't see it (yet), every Area has a level that applies to every mob, dungeon, and item in it (unless I forgot something when updating). The level goes up every 16 chunks of distance you are from (0, 0), and carries with the Area from the time it is initially generated (so if you're 20 chunks-worth from the center but still in the same Area, it'll still be level 1. You have to get to a new Area.)
Let me know if anything else needs expoundin' upon.
EDIT: Actually, dungeons and mobs weren't being set to their level properly, forgot to switch the numbers. Pushing this with the patch.
hey my friends and i are trying to play SMP but it kicks me all the time for like string errors and bad packet IDs can anyone help my friends and i solve this problem?
hey my friends and i are trying to play SMP but it kicks me all the time for like string errors and bad packet IDs can anyone help my friends and i solve this problem?
It sounds like either you didn't install H/M for server or at least one person is trying to login and doesn't have the H/M client installed. I've got it working on multiple computers... there's a chance someone installed incorrectly, but I doubt it. First I'd just make sure everyone installed it and that the server is installed. The server should spit out "Starting Hack/Mine Server v1.2.3" when starting, and to check the client everyone who's unsure should start a world and see if there's a radar, tons of mobs, spells, etc.
Edit: To run the server on my friend's computer, I had to run from command line, though I was able to just double-click it on my machine. It was a different problem than the one you were getting, though ("could not find files" spittin' out the wazoo.)
Do you have an idea of when you will update the mod to 1.2.4? Or will you be updating it for 1.2.5 which should be coming out soon? Looks amazing but unfortunately I hadn't heard of this mod (heard about it from the minecraft reddit) until after I updated...
STR: Affects melee damage.
DEX: Affects Defense and Crit chance
INT: Affects wand/magic damage and spells, for the moment. For example, Charged Bolt receives another bolt every 5 points.
WIS: 1 pt = 10 mana. Mana regens on a constant percent basis, so it also increases your mana regen rate.
FRT: 1 pt = 10 health.
Each starts at 10, and you receive 5 stat points a level.
Defense is currently not very effective (though Crit is), but all the other stats make noticeable, if not dramatic, improvements. Build your character however you want and tell me how it goes! You'll probably do much better if you focus on 1 or 2 stats, though. Crit is a complicated calculation, but basically has diminishing returns until it caps at 30% crit chance. Everything else straight-line atm.
Though you can't see it (yet), every Area has a level that applies to every mob, dungeon, and item in it (unless I forgot something when updating). The level goes up every 16 chunks of distance you are from (0, 0), and carries with the Area from the time it is initially generated (so if you're 20 chunks-worth from the center but still in the same Area, it'll still be level 1. You have to get to a new Area.)
Let me know if anything else needs expoundin' upon.
I think dexterity should affect bows also cause I like the bows in this mod. Also the bows need to be a bit more balanced. First, they cost ammo and second, they take a long time to charge up (maybe a big damage buff). I think agility should be added back into the game and food should act like forms of healing, I do like no hunger though, keep that. I think whenever you kill a enemy they should have a 30% chance to drop a mana star or a heart or maybe a healing potion. Hope you add these things! Have a nice day!
The alpha is released! Remember it's still in alpha, and is far from a finished product. All of you are my little testers... muahahahah.
OMG YESSS!
wooot! your awesome man! testing now!
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
When i'm in a dungeon (below ground ones) there seem to be a lot of rooms with lava. Thats not a problem, but there are so many mobs in the dungeon that they push me around (i can usually take the direct damage) making it next to impossible to cross some of the arenas in the dungeons because i'm constantly being pushed into the lava and dying. I usually don't get angered by games but it was very frustrating to me to not even be able to reach and destroy the spawners because there were simply too many mobs pushing me around faster then i could hit them.
I enjoyed how the player respawned with items intact, that was a nice touch in my opinion. I disliked how many mobs were constantly crawling around the map. I was constantly being swarmed by raptors, naga, Chickens and rats (especially rats) and had little time to no time to get my bearings on respawn before i was seiged by them. The reduction of knockback helped a lot, but like said above, it's almost impossible to cross small platforms with a lava floor beneath them because of the mobs pushing the player around and off the blocks.
I realize this is just an alpha, but i seriously enjoy this mod. It's probably the best mod i've ever played and i can understand it's buggy for its first release. Keep working on it and fixing bugs, i really enjoy it!
IDEAS: Some type of mechanical enemy
A stunning wand
Beholders (Flying eyeball creatures)
i found a bug though, if you set your spawn with a bed, then die, it will say saving chunks (i think) then it will crash
hope you fix it soon
great job! ;D
EDIT: Nvm, it just really seemed like this was the problem, im not sure what the problem actually is, because now when i die it doesn't reset..
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
But... it does work on mac, theres even a mac tutorial on how to install it
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
mod is awesome man
Also, the fireball's range may need to be imporved, and the lighting attack can only be cast straight out in front of you, no matter where your looking. I think thats a bug.
I'm fixing to see what I can do about lag. I'm thinking it's stemming from the radar querying blocks (which forces chunks to load)-- zoom it in as far as possible for now, but next update you'll be able to disable it, and it won't forcing chunks to load (unless it's not causing enough to load... I'll experiement with it.)
Yeah, the mobspawns are a lot... I'll try making a shelter myself to get a feel of what you're talking about (I actually haven't done this even once with the mod, haha. Wasn't really the premise, and I wasn't planning on supporting it at that point.) As for the explosions, you might just need to use materials that are relatively creeper-proof. I could see that being hard, though, if you're constantly building shelters on the fly... also, I'm pretty sure the mobs will be spawning inside your house, so be careful. I'll see what I can do, maybe have them spawn in regular light, but not torch light.
Creeper-proof block spell? Hmmmmmm...
Hmm, I'll fiddle with the regen rate. And to your second question, you could before the update to 1.2.3, but it would seem I forgot about it, haha. Basically, as a temporary measure, you were able to combine dirt/stone with your weapons in the crafting box to repair them. I actually like the mechanic, but I'm not sure how to make it believable... maybe a small, magic device you stick in the craft box along with your reagents and broken item? I'll throw it back in soon.
Not much for reading, eh? I put the Mac instructions up before the Windows instructions, and I still get asked XD
Thanks! And awesome, glad to hear it.
Thanks! Give those mobs what for.
Something like that is a definite possibility, since it would make compatibility with classic GUIs way simpler. First, I'd probably just have a bags button with a number on the bottom right that brings 'em all up, and second, the bags could probably look really cool, like brown leather material... somethin' real "baggy". Maybe even different from bag to bag. A single button would definitely free up the clutter on the main inventory... though after that change, I'd probably call it the equipment screen. Hrrrmmmm...
I definitely understand the lava frustration, I have to remember that people are way more frustrated by death than I am when I'm just debugging. There's two things I think that could solve this:
I'll get either an acceptable or temporary solution with the patch, no worries.
The distribution of mobs is random, so the fact you had more rats is just area-specific. However, the crazy amount of mobs is a number-tweaking thing that takes zero time to change but a lot of time to test, so I'll be tweaking the number of mobs with the patch. I talked about it above somewhere.
Thanks! The bugs add... character. They add character.
Black screen? Try reinstalling, I haven't had any problems. My guess is it tried to load a .class file you forgot to drag into the folder. Try using Ctrl-A to select everything in a folder.
Eh, you're not the only one with a slow computer, so I'll still be addressing it.
Heh, you probably just got an area where Roflcondas are extremely prevalent. I'll see what I can do towards limiting the number of annoying mobs that can spawn (though I thought I already did this... I may have to do some more research on the spawn system) For now, try just making a new world so you don't start off next to them. Sorry about that :/
STR: Affects melee damage.
DEX: Affects Defense and Crit chance
INT: Affects wand/magic damage and spells, for the moment. For example, Charged Bolt receives another bolt every 5 points.
WIS: 1 pt = 10 mana. Mana regens on a constant percent basis, so it also increases your mana regen rate.
FRT: 1 pt = 10 health.
Each starts at 10, and you receive 5 stat points a level.
Defense is currently not very effective (though Crit is), but all the other stats make noticeable, if not dramatic, improvements. Build your character however you want and tell me how it goes! You'll probably do much better if you focus on 1 or 2 stats, though. Crit is a complicated calculation, but basically has diminishing returns until it caps at 30% crit chance. Everything else straight-line atm.
Though you can't see it (yet), every Area has a level that applies to every mob, dungeon, and item in it (unless I forgot something when updating). The level goes up every 16 chunks of distance you are from (0, 0), and carries with the Area from the time it is initially generated (so if you're 20 chunks-worth from the center but still in the same Area, it'll still be level 1. You have to get to a new Area.)
Let me know if anything else needs expoundin' upon.
EDIT: Actually, dungeons and mobs weren't being set to their level properly, forgot to switch the numbers. Pushing this with the patch.
It sounds like either you didn't install H/M for server or at least one person is trying to login and doesn't have the H/M client installed. I've got it working on multiple computers... there's a chance someone installed incorrectly, but I doubt it. First I'd just make sure everyone installed it and that the server is installed. The server should spit out "Starting Hack/Mine Server v1.2.3" when starting, and to check the client everyone who's unsure should start a world and see if there's a radar, tons of mobs, spells, etc.
Edit: To run the server on my friend's computer, I had to run from command line, though I was able to just double-click it on my machine. It was a different problem than the one you were getting, though ("could not find files" spittin' out the wazoo.)
I agree.
I think dexterity should affect bows also cause I like the bows in this mod. Also the bows need to be a bit more balanced. First, they cost ammo and second, they take a long time to charge up (maybe a big damage buff). I think agility should be added back into the game and food should act like forms of healing, I do like no hunger though, keep that. I think whenever you kill a enemy they should have a 30% chance to drop a mana star or a heart or maybe a healing potion. Hope you add these things! Have a nice day!