Oh my god, why doesn't this mod get more attention?! This is hands down the most single best minecraft mod I have ever played. Screw millinare. Screw better than wolves, all those other big ones. This is amazing. You deserve at least half of the money notch has.made. man. If I had a method of paying electronically, I would so totally donate. Hell, I would even buy it if it had to be paid for! Sadly though i am 15 and my dad is a jerk haha Honestly, good work man! Me and my friends are having a blast playing it. I woild give a few suggestions bit I'm on my andriod right.now so its a bit of a pain to type haha, I totally will later though. Keep up the good work! I'm showing this to everyone I know that owns minecraft haha oh and sorry for typing mistakes, I hate touchscreen keyboards
I think Fortitude needs tweaking in the way it works for each class. I think it should have more of an effect on health as a Warrior than it does on Ranger, and even less on Mage. The reasoning behind this is that mage and ranger are already very strong ranged AoE classes, where as warriors are not really like that. I think that Mage and Ranger should have higher damage outputs, with Warriors having higher survivability.
I've been on a server with friends for a while now, and we've noticed that out Mage tends to take even more punishment than our two warriors, purely because he pulls aggro with an AoE and is instantly swarmed with slimes. We also noticed that he is at very little risk of dying, whereas us Warriors have been low on HP quite often. (We're both the kind who melee everything and don't care for our own safety.)
Afterwards, we looked at our two stat pages...
Yes, I am deliberately showing off my purple.
Anyway, despite the level difference we still have very similar stats in terms of fortitude, and our Mage even has more defence (he's in full chain with int+wisdom, I'm in mostly chain with Roflstomper boots to balance out a speed debuff.) Topping it all off, our Mage has superior AoE damage output than I do, and can fight at ranged (slightly irrelevant in dungeons).
Basically, what I'm saying is I think there should be diminishing returns in terms of Fortitude or Defence on Mages/Rangers to balance out their advantage in ranged damage.
Awesome, just the kinda feedback I needed. Hmm... I'll think about it, there may be other ways of addressing the issue. What a lot of games do is impose minimum Strength requirements on armor, which might certainly change things. But then I'll need create different sets of armor for different classes. Hmmmm... Yeah, for now it'd be easier to give Warriors a defense or fortitude bonus compared to the other classes.
I really have to question your friend's build-- with multiple people, he should have been going Int > Wis > Frt, then ignoring everything else. I usually get like 5 Frt then go for pure Int, only getting Wis as a find I run out of mana (which is a lot initially). Perhaps another part of the problem is that mages do too much damage, because he only has 66% as much Int as you have Str, which lets him stick those points elsewhere.
Also, quick question, are the items randomly/proceduraly generated or are they all hand made?
I'm thinking Green etc is random with Purple and beige ones (assuming those are unique btw) are handmade.
All magically items are randomly generated (with certain constraints) except for uniques, which are handmade.
I've listed the entirety of what the stats do a little earlier, and it can also be found on the wiki I started (the link is under the videos on the OP.)
I'm changing the health per fortitude of the Warrior, Mage, and Ranger to 12, 7, and 10 respectively. I'm making other changes as well (the Mage shouldn't be entirely screwed :P)
Creative + Superflat + Big Dungeons = World won't generate, game crashes.
I'll check it out, but do me a favor next time and try to post the error message I can just duplicate this one myself, but even saving me a little time goes a long way when I'm dealing with a gazillion bugs.
Does anybody know of a way to fix item description etc. using technic launcher? I'll try and figure something out later.
Also, 12-10-7 sounds pretty good, any idea what Healer might get if and when you make it?
If you can find where Technic keeps the .jar it's running for H/M (possibly buried in a .yml file), simply opening it with WinRAR or un/rezipping it and replacing "lang/en_US.lang" with the one that comes with H/M would resolve the issue. I haven't heard much from the Technic guys on fixing it, hopefully they'll get it done soon... also, I'm not even sure it leaves a .jar laying around, it might be creating it on the fly. Either way, just swapping out the appropriate file should do the trick. If you figure out how, I'll give people the instructions so everyone can deal with the buggy item names.
I may be adding a surprise in the next update... you could say people are getting their height optionally nerfed
This worked for me to fix the glitched item names with the technic launcher.
The jar file is in the .techniclauncher\hackslashmine\bin folder.
Backup the minecraft.jar file.
Open minecraft.jar in winrar/winzip.
Open modpack.jar in a separate winrar/winzip.
Overwrite the .\lang\en-US.lang file in minecraft.jar with the one from modpack.jar.
Delete the META-INF folder in minecraft.jar.
Hi, I finally played Hack/Mine on servers. It was pretty awesome, even though I killed my partner quite a lot (I was a mage, he was a warrior)
My thoughts:
-It is still pretty long to get to a high leveled area, and most of the time you need to cross enormous oceans. Since it's SMP, I had some chunk issues. I really think there should be a way to travel faster. I know you talked about waypoints in the villages, but since they won't be ready before a long time, perhaps should you add some kind of waypoint placeholder (like you did for the repair mechanism)
-One thing I really wanted to do is to reroll. Just typing /reroll, restarting your character, and choosing your class again would be cool, if you want to start from scratch with a friend, or if you simply don't really like your class.
-Will there be a way to set PvP on or off? (If this question has already been awnsered, just ignore it, I'll seek the awnser) It would make the coop better
-I guess you already know that, but, when we tried to go to the End, there was nothing but a small obsidian platform. Have you got any ideas about what you are going to do with that dimension? (no spoilers)
Last thing: Do you want me to make you a model?
Waypoints aren't that far off, maybe after the next update It's really not as hard as it sounds (it would be if I didn't have the Area system implemented). Vendors may come with it, or it may be a bit later, depends on how time consuming getting everything *just* right is.
Reroll mechanism has already been added and will be in the update! You'll be able to select it from the in-game menu.
Not with the next update, but there will be soon. I did fix spells ignoring PvP preferences
Er really? I never actually been to it, in or out of my mod XD I'll fiddle with it at some point, not a short-term priority. I have another dimension that needs workin' on too-- has anyone found it yet?? I even gave a big hint, haha. Hint again:
No mere mortal could rise to the challenge.
Plain and simple The dimension is still extremely WIP, which is why I worry about people seeing it XD It's still mega-sweet, though...
Sure, I could still use plenty mo' mobs, even if they behave similarly to existing ones (I'll address this once I'm not so busy with other things). Throw me some ideas, something you'll be passionate about so you'll work on it harder (not a mega-boss though XD)
Man, that mysterious feature I'm adding right now will certainly be changing some perspectives. Everyone is fixing to feel just a little more special... about 3 or 4 more times as varied, to be precise...
Have you tested this for different "vanilla mobs"? I'm assuming you mean Zombies, Skeletons, Spiders, etc. Some more details would be nice.
Crap, sorry. Yes spiders, zombies, endermen, skeletons, creepers... sometimes it seems like exp is awarded every other time and other times not at all. All Hack/Mine mobs grant excellent exp each time. I understand the exp drops are leveled to the enemy level and therefore will seem more or less significant based on your character level but I can stand for 10 minutes at a level 4 skeleton spawner and mow them down with a level 8 mage without so much as a bump on the exp bar. I really have no more info than that, I've been trying to recreate scenarios for a video but just when I think I'm right my exp increases.
-Is there a level range that at which point you will no longer gain exp from lower level mobs?
-I like the ability to self-damage, makes it necessary to use your ranged skills accurately and wisely. However, the ranger's multishot is too self-dangerous and highly inaccurate. Adjust?
Also: (off-topic)
I build a [alpha] texture pack add-on for your mod with SMP-Revival textures and randomob support so it works with the already available Technic Launcher preloaded texture pack. How can I get this to you?
My two brothers and I are enjoying the crap out of your mod, keep up the fantastic work!
Crap, sorry. Yes spiders, zombies, endermen, skeletons, creepers... sometimes it seems like exp is awarded every other time and other times not at all. All Hack/Mine mobs grant excellent exp each time. I understand the exp drops are leveled to the enemy level and therefore will seem more or less significant based on your character level but I can stand for 10 minutes at a level 4 skeleton spawner and mow them down with a level 8 mage without so much as a bump on the exp bar. I really have no more info than that, I've been trying to recreate scenarios for a video but just when I think I'm right my exp increases.
-Is there a level range that at which point you will no longer gain exp from lower level mobs?
-I like the ability to self-damage, makes it necessary to use your ranged skills accurately and wisely. However, the ranger's multishot is too self-dangerous and highly inaccurate. Adjust?
Also: (off-topic)
I build a [alpha] texture pack add-on for your mod with SMP-Revival textures and randomob support so it works with the already available Technic Launcher preloaded texture pack. How can I get this to you?
My two brothers and I are enjoying the crap out of your mod, keep up the fantastic work!
Awesome, glad you're enjoying it! I think I know exactly what your problem is, it's that's exp is currently given to whoever gets the last hit (and no one if the last hit was from drowning, lava, etc). This will be addressed, maybe in the next patch. I haven't gotten as many complaints as I thought I would, but if it's bad enough I'll spend some time on it. You can test this if you want, but I'm pretty sure that's the issue (makes sense, you're with the mage spammin' AoE)
Not sure, I'd hate to combine something with SMP's texture pack without his permission, so just message me a link to it (mediafire or dropbox or even google docs will work), I'll look at it, then communicate with some peeps from there.
I love the mod, but I thought that the chests should mostly contain dungeon loot, like weapons, and armor. Maybe even materials like cloth and what not. Also I found two bugs, one being equipping certain items that increase your mana pool will extend the mana bar outside of the border thingy (I was using the Dreamreaver axe when this occurred). And second; if you switch items while your bow is charging it will crash the game. (I was a warrior when this happened, and I was not trying to use a power I switched to a regular stone sword.) I hope this helps! I love the mod so far.
(Sorry for my proper engrish i'm partially OCD. :\)
I'm not exactly sure why, but when I use your mod and I find a group of slimes(more than 4) in an area, something makes my game lag like crazy. I don't know what it is, but I have tried using fast/tiny with particles off, and that has still not fixed the issue. The only way for me to really handle larger numbers of slimes is to just snipe them before lag hits. This kinda sucks for us warriors who run around with only a sword. Anyway, I love the mod and can't wait to see just how this will turn out in future updates!
If you want the info on my PC, here it is:
Dell inspiron530 with windows vista home premium(X64)
Intel Core 2 Duo @ 2.66GHz
4GB of 800MHz DDR2 RAM
640GB Hard drive
NVIDIA Geforce GT520 graphics card
I know my computer is old, and I hate this thing, but it still runs minecraft/technic on fancy/far with minimal hiccups. This mod just has this 1 that's kind of large.
I'm not exactly sure why, but when I use your mod and I find a group of slimes(more than 4) in an area, something makes my game lag like crazy. I don't know what it is, but I have tried using fast/tiny with particles off, and that has still not fixed the issue. The only way for me to really handle larger numbers of slimes is to just snipe them before lag hits. This kinda sucks for us warriors who run around with only a sword. Anyway, I love the mod and can't wait to see just how this will turn out in future updates!
If you want the info on my PC, here it is:
Dell inspiron530 with windows vista home premium(X64)
Intel Core 2 Duo @ 2.66GHz
4GB of 800MHz DDR2 RAM
640GB Hard drive
NVIDIA Geforce GT520 graphics card
I know my computer is old, and I hate this thing, but it still runs minecraft/technic on fancy/far with minimal hiccups. This mod just has this 1 that's kind of large.
Awesome, just the kinda feedback I needed. Hmm... I'll think about it, there may be other ways of addressing the issue. What a lot of games do is impose minimum Strength requirements on armor, which might certainly change things. But then I'll need create different sets of armor for different classes. Hmmmm... Yeah, for now it'd be easier to give Warriors a defense or fortitude bonus compared to the other classes.
I really have to question your friend's build-- with multiple people, he should have been going Int > Wis > Frt, then ignoring everything else. I usually get like 5 Frt then go for pure Int, only getting Wis as a find I run out of mana (which is a lot initially). Perhaps another part of the problem is that mages do too much damage, because he only has 66% as much Int as you have Str, which lets him stick those points elsewhere.
Btw, is that Tyrael? Hehe.
Thanks for the input, I will be making use of it
Where am I able to find the fix or are you still busy with it?
I'm releasing a massive bugfix this weekend, still a tad busy with it
All magically items are randomly generated (with certain constraints) except for uniques, which are handmade.
I've listed the entirety of what the stats do a little earlier, and it can also be found on the wiki I started (the link is under the videos on the OP.)
I'm changing the health per fortitude of the Warrior, Mage, and Ranger to 12, 7, and 10 respectively. I'm making other changes as well (the Mage shouldn't be entirely screwed :P)
Vanilla mobs don't give exp in SMP.
I'll check it out, but do me a favor next time and try to post the error message I can just duplicate this one myself, but even saving me a little time goes a long way when I'm dealing with a gazillion bugs.
Have you tested this for different "vanilla mobs"? I'm assuming you mean Zombies, Skeletons, Spiders, etc. Some more details would be nice.
If you can find where Technic keeps the .jar it's running for H/M (possibly buried in a .yml file), simply opening it with WinRAR or un/rezipping it and replacing "lang/en_US.lang" with the one that comes with H/M would resolve the issue. I haven't heard much from the Technic guys on fixing it, hopefully they'll get it done soon... also, I'm not even sure it leaves a .jar laying around, it might be creating it on the fly. Either way, just swapping out the appropriate file should do the trick. If you figure out how, I'll give people the instructions so everyone can deal with the buggy item names.
I may be adding a surprise in the next update... you could say people are getting their height optionally nerfed
The jar file is in the .techniclauncher\hackslashmine\bin folder.
Backup the minecraft.jar file.
Open minecraft.jar in winrar/winzip.
Open modpack.jar in a separate winrar/winzip.
Overwrite the .\lang\en-US.lang file in minecraft.jar with the one from modpack.jar.
Delete the META-INF folder in minecraft.jar.
Wolves - Give them an ability to level maybe? Sort of like the companions in Diablo 2. Maybe even give them specialized gear for upgrades.
Waypoints aren't that far off, maybe after the next update It's really not as hard as it sounds (it would be if I didn't have the Area system implemented). Vendors may come with it, or it may be a bit later, depends on how time consuming getting everything *just* right is.
Reroll mechanism has already been added and will be in the update! You'll be able to select it from the in-game menu.
Not with the next update, but there will be soon. I did fix spells ignoring PvP preferences
Er really? I never actually been to it, in or out of my mod XD I'll fiddle with it at some point, not a short-term priority. I have another dimension that needs workin' on too-- has anyone found it yet?? I even gave a big hint, haha. Hint again:
No mere mortal could rise to the challenge.
Plain and simple The dimension is still extremely WIP, which is why I worry about people seeing it XD It's still mega-sweet, though...
Sure, I could still use plenty mo' mobs, even if they behave similarly to existing ones (I'll address this once I'm not so busy with other things). Throw me some ideas, something you'll be passionate about so you'll work on it harder (not a mega-boss though XD)
Man, that mysterious feature I'm adding right now will certainly be changing some perspectives. Everyone is fixing to feel just a little more special... about 3 or 4 more times as varied, to be precise...
Crap, sorry. Yes spiders, zombies, endermen, skeletons, creepers... sometimes it seems like exp is awarded every other time and other times not at all. All Hack/Mine mobs grant excellent exp each time. I understand the exp drops are leveled to the enemy level and therefore will seem more or less significant based on your character level but I can stand for 10 minutes at a level 4 skeleton spawner and mow them down with a level 8 mage without so much as a bump on the exp bar. I really have no more info than that, I've been trying to recreate scenarios for a video but just when I think I'm right my exp increases.
-Is there a level range that at which point you will no longer gain exp from lower level mobs?
-I like the ability to self-damage, makes it necessary to use your ranged skills accurately and wisely. However, the ranger's multishot is too self-dangerous and highly inaccurate. Adjust?
Also: (off-topic)
I build a [alpha] texture pack add-on for your mod with SMP-Revival textures and randomob support so it works with the already available Technic Launcher preloaded texture pack. How can I get this to you?
My two brothers and I are enjoying the crap out of your mod, keep up the fantastic work!
Awesome, glad you're enjoying it! I think I know exactly what your problem is, it's that's exp is currently given to whoever gets the last hit (and no one if the last hit was from drowning, lava, etc). This will be addressed, maybe in the next patch. I haven't gotten as many complaints as I thought I would, but if it's bad enough I'll spend some time on it. You can test this if you want, but I'm pretty sure that's the issue (makes sense, you're with the mage spammin' AoE)
Not sure, I'd hate to combine something with SMP's texture pack without his permission, so just message me a link to it (mediafire or dropbox or even google docs will work), I'll look at it, then communicate with some peeps from there.
(Sorry for my proper engrish i'm partially OCD. :\)
I'm not exactly sure why, but when I use your mod and I find a group of slimes(more than 4) in an area, something makes my game lag like crazy. I don't know what it is, but I have tried using fast/tiny with particles off, and that has still not fixed the issue. The only way for me to really handle larger numbers of slimes is to just snipe them before lag hits. This kinda sucks for us warriors who run around with only a sword. Anyway, I love the mod and can't wait to see just how this will turn out in future updates!
If you want the info on my PC, here it is:
Dell inspiron530 with windows vista home premium(X64)
Intel Core 2 Duo @ 2.66GHz
4GB of 800MHz DDR2 RAM
640GB Hard drive
NVIDIA Geforce GT520 graphics card
I know my computer is old, and I hate this thing, but it still runs minecraft/technic on fancy/far with minimal hiccups. This mod just has this 1 that's kind of large.
I think the problem's vista =D lol