Ok I fixed the link. What mods are you using? It works for me with just modloader, so if it is not compatible with another mod I will change it so it works for it. The mod might have an entityfire class that is screwing up, and I will just change the class for you.
I'm using forge, which might be why it's stuffing up, but if you could change it that would be great!
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Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
diesel9012 u got skype i can be a reviewing your mod to help u and my youtube channel
my skype is d2303dani
o and add melee weapons to the mod because its war and magecraft And i loved this idea
I do not have skype, but I don't know why you need me to review my mod. If you want to review my mod go ahead as I should not be reviewing my own mod as that should be up to you. I'm sure that if you search my mod on youtube a few reviews will pop up. I will watch some when I get the time, pm me if you want me to watch it and I will, but I will not post reviews on my thread as many people will ask. If I put a vid it will be me explaining in detail what everything does and stuff that other people might miss. I just added 5 new melee weapons, and many more will be coming so don't worry about that.
I'm using forge, which might be why it's stuffing up, but if you could change it that would be great!
Yea thats it. Forge uses a different modloader from what I know, and used to include risu's unmodified one until 1.3.2 as he didn't update quickly and is still technically not finished as he still has it listed as preliminary updates. I will make it forge compatible in a few updates from now as I need to learn how it works and that will take some time... End of the month max is my prediction, but don't hold me to it. If you want to play my mod now with other mods that do not use forge I would recommend making another clean jar with your current one backed up in some way, and add risu's modloader in the new one and add in any other mod you want. That is the safe way... If you really want it, you could copy your current jar, add in risu's modloader, and then my mod to see if it works(modloader MUST be installed after forge)... It will only work if forge did not change anything from the previous modloader version. If you test that tell me, but make sure you have a copy of your current one that you are using or else you could loose a lot of things.
EDIT: I just read on forge's website that modloader is compatible with forge, so make sure you have the updated forge, and risu's modloader(installed after forge).
The Crossbow has been edited to a dart gun, but I will release the update next week as I am working on a gui to select your ammo for it. If the GUI is not done by then, then I will post what I have. Currently I have a normal dart, explosive dart, and a fire dart. I could post it now, but the fire and exposive darts would be useless. The pool will keep going on until I start planning the turrets witch will be after the Dart gun gets finished fully. Also as a last question would any of you would like to see a mage mob for Halloween as a Halloween update (after 1.4 modloader release)? It would use a staff that I already made and could drop one. Or I could do something with the giant zombie... I would like to hear some ideas now before I get started with the turrets (as it seems like people want it), and would like to plan for it pending the result of the poll.
TRIPLE POST! (please leave a reply as I like the support/criticism) The new update is out and will not conflict with any crossbow mods or any mod that uses a crossbow. I am trying to find solutions to fix the gui bug right now, and the minuet that is fixed I will update this mod. I might be switching to forge within the next few updates If I need it for the turrets, or if that is the only way I can solve the bug (press r in creative inventory and move items around to see what I am talking about).
Plans for the next month:
Next update will be a machete update and an attempt at a bug fix update. I will plan to make the dart gun not need to charge, and will instead have a reload timer along will more ammo types after I get the gui working. After 1.4 is released I will see If I need forge or not for the turrets, and if I do I will be converting it a day or 2 after forge is updated to 1.4. I hope to have my first turret around Halloween and will have many more afterwards. This will hopefully be the only month where I only add 1 "main" weapon as I want to customize the dart gun more, and give it a wide rage of ammo to chose from. By the end of the year I expect to have around 5 different kinds of turrets.
cool looking. What about a Meat Cleaver, that, when used on passive mobs that are used to harvest meat, (pigs, cows, chickens), they have llarger drops? You could probably just copy and paste some of the looting enchantment code, but it could cause some problems if you have to edit the animal classes themselves.
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Another balmy summer evening. The city rolls these nights like loaded dice.
cool looking. What about a Meat Cleaver, that, when used on passive mobs that are used to harvest meat, (pigs, cows, chickens), they have llarger drops? You could probably just copy and paste some of the looting enchantment code, but it could cause some problems if you have to edit the animal classes themselves.
Pending on how good the API is for 1.4 I could have something like that for a big thanksgiving update.
Awesome, but can you make the rubies craftable with red dye, redstone and a diamond sonthat people don't have to make a new world? But not with 8 redstone as to be compatible with industrialcraft.
This mod is really unbalanced. I had an idea to fix that. First you would need a "mana battery" which could never break and had 50 uses. The game would count up all the batteries in your inventory and add their durability together. 1 batter wouldbe crafted with 4 gold surrounding a diamond. A weak fire ball staff would use 2 uses of the batterie per fireball. Lighning staff would use 5. Ghast fireball staff uses 10, zombie staff and skeleton staff also uses 10. Blaze uses 20, healing staff uses 2per half heart (how often would you use it, anyways?) The ice staff uses 5 and strong ice staff could use 8. You could carry as many mana batteries as you wanted, but at the cost of inventory space. You could then build a mana tap, which restore one use every 30 seconds and require at least 3 diamonds to craft. Periodically, the tap would check to see how many others are touching it. If it finds one, it searches for more, ect. It counts up how many it finds and multiplies that number by it's battery recharge effect to make it faster. Hope you take these into consideration.
This mod is really unbalanced. I had an idea to fix that. First you would need a "mana battery" which could never break and had 50 uses. The game would count up all the batteries in your inventory and add their durability together. 1 batter wouldbe crafted with 4 gold surrounding a diamond. A weak fire ball staff would use 2 uses of the batterie per fireball. Lighning staff would use 5. Ghast fireball staff uses 10, zombie staff and skeleton staff also uses 10. Blaze uses 20, healing staff uses 2per half heart (how often would you use it, anyways?) The ice staff uses 5 and strong ice staff could use 8. You could carry as many mana batteries as you wanted, but at the cost of inventory space. You could then build a mana tap, which restore one use every 30 seconds and require at least 3 diamonds to craft. Periodically, the tap would check to see how many others are touching it. If it finds one, it searches for more, ect. It counts up how many it finds and multiplies that number by it's battery recharge effect to make it faster. Hope you take these into consideration.
So are you saying that the recharge timer already on it is not enough, or should it be replaced? I could always make the recharge timer more sever if that is what you want, but in my opinion it is fine as it is as everything is weak except for the fire and ice staff as you can spam those to infinity. I might nerf them a little, but please explain a little more to why you think they are OP before I change them. If you are testing everything in creative mode they do not take damage as I made it so you can spam them in creative mode, so just change it to gamemode 0.
Awesome, but can you make the rubies craftable with red dye, redstone and a diamond sonthat people don't have to make a new world? But not with 8 redstone as to be compatible with industrialcraft.
For right now if you want the rubies in your survival world just go to a newly generated part of your world, and they will show up. I could do a trade with villagers if you want something like that. I might do something like 20 emeralds for a ruby so it is still hard to get. After I get done with turrets I will do/make something that will make the crafting of rubies pointless, so I don't really want to do something like that now (It will be a solution to your problem though).
MOD UPDATE: New Update (and last until 1.4) will be out Sunday sometime. I added the Machete where you can break leaves quicker, and will not take damage breaking leaves, vines, and grass, but you cannot pickup the block as that would make the shears useless. There will be a surprise staff that I believe everyone will like (Conjuration, and is a secret), and possibly some other little things that won't matter much yet (Started turrets, but won't work just yet). I cannot get the GUI working for the ammo selection until 1.4 as it is a modLoader/Minecraft Issue... I could do it, but I would have to edit base classes and I will not do that. If I do have an update between the next one and 1.4, it will only be a bug fix update, so don't expect too much until the new API comes out.
I like the trade with villagers idea, but these staves are completely free to use and are just too strong. I don't think that the cooldown should be changed, as that would make some of them less useful, but I think that with the mana batteries idea, it would depend on how much inventory space you would be willing to spend on magic, ect. If the rubies are as rare as diamond, you should make them cost as much as the average of a diamond armor piece divided by the amount of diamonds required to craft it. Great mod, by the way!
I like the trade with villagers idea, but these staves are completely free to use and are just too strong. I don't think that the cooldown should be changed, as that would make some of them less useful, but I think that with the mana batteries idea, it would depend on how much inventory space you would be willing to spend on magic, ect. If the rubies are as rare as diamond, you should make them cost as much as the average of a diamond armor piece divided by the amount of diamonds required to craft it. Great mod, by the way!
Thanks for your feedback! I will do something then, but it won't be right away until I figure out how I will approach this idea. After I finish/almost finished with my first turret I will start working on something like that, so expect something in early November.
Thanks for your feedback! I will do something then, but it won't be right away until I figure out how I will approach this idea. After I finish/almost finished with my first turret I will start working on something like that, so expect something in early November.
Thanks, man! Just have the batteries have durability that's drained when a spell is used. Thanks for taking up my suggestions!
Mod request:Could you just do a ghast fireball rod and a lightning rod that doesn't need a recharge.I'm making a map which just needs these two.And also keep it updated,I mean only to make the mod compatible with newer versions.So no new enemies,rods and other stuff.All I need is the ghast fireball rod and the lightning rod.Message me if you're gonna do it.If not,thanks for considering.And if you're doing it,don't make it in 1.3.Make itin 1.4.And also compatible in multiplayer.
Finally! A mod that adds mobs that you can summon that help you (as in vanilla mobs) besides wolves. Maybe you could add a silverfish swarm staff or something? 4-5 silverfish spawn and attack anything around you (disappears in 1 min) and the recharge would be something like 2 mins
Mod request:Could you just do a ghast fireball rod and a lightning rod that doesn't need a recharge.I'm making a map which just needs these two.And also keep it updated,I mean only to make the mod compatible with newer versions.So no new enemies,rods and other stuff.All I need is the ghast fireball rod and the lightning rod.Message me if you're gonna do it.If not,thanks for considering.And if you're doing it,don't make it in 1.3.Make it in 1.4.And also compatible in multiplayer.
I am not going make the lightning staff and blaze staff have no recharge time, but if you need it for a map I could quickly edit the classes and give a link to them to add to my mod just for that ability if you want. Multiplayer will be out sometime in beta stage when I feel like I have enough stuff in single player to support itself without an update for awhile as multiplayer has different coding. Unless I learn forge quickly, and I decide to convert my mod to forge will it be early to mid next year for multiplayer...
Finally! A mod that adds mobs that you can summon that help you (as in vanilla mobs) besides wolves. Maybe you could add a silverfish swarm staff or something? 4-5 silverfish spawn and attack anything around you (disappears in 1 min) and the recharge would be something like 2 mins
I plan on having many conjuration staffs so you might see something like that in the future. That might be the next one I make pending the turret status because I do like that Idea (next meaning after the "huge" secret staff in the next update) .
I am not going make the lightning staff and blaze staff have no recharge time, but if you need it for a map I could quickly edit the classes and give a link to them to add to my mod just for that ability if you want. Multiplayer will be out sometime in beta stage when I feel like I have enough stuff in single player to support itself without an update for awhile as multiplayer has different coding. Unless I learn forge quickly, and I decide to convert my mod to forge will it be early to mid next year for multiplayer... I plan on having many conjuration staffs so you might see something like that in the future. That might be the next one I make pending the turret status because I do like that Idea (next meaning after the "huge" secret staff in the next update) .
What I mean is make a separate mod for the stuff that I requested.I'm not trying to change your current mod.Or not,make another copy of this mod and edit the way that I requested and mail me.
I want it so in a way like 'search youtube:Minecraft machinima dogs of war castle siege'.The wizard can shoot ghast fireballs and lightning and that's what I want,but with separate rods.
I want it so in a way like 'search youtube:Minecraft machinima dogs of war castle siege'.The wizard can shoot ghast fireballs and lightning and that's what I want,but with separate rods.
I'm using forge, which might be why it's stuffing up, but if you could change it that would be great!
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I do not have skype, but I don't know why you need me to review my mod. If you want to review my mod go ahead as I should not be reviewing my own mod as that should be up to you. I'm sure that if you search my mod on youtube a few reviews will pop up. I will watch some when I get the time, pm me if you want me to watch it and I will, but I will not post reviews on my thread as many people will ask. If I put a vid it will be me explaining in detail what everything does and stuff that other people might miss. I just added 5 new melee weapons, and many more will be coming so don't worry about that.
Yea thats it. Forge uses a different modloader from what I know, and used to include risu's unmodified one until 1.3.2 as he didn't update quickly and is still technically not finished as he still has it listed as preliminary updates. I will make it forge compatible in a few updates from now as I need to learn how it works and that will take some time... End of the month max is my prediction, but don't hold me to it. If you want to play my mod now with other mods that do not use forge I would recommend making another clean jar with your current one backed up in some way, and add risu's modloader in the new one and add in any other mod you want. That is the safe way... If you really want it, you could copy your current jar, add in risu's modloader, and then my mod to see if it works(modloader MUST be installed after forge)... It will only work if forge did not change anything from the previous modloader version. If you test that tell me, but make sure you have a copy of your current one that you are using or else you could loose a lot of things.
EDIT: I just read on forge's website that modloader is compatible with forge, so make sure you have the updated forge, and risu's modloader(installed after forge).
Plans for the next month:
Next update will be a machete update and an attempt at a bug fix update. I will plan to make the dart gun not need to charge, and will instead have a reload timer along will more ammo types after I get the gui working. After 1.4 is released I will see If I need forge or not for the turrets, and if I do I will be converting it a day or 2 after forge is updated to 1.4. I hope to have my first turret around Halloween and will have many more afterwards. This will hopefully be the only month where I only add 1 "main" weapon as I want to customize the dart gun more, and give it a wide rage of ammo to chose from. By the end of the year I expect to have around 5 different kinds of turrets.
Pending on how good the API is for 1.4 I could have something like that for a big thanksgiving update.
Some people believe in God, I'm one of them.
Some people believe in God, I'm one of them.
So are you saying that the recharge timer already on it is not enough, or should it be replaced? I could always make the recharge timer more sever if that is what you want, but in my opinion it is fine as it is as everything is weak except for the fire and ice staff as you can spam those to infinity. I might nerf them a little, but please explain a little more to why you think they are OP before I change them. If you are testing everything in creative mode they do not take damage as I made it so you can spam them in creative mode, so just change it to gamemode 0.
For right now if you want the rubies in your survival world just go to a newly generated part of your world, and they will show up. I could do a trade with villagers if you want something like that. I might do something like 20 emeralds for a ruby so it is still hard to get. After I get done with turrets I will do/make something that will make the crafting of rubies pointless, so I don't really want to do something like that now (It will be a solution to your problem though).
MOD UPDATE: New Update (and last until 1.4) will be out Sunday sometime. I added the Machete where you can break leaves quicker, and will not take damage breaking leaves, vines, and grass, but you cannot pickup the block as that would make the shears useless. There will be a surprise staff that I believe everyone will like (Conjuration, and is a secret), and possibly some other little things that won't matter much yet (Started turrets, but won't work just yet). I cannot get the GUI working for the ammo selection until 1.4 as it is a modLoader/Minecraft Issue... I could do it, but I would have to edit base classes and I will not do that. If I do have an update between the next one and 1.4, it will only be a bug fix update, so don't expect too much until the new API comes out.
I like the trade with villagers idea, but these staves are completely free to use and are just too strong. I don't think that the cooldown should be changed, as that would make some of them less useful, but I think that with the mana batteries idea, it would depend on how much inventory space you would be willing to spend on magic, ect. If the rubies are as rare as diamond, you should make them cost as much as the average of a diamond armor piece divided by the amount of diamonds required to craft it. Great mod, by the way!
Some people believe in God, I'm one of them.
Some people believe in God, I'm one of them.
Thanks, man! Just have the batteries have durability that's drained when a spell is used. Thanks for taking up my suggestions!
Some people believe in God, I'm one of them.
I am not going make the lightning staff and blaze staff have no recharge time, but if you need it for a map I could quickly edit the classes and give a link to them to add to my mod just for that ability if you want. Multiplayer will be out sometime in beta stage when I feel like I have enough stuff in single player to support itself without an update for awhile as multiplayer has different coding. Unless I learn forge quickly, and I decide to convert my mod to forge will it be early to mid next year for multiplayer... I plan on having many conjuration staffs so you might see something like that in the future. That might be the next one I make pending the turret status because I do like that Idea (next meaning after the "huge" secret staff in the next update) .