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    posted a message on [16x] [1.5 Redstone!] Swirly
    Quote from bdl3700

    i love the pack i would use it but i play mostly tekkit so i want a pack that has support for that thus why i dont use it but liking anyway


    Well, it's a lot of work to support both vanilla and mods. Aside from managing two versions, you need to add in extra textures for added blocks and items and for a guy working just for fun, that's a bit much. (If it was hosted on adf.ly that might be more reasonable but despite having made 98% of the texture pack there's someone claiming ownership of it so the OP wants to get that settled before making money off the pack)
    Posted in: Resource Packs
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    posted a message on [16x] [1.5 Redstone!] Swirly
    It's like smooth jazz for my eyeballs. Keep fillin' that pack with all things good.
    Posted in: Resource Packs
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    posted a message on Cheeseyx's Mods
    I still plan to re-make my Hookshot mod whenever the modding API is officially released, as well as other mods TBD later. I do not plan to update the original hookshot mod, but I will try to make it function quite similarly to the original. I cannot guarantee that any programs used to update my mod for the current version of minecraft, or any other you have saved, will work properly, but if it does work, please use it all you'd like.
    Posted in: Mods Discussion
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    posted a message on Sburb Mod!
    God Tier clothes are just armor you can't take off, except the hood. Same with Prospit/Derse pajamas (minus a hoodie).
    Most of the rest of this is you talking about replacing the inventory with a Homestuck inventory, to which I say STOP.
    Adding things is fair game, but changing them is a big no-no. Modloader hates it, and people downloading it hate it, because it makes it pretty much incompatible with every other mod. ESPECIALLY if you change something used as much as the inventory screen. I'm not even sure about adding Grist to the vanilla mob drops, and instead only adding the new mobs to drop grist.

    I had assumed you wanted the SBURB mod to be something you play separately from regular minecraft, because of how much different it would have to be. Also, this looks like a mod that could take a while, so I would be more inclined to take a version of minecraft and stick with it, rather than trying to keep it working with regular minecraft.

    I'm not quite sure how we could keep the mod with few enough changes that people could choose between it and minecraft, and still have it in depth enough to satisfy our desires to replicate SBURB well. Maybe when/if Notch finally implements support for mods in the way that there is support for skins, it could be turned on or off and could be toggled on or off and we could make it more intrusive. Your thoughts?
    Posted in: Mods Discussion
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    posted a message on Sburb Mod!
    Quote from AnvilGames

    That is an absolutely preposterous number of codes.

    There are 2^48 possible 8-character codes in Sburb, which is 281,474,976,710,656 in real numbers. That is 281 trillion. You would in fact need several extra hard drives of space to store the names of all these items. Never mind the code for what each do. Never mind having to think up what each one would do!

    Redstone && Cake = Redstone cake? Sand && Stone Sword = Sand sword? Lava && Pink Dye = Dyed lava (pink)? Very good, now there's just 281,474,976,710,653 combinations left to think of. Oh, and any combination of two items has to produce two items, because you can do || as well as &&.

    Most likely, you'll need to limit the number of combinations of items. Maybe there are only 4 characters on the back of each card, which gives you a slightly more reasonable 2^24 combinations - nearly 17 million, though, which is still a bit much. Perhaps you don't actually perform bitwise operations on the codes, just have the punch designix accept two cards and print a third card with the appropriate code. If any two of the 107 Minecraft items produce a single combination (and no other two cards have the same combination), that gives a net 5671 possible combinations. If they produce two combinations each, it's 11,342. But then you can combine those combinations, too...


    I think that Minecraft already has a perfectly good crafting system. If you add alchemy, you'll need to spend a very, very long time thinking up the results of inane combinations like End Stone && Sand, or Feather || Vines, or Fishing Rod && Jukebox, or Mossy Cobblestone && Steak || Ghast Tear... Not to mention any new blocks you might want to add, like Prospitian Brick (or cruxite!), and not to mention whether a kernelsprite should be able to accept all these items!

    I would recommend you code captchalogue cards and sylladexes first, and only later worry about whether you want to make alchemisation a part of the game.

    I was thinking that the excess characters would let us prevent from people making random typing to try and make something, as well as combinations we can't think of anything for just making nothing.

    Then again how the punch cards work is that there is a hole for each different attribute, so it can generate fairly random sequences and have the combinations yield different attributes on items, still with the same base item. Some attributes would effect value (grist cost), others damage/power, others durability, some being of no effect, and some giving neat abilities. There would be a limited number of new item creations, most yielding only an item with new attributes.
    Posted in: Mods Discussion
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    posted a message on Sburb Mod!

    Computer: That's pretty much the same thing I thought of, but remember that the Client can't see the Server player.
    Cards: It would be nice if you could get the cards to pick stuff up, and shenanigans would ensue, but I'm not nearly a good enough coder to do something.
    Yes, different items will have different attributes. I'm also thinking about adding a Strife Specibus (if I can figure out how), which not only can hold all your weapons of the same kind, but gives you a hotkey to press to use one, and these are more powerful than normal items (because you are better at using them as weapons)

    Well it would have to change your skin a fair amount. Invisible for being in server mode, prospit/derse for that, god tier clothes, etc.

    I was thinking that the quick bar would house your Active Weapon as well as up to eight capchalogue cards (The number accessible at once determined by your Fetch Modus). I imagine the inventory screen would be replaced with a small menu, with the Quickswitch bar items displayed and four buttons, one to change weapons, one to access your captchalogue, one to see your grist totals/boondollars, and one to see your Echeladder progression. In server mode, it would be further replaced with a menu to buy things with the grist the other player collected.

    When you go to sleep, I expect it would take you to a far away part of the server (or another World if the server had the capacity to handle them, not really sure how that works) that was a big golden/purple world, with people there. You would be able to fly, but damage would still be on and you wouldn't have blocks.

    When you reached the top of your echeladder, you would be able to sleep on your quest bed and ascend unless your dream self was dead. If you died while dreaming, your dream self would be dead and you would respawn at the bed you slept in, further dreaming sending you floating in the outer reach. I imagine we wouldn't have the quest beds at the center of Prospit and Derse as those only activate when prospit or derse are destroyed entirely, and I don't imagine we would want to try and get in all the weird occurrences that happened in the session of SBURB that we saw, such as Jack becoming super powerful, or the universe having Cancer.
    Posted in: Mods Discussion
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    posted a message on Sburb Mod!
    I used to mod a bit, and have been wanting to do a SBURB-esque mod for a while. I was thinking that when you accessed your computer, if you were the server to a client, you could get teleported over to them and be basically in creative mode, with the server limiting you by grist. It would take a client and server mod to allow for server mode, but I think it could be doable. I'm also thinking that it could be modded so when you pick up an item it would automatically look for an open capchalogue card, and would preform some action based on whether it found an open one or not. Of course we'd have to disable the toss button, and have picked up capchalogue cards automatically go into a new card rather than getting used. It might be easier to do the item textures if it came with a 32 bit texture pack that was the vanilla pack doubled in size, plus captchalogue cards and other items.

    As for making things, I'd think you would make a bunch of different attributes and give each item some attributes, such as "Shitty" for a SBAJH poster (posters would be modified paintings?).

    If you'd like me to try and help you, I'd be happy to give it a shot. My java is a bit rusty, and I'm not terribly familiar with the minecraft source code anymore, but I think I could still be of some assistance.
    Posted in: Mods Discussion
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    posted a message on Vinecraft -- A (mostly) Minecraft stream (with open server)
    It's a pretty good channel. Lots of regulars and great streamers. Expect fun times, especially if you see Glueguy stream. He is the admin, and probably the best streamer.
    Posted in: Let's Play (and Live Stream)
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    posted a message on Cheeseyx's Mods
    Quote from okillero »
    Quote from Cheeseyx »
    Mod Fix released: Converts hookshot mod items and staff mod items into items that will not crash minecraft, and display as a box with a question mark in it.

    http://www.mediafire.com/?3utjxxb83y656pc


    Cheesey are you gonna be working on any other mods or are u done with modding?????

    I am working on another mod, and will be updating the staff mod to work with the newest version of minecraft, but I am releasing this now so saves with hookshots and staffs can still be used.
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    Mod Fix released: Converts hookshot mod items and staff mod items into items that will not crash minecraft, and display as a box with a question mark in it.

    http://www.mediafire.com/?3utjxxb83y656pc
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    Sorry I have been unable to update yet. I've been swamped with life. I will try to get a mod out to fix hookshots and staffs in inventories and chests, if I can't get the staff mod fully updated.
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    Quote from Piejacker875 »
    Quote from Cheeseyx »
    Quote from Combine_Kegan »
    *Blah Blah blah...* *Thanks for making it unbreakable...*

    No problem. I don't like tools breaking, especially because I don't have a lot of string to make new ones.


    Is there anyway I could make it breakable? It is a little too overpowered without health, and maybe make it's length shorter, say, half what you have it to right now?

    It is apparent that you haven't read all my posts in this topic, but I'll summarize the relevant information. I was making the hookshot how I wanted it, not taking request. Secondly, I will not be working on the hookshot mod anymore.

    I will be making a mod that lets you craft the hookshot into 303's grappling hook, or into a dummy item if you don't have 303's grappling hook mod installed.
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    Reread the first post.
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    The mods need to be updated to work.
    Posted in: Mods Discussion
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    posted a message on Cheeseyx's Mods
    It isn't supposed to do that, but there is nothing to prevent it in the code yet.
    Posted in: Mods Discussion
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