Woah, wasn't expecting this. It's been a good run though. Thanks to everyone who checked out my mod posts back in the day, and helped me grow as a mod developer. Also thanks to the MCF team and all retired staff, for all the memories we had together.
- Darkhax
- Retired Staff
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Member for 12 years, 7 months, and 8 days
Last active Mon, Nov, 6 2023 00:14:45
- 41 Followers
- 5,304 Total Posts
- 1004 Thanks
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May 20, 2019Darkhax posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Nov 17, 2015Darkhax posted a message on Hour of CodePosted in: NewsQuote from GnomeKnight»
To be honest when the first time i saw this news. I was thinking you would need to make a wall of codes. But seing it with my own eyes to be honest. I'm amazed that Blocky is a type of coding. And that amazed me that Minecraft was created by doing the Blocky. Type of coding i'm just amazed.
Minecraft is not written in Blocky. Blocky is an abstract representation of what actual programming is like. The purpose of Blockly is to give young children a peek into what programming is. Minecraft is created using Java, which is not similar to Blocky at all. Here is an example of Java Code from the Enchanting Plus. You can tell that it is similar, in that there are list of instructions, however unlike Blocky, there is no dragging and dropping blocks of code, you will need to write them by hand. Java also has things which are not available in Blocky, such as the ability to define variables. Another huge difference between the Minecraft code and Blocky, is that Blocky is based on JavaScript, while Minecraft uses Java. While the two share a similar name, Java and JavaScript are extremely different.
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Nov 16, 2015Darkhax posted a message on Hour of CodePosted in: News
This seems pretty interesting. My younger siblings have been asking me to teach them how to code for a while now, but I haven't been able to find the right tools to introduce them. I have a feeling this may be the perfect thing
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Oct 31, 2015Darkhax posted a message on Happy Halloween, Minecrafters!Posted in: News
Here are our pumpkins from this year. We kind of derped up the charmander though
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Oct 27, 2015Darkhax posted a message on Minechest: Minecraft Loot, IRLPosted in: News
This is a very cool concept, and I would personally love to try this out, however there are a few things I noticed when attempting to sign up. It appears that there is currently only two options for your subscription, a three month plan, and a six month plan, which may be too much of a commitment for those who just want to try the service out first. Another thing I had noticed is their current payment options, which include the typical credit card options (Visa, Master card, AMEX and so on) however they are missing support of other common payment methods, such as PayPal. Unfortunately this isn't uncommon among these sorts of subscription services. I hope that these things will be addressed by the MineChest team in the future.
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Oct 24, 2015Darkhax posted a message on Minecraft Pocket Edition/Win10: Halloween Costume Pack, UpdatePosted in: NewsQuote from Sniper_Delta_02»
Isn't this the first skin pack though? For PE anyhow.
There are two other ones which existed previously, the town folks skin pack, and the city folks skin pack. -
Oct 23, 2015Darkhax posted a message on Minecraft Pocket Edition/Win10: Halloween Costume Pack, UpdatePosted in: News
I am not sure about this current skin pack, however I have never understood why people get them. The majority of the pocket edition skins added by these packs are just normal skins and don't have any form of model to them. This means that you can just download the skin, or one like it, from any of the hundreds of online skin sites, and use that instead? Regardless about what I said above, the new skins do look rather great. I have always liked how the game celebrates Halloween.
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Sep 26, 2015Darkhax posted a message on Community Roundtable: BoatsPosted in: News
That's another great point. I had forgotten that this change was made. -
Sep 25, 2015Darkhax posted a message on Community Roundtable: BoatsPosted in: News
"but functionally, boats are almost exactly how they have always been"
This is not necessarily true. Since boats were added there have been many changes to how they function. On top of the appearance changes on pocket edition and win10 edition, there were also huge changes to the controls. In those versions of the game, boats only have paddle left/right controls, with the boat always moving forwards, while the pc edition has full WASD control, allowing the player to speed up and slow down, in addition to turning left and right. There is also the addition of passengers. On the PE and Win10 eddition, up to two players can share a boat, and passive/hostile mobs can also ride the boats. There were also many changes with boats which break the once possible boat based water elevators, and high speed boat bridges. In addition to all the syncing issues, boats are very different, in terms of functionality.
"Making them invincible is impractical, since nothing else in the game shares that property"
This is also false. A mine cart doesn't explode into scrap iron when it crashes, horses don't explode into leather if you run them into a wall, the same is true with pigs. When compared to other ridable entities the boat is an abnormality, in both function and it's code. While horses and pigs can be killed from fall damage, or other damage sources, there is a very distinct difference between a damage source, and horizontal collision. That being said, I do like the fact that they break, it's part of what makes the boat unique.
"There are many possibilities for making boats better, each with their ups and downs. If it were up to you, what would you change about boats?"
I like boats the way they are, or at least, the latest PE/Win10 versions of them. I have long awaited the ability to create different color boats based on the wood type. I am also a huge fan of the new controls. If I were able to change anything about boats, I would probably put more attention into the issues surrounding them.
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Aug 7, 2015Darkhax posted a message on Community Creations: Minecraft Hololens, in MinecraftPosted in: News
People use to joke about redstone being so powerful that one day someone would build minecraft in minecraft. I believe this is the closest we have come to actually having that happen, which is really amazing.
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Jul 27, 2015Darkhax posted a message on Minecraft 1.8.8 (Pre-)Release Available!Posted in: News
I am glad that they're getting around to fixing these issues, however it's a shame that they're only fixing them now. A lot of people within the community have known about these exploits for a while now.
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Jul 22, 2015Darkhax posted a message on 1.9 Spoilers: Dragon Head?Posted in: News
It would be rather funny if they added a new version of the wither using the dragon heads. If they don't I may try to sneak it into one of my mods ;p
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Jun 24, 2015Darkhax posted a message on Looking at 1.9: Dual-Wielding ExploredPosted in: News
The only question on my mind is, will they ever extend equipment rendering to the other mobs? Only time will tell, however the ability to give armor to mobs like spiders, creepers and pigs would greatly expand upon the over all experience, and possibilities for map authors and even modders.
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Jun 17, 2015Darkhax posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
I would say you're asking the wrong question. While minecraft can fill the role of a game engine, it is not in itself a game engine in the traditional sense. It's rather a hybrid which contains elements of both a game and a game engine.
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Jun 15, 2015Darkhax posted a message on Minecraft HoloLens Demo: It's Not Just an Idea AnymorePosted in: News
As a developer, the concept of augmented reality really excites me. I definitely feel like this device has a lot of potential in a wide array of scenarios. In regards to Minecraft, my mind immediately went to using the hologram as a basis for three dimensional dungeons and dragons. This could be extremely powerful when coupled with mods. (I would assume mods would be available, as the holo lens is just an extension of a normal pc playing the normal version of the game) One thing I feel people should know, is that the video does over-extend the capabilities of the holo lens. At this time there are still limitation in the field of view, so you won't be able to see as much as the video has shown. That being said it would seem Microsoft has a decent starting point, and in the future things will only get better.
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Thanks for the reply. I am still around and modding, however this mod hasn't gotten very much love over the years. I started work on "More Swords 3" which is a conceptual remake to make the mod more fun and interesting, however this remake has taken a lot longer than I expected. I've recently announced in an update to the main thread that I will be working on More Swords: Legacy, which will be a direct port of the existing version for those who have nostalgia for the current version of the mod. I am hoping to release Legacy some time before the end of June. It will be released on CurseForge, and I will be announcing the update on Twitter when it happens.
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This mod adds costumes that you can wear in game. You can get costumes by opening up costume bags, which are dropped by the new living costume mob that is also added by this mod. The living costumes will take on the appearance of a random costume that you can obtain.
Current Costumes
Downloads
You can download the latest versions of this mod here.
This mod was made for MMD's SpookyJam 2018 event. I made this submission with my younger sister. She was responsible for the design and most of the artwork in this mod.
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There are currently no hooks allowing you to put your plant in the vanilla flower pot. LexManos has suggested before that this will likely never be added to Forge. As for the model, you need to change the render type. Look in the class of any block which uses that model, and search for something like getRenderType which returns an integer. This is used to change block models in 1.7.10.
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Minecraft/Forge handles mob spawning in a counter intuitive way. Basically when something spawns, you can prevent it from spawning, but the mob that would have spawned still exists. It's just not in the world yet. If you were to remove the thing that prevented them from spawning, and reload the world, all previously prevented mobs will spawn in. This is where the killing part comes in. By killing the mob, you remove it from the spawn que, and it doesn't waste system resources. On a note about your earlier problem though, this mod ignores mobs which have a custom name, or have been name tagged. This allows you to spawn said mobs without having them destroyed.
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That is not how the mod is intended to be used. It doesn't prevent the mob from spawning, it prevents it from existing. Kill mode kills said mobs, when disabled it just prevents them from spawning.
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This feature will be coming in the future.
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You should be able to create a new gradle.properties file in the same directory as your build.gradle file. Adding org.gradle.jvmargs=-Xmx2G to said file should tell gradle to launch java with the -xmx2G argument. this can also be used to add other java args.
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Waila has a bunch of superficial stuff like changing transparency of the tooltip, and the position of it. The version provided directly by ICSE/Wawla is a simple, straight forward text being rendered on the screen. It doesn't look at nice, but it is a functional alternative.
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Waila dropped NEI as a dependency in 1.7.10. It is no longer requires. As for Waila on 1.10.2, the majority of 1.9.4 mods will run on 1.10.2 with no changes. A few people have said that the latest versions of forge have broken this, however they are unconfirmed. There have also been quite a few changes to Wawla and how it interacts with Waila. While Waila is recommended, you can run Wawla by itself. This is due to the info engine system I implemented.
As for what the info engine system is, that's actually pretty simple. Mods like Waila all provide access to similar things, and Wawla only needs a specific sub set of those things to function. The info engine system is a layer between Wawla's internal system, and the API provided by mods like Waila. This means that I can easily add an engine for a mod like The One Probe which provides an alternative to Waila, and have all of my features run on the other mod with no changes. To complete this system, I wrote a small mod called ICSE (I can see everything) that comes packaged with Wawla. ICSE is only turned on if a supported mod can not be found.
ICSE is more or less the same as Waila, but it doesn't have an open API for other mods to use yet. Compared to Waila, it is actually extremely lightweight, and faster than Waila. It doesn't look as nice however. I have had a few people say that they prefer ICSE over Waila, and that is fine. However Wawla is always going to be recommended.
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As mentioned in the original post, I don't do specific tutorials. Your suggestion is something not very useful to the majority of people. You already have the vanilla falling block entity, just extend that and on the update tick add upward motion to it. One thing to be cautious about though, is allowing the entity to go above the world height. The void will kill entities that fall into it, but there is nothing like that for the sky. You should kill your entities once they pass the world height to prevent accumulating lag.
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If you want to use the mod on your server, you have to go into your config file and turn server mode on.
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All of the tutorials on my site are up to date.
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Update checker has a lot of weird quarks to it. I don't believe I am even supporting it in the mod anymore.
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After 1.7.10 I switched to a 4 number system. This system is similar to the old 3 number system however there was a 0 or additional number added after the first. So 1.3.3 is more like 1.0.3.3
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This is an issue with the flight simulator mod. The developer for that mod has not properly given them a name. Report the issue to them and they will be able to fix it.