I wish you luck on whatever future brings you, and I'm sad that the only real centralized resource for everything minecraft is going to be closing in a month. As many others have mentioned, nothing out there is a replacement for this forum.
- DragonlordJoe
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Member for 13 years, 1 month, and 20 days
Last active Wed, Nov, 17 2021 18:25:14
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May 21, 2019DragonlordJoe posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Mar 13, 2017DragonlordJoe posted a message on Community Creations: Pokémon Red Fully Recreated without Mods!Posted in: News
Well, the video shows: Fishing in the statues in the gyms, and encountering a MissingNo., so I would have to guess it's akin to a straight rom dump, ran through command blocks.
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Oct 6, 2013DragonlordJoe posted a message on Saturday with Sach: My First NightMy first night was beta... 1.4 I think sometime... I know it was before 1.6, because that's when I started discovering and playing with mods.Posted in: News
Anyway, first night, on a beach, off the water I spawned on. Started trying to reform the area to give me some cover, as I'd heard tales of the evils of creepers from people I knew who had poked it before. But lo, it was not the hissing of a primed explosive creature that haunts my days of minecraft... it's the scitter-hiss of the only one who can climb walls, and who jump-lunges at you to make you dead.
Yeah, the bane of my first night, and still cursed foe even now, is the spider. No, not spider jockeys; no, not cave spiders that came later. Regular, plain, overworld spiders.
After one of the game overhauls, when we could (re)name worlds, my first map got a new name to fit with this theme... Castle Spiderhate. Creepers? psh, who worries about them? Spiders, they're my bane... followed by ghasts and skellys. - To post a comment, please login.
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See, there's a bunch of empty chests in 1.6.4 and 1.7.10. I easily blame mods for the 1.6.4 testing, as I did toss it into a 1.6.4 modpack install, but the 1.7.10 was effectively vanilla, as in no mods, just ran from a launcher. I did find random wall display items in 1.7.10 around the map, near chests, but all the chests were empty, from the ones hidden in the start, to the ones once you get out; this also includes dispensers and dropppers, and in both versions.
I haven't installed a 1.8 install yet, favoring earlier versions for mods, but the map as-is, is a great, but incomplete, start for an adventure map.
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I think the biggest reason I'm loving it, is it feels like an updated re-imagining of an old Beta 1.8 map, MC Pyramid ( http://www.minecraftforum.net/forums/mapping-and-modding/maps/1454515-adv-mcpyramid-official-thread ), which I loved to death.
A future suggestion to the map maker? There's a mod that can help with the challenge blocks idea, even if the name might spook players out of the gate... the Hardcore Questing Mode ( http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294538-hardcore-questing-mode-party-hard-3-2-0 ); the relevant thing it does, and thus my suggestion, is it adds a book that can have quests put into it, and an introduction text, and the quests can give rewards for players crafting, possessing, and/or killing, whatever you want them to, so you could do almost the entire challenge block thing with it... it also allows a possible life-based hard core experience, but not everyone likes that.
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Anyway, first night, on a beach, off the water I spawned on. Started trying to reform the area to give me some cover, as I'd heard tales of the evils of creepers from people I knew who had poked it before. But lo, it was not the hissing of a primed explosive creature that haunts my days of minecraft... it's the scitter-hiss of the only one who can climb walls, and who jump-lunges at you to make you dead.
Yeah, the bane of my first night, and still cursed foe even now, is the spider. No, not spider jockeys; no, not cave spiders that came later. Regular, plain, overworld spiders.
After one of the game overhauls, when we could (re)name worlds, my first map got a new name to fit with this theme... Castle Spiderhate. Creepers? psh, who worries about them? Spiders, they're my bane... followed by ghasts and skellys.
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Just checked it, and yep, was because FTB re-arranged items to play with a wider collection of mods, so the basalt and marble and sawed peices came up as the rather odd conglomerate of stuff I saw... would also explain why, when I destroyed the "Alloy Furnace"s, they gave me the sawn-off block parts. I put blame on the large swath of world-gen mods all trying to use the same lumps of block IDs... but that's been solved, I just have to run it in not-FTB, or at least not in the DW20 pack, XD
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The box marked 'Take this for coming in', had a wrath igniter and blulectic engine instead of timer and screwdriver the book mentioned, and the isle with the inactive portals has a bunch of alloy furnaces where it should have cut blocks... The little village with the anvil and chanting table is mostly these alloy furnaces too, and there is a bunch of ore being used where I suspect isn't supposed to be ore...
time to check with a more vanilla install...
{Expect Later Edit, or a reply to myself or something}
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Ooooooh, I can use my usual non-vanilla modpack and almost not add anything (Direwolf20, from the FTB packs).
I like this already.
Will give some opinion comments once I've had the time to poke at it... schooling sucks, moreso when you're paying for it.
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In-Game Name: DragonlordJoe
Age: 28, plenty mature enough, I hope.
Favorite Cookie: Thin Mints. What? Girl Scout cookies are cookies, too, right?
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Out of curiousity, how did you persuade them, send them a Cease And Desist? Send their webhost a C&D?
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In all seriousness, though, here's the chunk outta the log.
2.1 11-01-2012 17:13:12 java.lang.ClassNotFoundException: net.minecraft.src.mod_HeroesGuild
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at MLQuest.adjustToKRep(MLQuest.java:544)
at MLQuest.access$100(MLQuest.java:18)
at MLQuest$QuestInstance.completeStep(MLQuest.java:190)
at MLGuiQuest.a(MLGuiQuest.java:33)
at xe.a(SourceFile:72)
at MLGuiText.a(MLGuiText.java:153)
at xe.h(SourceFile:120)
at xe.g(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1362)
at net.minecraft.client.Minecraft.x(SourceFile:705)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
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Which is, something to use until Painterly is updated, and then to possibly mix with painterly stuff, and other stuff I've grabbed, for use thereafter.
Your stuff is clearly visible, and rather simple to see the differences between blocks at a glance (except maybe the stones, but even default has that problem), which I like.
So yeah, you get to join Dokucraft, Painterly Pack, and the Ancient Egyptian texture packs in my 'Folder of Minecraft stuff to keep up with' bookmark list.
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Down to dumping the water - as in, once all 5 buttons are pressed, and the pressure plate from the water drop hole is all that is left for the door, having a chime play to let you know you've solved the puzzle proper.
And I think I missed the easter egg.
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Well, to cover the first part, to keep everything updated to 1.7.2, you'll want to either wait until those mods are updated to 1.7.2 to update everything, or just not visit those maps if you decide to update early.
If you're certain you've removed every last mod piston from chest, inventory, and placement, then you can ignore the Piston Updates mod (the rename that Hippo did to his mod to go with the change in direction for what he will do now that they're in 1.7; if you're not sure, go ahead and get the update from his thread, as one of the two .class files in his download will convert the old ones into the new ones.
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I cheated through the puzzles I already did and survived through, to see the new stuff, starting with the change on the floating tetrid water puzzle; If you can manage it, might I suggest a chime to let someone know they're down to dumping the water?
Looking at the huge room that isn't finished, it looks like a huge scale version of the small one; going to be a time consuming puzzle, that one.
The live-fire bots is still far better done on Peaceful, sadly; when I counted in 0.7, there was a half-dozen spawners (or was it a dozen) for the "bots"; a half dozen will spawn upwards of 30 of them, or the max hostile cap, if spawners obey that too. On easy, they do 1 heart, on hard 3; Even skipping the jumping by traveling the wall waterfalls, you're likely to have to punch out a couple of them that got stuck in the last little bit, assuming the constantly spawning new horde behind you doesn't take your back for a new arrow holder.
The leap of faith was a nice touch, though if you slept in the bed you fall on at the beginning, you can't get to the checkpoint should you splat instead.
The mined room is a nice touch, and a welcome change over the somewhat irritating william tell rooms, but was easily defused by sneaking; it also lets you have a gajillion pressure plates, so you may want to remove your personal side avoidance passage on a later update, in case people decide they want to use those plates they're "freely" given.
I hated the wall-mounted jumping, quite rage inducing, even with the anti-rage checkpoint part way up.
All and all, though, an interesting challenge still, and I look forward to the next update.