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    posted a message on Escape the Island (1.8+)
    Well, I tried it. Don't know what's up with it...

    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.
    Posted in: Maps
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    posted a message on [Challenge Blocks] [SURVIVAL] --- OASIS Survival --- [ OVER 5,000+ DOWNLOADS! ]
    I ran into this map scrolling through the listings of maps, and decided to poke at it. It has (and I'm barely into it) made me mostly happy so far... even if it did take me like, 7 or 8 game days to get the 2 days&nights without a death.

    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.
    Posted in: Maps
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    posted a message on Saturday with Sach: My First Night
    My 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.
    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.
    Posted in: Minecraft News
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    posted a message on SkyHold [WIP]
    Your dropbox link 403s, you may want to fix that.
    Posted in: Maps
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    posted a message on Sky Den: A Modded Sky Survival Map with NPCs and Quests, now with Cosmic Patch. Featured by CaptainSparklez!
    Quote from ChocolateySyrup

    DragonlordJoe:
    It sounds like a simple ID conflict. I don't use FtB, but I imagine that its assigned IDs are different. Therefore when Minecraft gives your mods a number and says "it's this item", your installation thinks that number means a different item. Try with a more minimal installation.


    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
    Posted in: Maps
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    posted a message on Sky Den: A Modded Sky Survival Map with NPCs and Quests, now with Cosmic Patch. Featured by CaptainSparklez!
    Ok, so I think I've either got some other mod deciding to mangle stuff (it probably happened, I did use the FTB DireWolf20 pack as my base, and added the couple extra mods thereafter), but I'm seeing things not right.

    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}
    Posted in: Maps
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    posted a message on Sky Den: A Modded Sky Survival Map with NPCs and Quests, now with Cosmic Patch. Featured by CaptainSparklez!
    Ooh, a non-vanilla skyblock.
    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.
    Posted in: Maps
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    posted a message on Kismet...Find a happy place! Whitelist, Fly, McMMO, GP, Kits
    Friend of mine, MC name of Leftcoaster, was suggesting this server to me, and I saw from the site about whitelisting, so here I am.

    In-Game Name: DragonlordJoe
    Age: 28, plenty mature enough, I hope.
    Favorite Cookie: Thin Mints. What? Girl Scout cookies are cookies, too, right?
    Posted in: PC Servers
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    posted a message on Technic Launcher mirror
    Quote from Rainfur

    Yep. I've actually found people making money off of my mod (minevideo).

    I "persuaded" them to take their copies down. ;)


    Out of curiousity, how did you persuade them, send them a Cease And Desist? Send their webhost a C&D?
    Posted in: Minecraft Tools
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Wee, mod bug with a compatible mod. Tale of Kingdoms didn't like my helping of a mayan villager... apparently, my kingdom doesn't like them.

    In all seriousness, though, here's the chunk outta the log.
    2.1 11-01-2012 17:13:12 Problem when updating ToK reputation:
    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)

    Don't know if I need to drop a message on ToK's thread as well. Using 2.1 Millénaire and 1.3.0 Pre3 Tale of Kingdoms, which are, at the time of post, the most recent of both.
    Posted in: Minecraft Mods
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    posted a message on [x16] Gradient Pack v1.8
    Well, for all intents and purposes, this is good enough for what I want it for.

    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.
    Posted in: Resource Packs
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    posted a message on I need help with the /give command!
    Your other option is looking at server mods, like Bukkit, and their plugins for extended item /give, which does, according to mods like TMI, support items with "damage" values (wool, dyes)
    Posted in: Legacy Support
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    posted a message on [TEST MAP - 1.0.0] TCGM's Test Facility (v1.2.1)
    Quote from TCGM

    "Down to dumping the water" what do you mean by this?

    Well, if you snooze, you lose ^.^

    I imagine, truly, the big room taking at least half an hour to complete.

    Dont worry, there will be more William Tell rooms ^.^

    You didnt happen to find the litte easter egg?


    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.
    Posted in: Maps
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    posted a message on Updating with mods???
    Quote from tjcrowe53

    I'm not sure what exactly im supposed to do when it comes to keeping mods, and things I have built in minecraft with mods, when updating to 1.7.2. I'm still on 1.6.6 because not all of the mods that i have (mo' creatures, Better than wolves, crystal clear water and piston) are updated. What do i need to do to keep everything i have built and updated to 1.7.2.

    Also, since pistons were released in 1.7, i no longer need to have the pistons mod. I have removed everything piston related in my world, inventory and chests. When updating, can i just not re-intall the pistons mod or will it cause minecraft to crash.


    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.
    Posted in: Mods Discussion
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    posted a message on [TEST MAP - 1.0.0] TCGM's Test Facility (v1.2.1)
    Review v0.8

    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.
    Posted in: Maps
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