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  • 1

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]

    With the advent of mods moving to 1.10.2 and 1.11.2, and with 1.12 so close to release, will this be ready for the new wave of mods?


    No. Right now, I have no plans to move any of my mods to any version past 1.7.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    Quote from syndicate25»

    I'm not sure if anyone's complained about this or not, or if it could be a mod conflict since my server is running a lot of mods, but I had to remove this mod due to experiencing a memory leak. Had to restart MC every 30 minutes or so with 4GB allotted to the game. :/


    Thank you for pointing that out. I've noticed it before but never to that extent. When I have found more time for development, I will try to resolve that one.
    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]
    Quote from Millu»

    Do you plan to fix this issue ?


    Currently, no. Priority is not integration with other mods. This mod is designed as a standalone and as a rule of thumb, compatibility with other mods is not a guarantee.
    Quote from Millu»

    Also will you be able to somehow speed up killing mobs because spending 5min to kill one chicken is too long xD
    and add value to items from other mods ?


    We are working on some changes to the combat system that was implemented in the last update. However, if you are not, equip as many items as you can to boost your stat bonuses. It is heavily geared toward your skills and bonuses, so equipping a full set of armor (7 items) will help.

    Value configuration is available in .minecraft/config/GuffCore/Values ; look there for help on how to add your own.
    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]
    Quote from Millu»

    Why There is no Texture for Armor ? :c


    If you are using Optifine, armor will not render properly. I have heard some players state that adjusting settings (not sure which settings) can fix this, but most players opt to just uninstall Optifine.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    Quote from rjkd2016»

    ThIs is a great mod. the only thing I wish is when you find a chest the map you are using to find said chest would dissappear since you are done with it. would help a lot with inventory space.


    Once you've opened a treasure chest, they start a timer to reset the area of the world they generated. You can place any items you don't want, including the map, into the chest and they will be destroyed when the chest disappears. You can immediately reset the world by breaking the chest.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    Quote from Rossmallo»

    Ah, thanks for the quick response. Bit worried about what it says in the configs about disabling them having bad effects on mods, though. x: Ah well.

    Plunder Rummage doesn't use them, so if you're not using RSMC then it is safe to disable them.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    Quote from Rossmallo»

    What exactly are the Wood Chips, Rai Stones etc for? They don't seem to be craftable into anything, but WAILA shows they're from Guff's Core...What's are they?


    They are part of the valuation system in GuffCore that is used by some of my other mods.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]


    Link is broken. Is it 2.0.0.0?


    Thanks, fixed the links in that post and the title post. Also, you already have this version, it's the one I sent to you before - no need to download them again as nothing has changed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]

    Good news everyone,

    The mod has been updated for 1.7.10 with the scripting system fix. It can be downloaded from here, and the link to the required GuffCore dependency can be found in the changelog as well.

    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]

    Why do you use such a complicated formula to calculate experience? Why not just use a simple exponential function such as f(x) = 50 * (2)^x?

    The biggest problem with that formula is that it would take 3.1691265e31 experience just to get from level 99 to 100.

    We derived the formula by supplying known values for f(1) and f(99) being 100 and 100,000, respectively.
    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]
    Quote from BioMasterZap»

    Ah, thanks; I'll have to further review those skill guides then. Is there any place I can see the exp table though? Or perhaps commands ingame to help me figure that out. Like how much exp is needed for level 100 or such. I want to check how long it will take to max or hit certain milestones so I can decide if I'd want a higher base exp rate. Also, if I change the base exp, will the skill guides reflect this?


    Aside from the exp stuff, I remember there was one thing I did get stuck on. How do you get a bucket of lava for the Smelter? I didn't see the bucket recipe in the skill guides and I haven't added other mods like NEI to check its recipe. Speaking of which, are there any other recommended mods to use with RSMC? The only ones I thought of so far are NEI and Waila, maybe a map mod too.


    [Edit: you start with a bucket don't you? Well... I've also found the set level command and am using that to find exp for levels.]


    Mod compatibility is not guaranteed, so we can't promise that it will work, or offer continued support to make sure it works. There are a lot of changes. For calculating exp per level, use the formula below.

    f(x) = 97.6677946 * x * 1.296387471^(x / 11), where f(x) is the amount of experience to get from level x to x + 1

    For level 100, the experience required is around 1.4m.
    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]
    Quote from BioMasterZap»

    Well, it seems this mod has improved a lot since I last saw it. I tried out the latest version earlier and I have to say it is very well done. So far the gameplay seems fine and the config options are great.


    Sorry if this is shown somewhere and I missed it, but what is the exp per level and exp per actions listed anywhere? It doesn't seem to be the same rates as RuneScape uses and I am not sure if I'd need to up the base exp rates in configs or not. Also, is there any content beyond level 120? I noticed the max level was set at 200 in the config. It would be cool if there was an option to rebalance it to the classic 99 max, or configs to customize the levels for everything, but I would expect that not to be simple to change.


    We're glad to see you are enjoying the mod!

    From what I can recall, most experience values for actions are shown on the skill guides by holding shift to view the tooltips. Note, that some experience values are dynamic instead of static, depending on the action, so it probably will not list everything. These values and formulas are not configurable.

    The highest piece of content is repairing Ancient (Barrows) items on an anvil, which should bring the max level for content to around 150. Again, this is just from my memory, so it may not be exact. Many skills use the effective level to determine how fast to perform an action. It may be noticeable that having a higher level in Mining will actually make mining ore faster. The same principal applies to actions with cool downs, such as Firemaking or Cooking.

    As I said, the experience values are not configurable, and by extension, neither are the levels. We have considered implementing a configurable system for those that want to change things, but we tried to stick more with the system of RuneScape rather than their explicit values. For example, in RuneScape, creating a Platebody costs 5 bars of material, and in RSMC it costs 8, so based on the different recipe requirements, it wouldn't match up and give an even yield. RuneScape rewards Smithing experience with a fixed value per bar, and not per item.
    Posted in: Minecraft Mods
  • 0

    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]

    They are on the right side of the page, they are there.

    Posted in: Minecraft Mods
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