Hey Reshif, I was a member of the same 6v6 game that Aaron215 was a part of, and while I feel he covered most of the thoughts I had about the map already, there's a couple more things I feel I need to add.
First, the signs telling the enemy not to enter our castle weren't clear enough. I think some entrances might not have had signs or something, because I kept catching people breaking into our storeroom, which culminated in one player blowing up a bunch of our chests.
Second, I'm not sure how I felt about how much bedrock and obsidian there was around. One of the great things about minecraft is destroying the world and rebuilding it, but it was pretty much impossible to do so on this map.
I love this! I am very much so looking forward to SMP support. It reminds me of catching fairies in jars in the Legend of Zelda. It's weird how such a funny little mod without much of a "point" could get me so excited, but this mod does the trick.
After trying this mod out, I simply had to tell you how much I love it. I cannot even express how enjoyable this mod is. After just a few hours of using it, this is already becoming my favorite mod. After fiddling for a bit to get it to work, I dove into a pool of water to hear that underwater effect. On surfacing, I popped up next to a waterfall, and listened to the lovely flowing sound. With sunset approaching, I climbed a hill hearing the wind rush past me and birds chirping. When darkness fell I took a stroll through a pine forest, hearing the wind in the trees and crickets around me. With each new environment I was treated to something that felt more alive than it ever had before.
In many ways I feel that this mod adds more of the missing piece than any crafting/mob mod; it makes the existing minecraft world feel more alive by adding something that, once you've heard it, feels like it always should have been there. This makes it, in my book, a truly essential mod, one that no player should be without.
I do have a few small suggestions for the mod, these being based on my experiences with R8, so if any of them have been fixed by R9 please ignore them. The first is equalization of the sounds. While I understand that not every sound should be played at the same volume, I can't help but feel that the sounds could be better balanced. The weapon sounds, for instance, could all be just a touch quieter, while things like water lapping at the shore could be a bit louder. My other suggestion is cave sounds. After tromping about on the surface for a while I went down under the earth and found...that it was pretty damn quiet. Almost unnervingly so. Perhaps some water drips, wind whistling through caverns, the occasional rustle as if from a bat or something could help to liven up the one area that, by comparison to everything else feels kind of dead.
Overall, in spite of the small flaws, I can't wait to tell all my friends about this mod. Thanks so much for making it.
I'd probably want to do something more like the sift method, but I think a Gold Rush mod of some sort would be really neat and would be good practice for me, so I will try to do this.
ModLoader.OpenGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
That line is calling a function (OpenGui). Functions are usually named with the first letter being lowercase.
Check the ModLoader.java file and find openGui().
I'm guessing that the function name is openGui, with a lowercase.
In general you'd be right, but ModLoader's functions don't follow normal form. However, just for kicks I tried this and got nearly the same error which was in and of itself a bit perplexing. Here's the error:
== ERRORS FOUND ==
src/minecraft/net/minecraft/src/BlockBrewBarrel.java:128: cannot find symbol
symbol : method openGui(net.minecraft.src.EntityPlayer,net.minecraft.src.GuiBrewBarrel)
location: class net.minecraft.src.ModLoader
ModLoader.openGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
^
Hello everyone, I'm working on my first (serious) mod using MCP and ModLoader. In making this mod I have made a furnace-type block. On first recompile I had a few dozen errors, but now I'm down to just one and I'll be darned if I can figure out what the problem actually is.
Here's the error code:
== ERRORS FOUND ==
src/minecraft/net/minecraft/src/BlockBrewBarrel.java:129: cannot find symbol
symbol : method OpenGui(net.minecraft.src.EntityPlayer,net.minecraft.src.GuiBrewBarrel)
location: class net.minecraft.src.ModLoader
ModLoader.OpenGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
^
1 error
==================
Here's the piece of code it's referencing:
public boolean blockActivated(World world, int i, int j, int k, EntityPlayer entityplayer)
{
if(world.multiplayerWorld)
{
return true;
}
TileEntityBrewBarrel tileentitybrewbarrel = (TileEntityBrewBarrel)world.getBlockTileEntity(i, j, k);
ModLoader.OpenGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
return true;
}
Anyone got any ideas? I can provide more code if need be. And before anyone asks, yes I've made the necessary Slot, Container, TileEntity, etc files.
Hope to have an answer soon! It's driving me up the wall!
Decent mod, I think I've either seen this once before here, or another mod. But it's a nice concept, however I'm pretty sure where ever I saw this before it required you to burn the dense coal in the furnace and the result is a diamond. Made more sense to me.
I thought of this too, but really it's more about compression than heat or anything, so this makes abut as much sense as you can make without adding some kind of compressor, which would actually be kinda cool but is kinda beyond the scope of this mod.
Really like the concept of the mod, great for when you're 20 hours in and you've hollowed out that mountain for your home.
Each block has properties in regards to what happens when you harvest it, you can add a chance that when a leaf block breaks it drops a pear. It's pretty simple.
0
Best. Mod. Ever.
0
First, the signs telling the enemy not to enter our castle weren't clear enough. I think some entrances might not have had signs or something, because I kept catching people breaking into our storeroom, which culminated in one player blowing up a bunch of our chests.
Second, I'm not sure how I felt about how much bedrock and obsidian there was around. One of the great things about minecraft is destroying the world and rebuilding it, but it was pretty much impossible to do so on this map.
Hopefully this helps you when making future maps.
1
0
1
In many ways I feel that this mod adds more of the missing piece than any crafting/mob mod; it makes the existing minecraft world feel more alive by adding something that, once you've heard it, feels like it always should have been there. This makes it, in my book, a truly essential mod, one that no player should be without.
I do have a few small suggestions for the mod, these being based on my experiences with R8, so if any of them have been fixed by R9 please ignore them. The first is equalization of the sounds. While I understand that not every sound should be played at the same volume, I can't help but feel that the sounds could be better balanced. The weapon sounds, for instance, could all be just a touch quieter, while things like water lapping at the shore could be a bit louder. My other suggestion is cave sounds. After tromping about on the surface for a while I went down under the earth and found...that it was pretty damn quiet. Almost unnervingly so. Perhaps some water drips, wind whistling through caverns, the occasional rustle as if from a bat or something could help to liven up the one area that, by comparison to everything else feels kind of dead.
Overall, in spite of the small flaws, I can't wait to tell all my friends about this mod. Thanks so much for making it.
0
0
0
Oh man, now I feel silly! Thanks this fixed it.
0
Sure thing, here's the full code for the block:
code removed as it's not necessary to understanding what the problem was
In general you'd be right, but ModLoader's functions don't follow normal form. However, just for kicks I tried this and got nearly the same error which was in and of itself a bit perplexing. Here's the error:
== ERRORS FOUND ==
src/minecraft/net/minecraft/src/BlockBrewBarrel.java:128: cannot find symbol
symbol : method openGui(net.minecraft.src.EntityPlayer,net.minecraft.src.GuiBrewBarrel)
location: class net.minecraft.src.ModLoader
ModLoader.openGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
^
1 error
==================
0
Here's the error code:
src/minecraft/net/minecraft/src/BlockBrewBarrel.java:129: cannot find symbol
symbol : method OpenGui(net.minecraft.src.EntityPlayer,net.minecraft.src.GuiBrewBarrel)
location: class net.minecraft.src.ModLoader
ModLoader.OpenGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
^
1 error
==================
Here's the piece of code it's referencing:
{
if(world.multiplayerWorld)
{
return true;
}
TileEntityBrewBarrel tileentitybrewbarrel = (TileEntityBrewBarrel)world.getBlockTileEntity(i, j, k);
ModLoader.OpenGui(entityplayer, new GuiBrewBarrel(entityplayer.inventory, tileentitybrewbarrel));
return true;
}
Anyone got any ideas? I can provide more code if need be. And before anyone asks, yes I've made the necessary Slot, Container, TileEntity, etc files.
Hope to have an answer soon! It's driving me up the wall!
0
I thought of this too, but really it's more about compression than heat or anything, so this makes abut as much sense as you can make without adding some kind of compressor, which would actually be kinda cool but is kinda beyond the scope of this mod.
Really like the concept of the mod, great for when you're 20 hours in and you've hollowed out that mountain for your home.
0
0
0
0