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    posted a message on [1.5 and up] [FORGE] [UNIVERSAL]IronChests 5.0 - Minecraft 1.5 update!

    Courtesy ping that I'm planning on including this in a CTM map I'm developing called Deep Space One which will be distributed publicly once complete. Your name will be listed in a credits book ingame :)

    Posted in: Minecraft Mods
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    posted a message on [1.7.2] Official Runecraft Server: Weaver
    Quote from 0phoff

    How do we know if we're Whitelisted??
    Do they send us a message or do we have to keep on trying to log in on the server?


    In the past, they have posted on this thread when they have added more people to the whitelist. In addition, when I got whitelisted they sent me a PM on the forums stating the fact -- so if you have not received once chances are you have not yet been whitelisted. I cannot comment as to why whitelisting is seemingly not being done at the moment, simply because I do not know any good answers besides what has already been speculated before.
    Posted in: PC Servers
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from j.gilmore

    Forge issue? I don't remember seeing that one. What was it?

    Identifier gives a bad message for runecraft enchanted armor. It says "this tool is not enchanted" for diver's helmet for instance. Engraver also doesn't work.

    This is particularly bad for divers helmet, as the duration is only 30 seconds - enough time to dive down and break maybe two or three blocks. I'd like to have been able to take three helmets with me and swap them out as needed. Maybe the duration could be increased? A minute or five wouldn't be unreasonable. Five or ten minutes would make it worth using instead of trying to take signs with me to make an air pocket.

    I also noticed that it starts "counting down" the time as soon as you hit the water instead of when it starts adding air bubbles, which it doesn't do until I have only three bubbles left. Since it starts at 45 seconds left, and says it lasts for thirty, maybe it's not counting it's 30 seconds until is starts adding air? Confusing messages then.

    I'm using the "deadmanschest http://dev.bukkit.org/server-mods/deadmanschest/" mod, which puts all your items in a chest when you die so they don't get lost. This loses runecraft engraved enchantments, but keeps regular minecraft enchantments. How can I change it so it plays nicely with runecraft? Since the source is available I figured I'd take a whack at it.

    chest.getInventory().addItem(item)

    and in the player death event:

    List<ItemStack> items = event.getDrops();

    to get that list of items. Looks straightforward to me -- so how should I change that so runecraft knows that my pick has powerdrill engraved, even after I get it out of that chest?


    Runecraft enchants an item type for a particular player, not a particular item. E.g. if you enchant one Iron Pickaxe for Power Pick, you can use any Iron Pickaxe in your inventory (including one you just crafted), and Power Pick will apply to it. Additionally, I believe this information is stored on the Player, not the item, so if you give your Power Pick-enchanted pickaxe to someone else it will not have Power Pick on it. Additionally, when you die all enchantments should still be active for your player (tested on Weaver), so if you pick up another Iron Pickaxe, Power Pick will still be active. But if someone else picks it up, it will just be a normal Iron Pickaxe.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from Roachy1

    Hey, I recently set up a server that does not use Bukkit. Up until now I've been using the Bukkit version of Runecraft. Can the vanilla version of Runecraft be installed with a modloader such as Forge? As in placing it in the mods folder that Forge uses?

    I suppose I really just need to understand how Forge works, and whether mods must be coded specifically for Forge or other modloaders.


    As far as I know, you need to install it manually into the server .jar file (by copying the .class files in). I remember a couple of pages back someone saying that the recent version of Forge might not be compatible with Runecraft, however. Definitely take a backup of your server jar first before trying to install Runecraft.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    disabled-runes.txt is found in your base minecraft directory (so where bukkit's bukkit.yml is and minecraft's server.properties is).

    Runecraft predates bukkit, and is released both as a vanilla mod and bukkit plugin, and changing where it reads its config would not only be a pain to port every release, but would trip up server admins migrating between vanilla/bukkit.
    Posted in: Minecraft Tools
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    posted a message on [1.7.2] Official Runecraft Server: Weaver
    My entry to name: Aetherhold, The Ensorcelled City (or Aetherhold for short)

    Also, the trials are at least mostly finished and are quite awesome (but only somewhat challenging)! Ideas to expand upon the trials:
    • Timing-based puzzles: Artificially enhancing difficulty since 1979™.
    • A Spring puzzle, if spring is usable while not initiated (they need to get from point a to point b by soaring through the air, fly mods would break this puzzle though so there is that).
    • A spleef block puzzle where they have to turn off the correct sequence of blocks to get through or start over (do note that I've experienced massive lag on my own server when dealing with large quantities of spleef blocks though, not sure why)
    • C'tri's maze from the Advanced Runecrafting videos (or is that too evil? :P)
    • More deadly stuff with beds strategically placed as checkpoints, like a bridge over lava that starts disappearing as you get on it (via pressure sensor)
    • Accelerator mazes (vast open area with various tiered accelerators hooked up to each other such that you must pick the right combo of them to successfully navigate through the "maze", think chips challenge ice levels). This would require a large open area, however.
    • A double lock block (one requires keystone, the other does not), activating the one without the keystone drops you downwards. Activating the one with the keystone makes a floor appear under the current floor, such that activating the one without the keystone drops you onto that floor which lets you proceed onwards.
    • Damage sensor combo lock (or just normal stone button combo lock), where the combo is decided by some form of runecraft knowledge.
    Posted in: PC Servers
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    posted a message on [1.7.2] Official Runecraft Server: Weaver
    Hey everyone! The server I mainly play on nowadays doesn't have runecraft and the server admins don't seem overly keen on installing it, so I need my fix elsewhere :P

    I'm interested in the construction of large complexes with lots of hidden secrets, traps, puzzles, and the like via a combination of vanilla items (redstone and pistons), but combined with the power and flexibility of runecraft automations. On my old old server (back in beta 1.7 or something like that), I had a diabolical dungeon that players had to go through involving lots of shenanigans, mazes, traps, etc. before they could reach my initiation rune (I think only one person made it all the way through and they died like 15 times, it was glorious)

    I'd also like to take a more active role in the Runecraft community, interacting with others and seeing what ideas people have for the future and helping SuperLlama and Zeerix inch ever closer to that awesome 3.0 release :D

    IGN: Lehran
    Posted in: PC Servers
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    /me wishes he could be on that server, since the server he mostly plays on right now doesn't have runecraft :(
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    I'd imagine the obfuscation changes every MC update, meaning Llama would have to re-find all of the new obfuscated class and method names to modify. Beyond that I'm sure there's a new rune or two, but this is mostly pure speculation.

    Get well soon SuperLlama! Also, out of sheer curiosity, what college are you attending and what is your major?
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    No, the Altar of Judgement is disabled by default and you need to ENable it by putting it into the txt file.

    That said, make sure that you are building the altar so the back is facing North. I think what runecraft considers north and what minecraft considers north may not be the same anymore, so use a compass rune to double-check.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from yankeeboy1127

    Does anyone know any other clients besides logmein hamachi that I can use, i am trying to expand my server to fit more people but hamachi has restricted its version to only allow 5 people, if you know another client plz reply.


    How is your server set up? Is it being hosted somewhere or is it running in your house, apartment, dorm, etc.? Are there any NATs or firewalls between the server and the rest of the world that would necessitate the use of programs like Hamachi? If there aren't, you could simply tell everyone to direct connect to your IP address (or sign up for a free DynDNS account and point people to the dyndns domain name). If there are, you could look into OpenVPN although you would need some box to run that on that IS directly accessible from the outside. SSH reverse tunnels (-R) are another alternative, but requires more technical know-how for the person setting it up as well as a box you can SSH to that is directly accessible from the outside, but has the benefit of your players not needing to install VPN software or for you to install a VPN server. I don't know if there are any other methods (there probably are) because that's the one I mostly use :P
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from Ctri

    Stuff


    Yeah, figuring out messages for the detector would be crucial in order to keep a sense of immersion... here's what I came up with (strength descriptions based on the d20 SRD, which is under the Open Game License so it should be safe to use).
    • Number of pulses = number of waypoints detected (hardcoded in lower levels to also give the idea that the person using it doesn't necessarily know what level the rune is)
    • Color of pulse = tier of the waypoint (dull grey = tier 1, dull brown = tier 2, etc.), again hardcoded at lower levels so players don't necessarily know what level the rune is
    • Strength of aura = minimum teleporter level needed to get there (very faint = level 1, faint = level 2, moderate = level 3, strong = level 4, very strong = level 5, overwhelming = level 6/7), again hardcoded at lower levels so players don't necessarily know what level the rune is

    • "The detector pulses dull grey once with a very faint aura" or "The detector appears to do nothing" for level 1
    • "The detector pulses dull grey [once/twice/three times/etc.] with a very faint aura" or "The detector appears to do nothing" for level 2
    • "The detector pulses [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a very faint aura, [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a very faint aura, etc." or "The detector appears to do nothing" for level 3
    • "The detector pulses [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a [very faint/faint/moderate/strong/very strong] aura, [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a [very faint/faint/moderate/strong/very strong] aura, etc." or "The detector appears to do nothing" for level 4
    • "The detector pulses [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a(n) [very faint/faint/moderate/strong/very strong/overwhelming] aura, [dull grey/dull brown/dull red/silver/gold/a brilliant blue] [once/twice/three times/etc.] with a(n) [very faint/faint/moderate/strong/very strong/overwhelming] aura, etc." or "The detector appears to do nothing" for level 5

    As for your other issue, I figured the level would apply to BUILDING the rune, not USING it, so someone could build a level 5 teleporter to their base if they are level 5+ and still be able to invite new people who are only level 1 to use it, as the skill in the level comes from inscribing the rune upon the land and not activating it (parallel: in DnD you can have scrolls that have pre-prepared spells on them. You can be of lower caster level than the scroll's level and still be able to use the scroll, except you suffer the chances of adverse effects happening. This can be similar, minus the adverse effect part). Unfortunately (fortunately?) the "skill of the maker determines the power of the rune" explanation I offered would make your suggestion of level of player = level of travel regardless of rune level not make as much sense, but there are always personal teleporters which can be based on (and only on) the level of the player ;)
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from Ctri

    I like the range + tier concept, but would perhaps be better if one could configure the ranges via Disabled Runes.
    Leveling up runes to unlock better effects is an idea I think would be cool: the more you use a rune, the more powerful it becomes.
    Sadly, seems more applicable to enchants than to passive runes. What do you think?
    (ofc, maybe I just have a mind that's used to Runecraft 2.0, not Runecraft 3.0)


    Yeah, configurability is good. I'm not sure what SuperLlama and Zeerix were thinking for the levelling up/getting better stuff system in 3.0 so I was just offering possibilities. Getting stronger as you use it more makes sense for anything, though, it's just that the experience/usage values would need to be tweaked per school of magic so the lesser-used runes need less uses to get stronger. I can come up with a few examples of World Runes that can "level up"

    Teleportation (Max Level 7)
    • Level 1: Able to move between floors of the current building, or get from one side of a building to the other side
    • Level 2: Able to move between nearby buildings in the same area/complex
    • Level 3: Able to move between distant buildings in the same area/complex
    • Level 4: Able to move between buildings in different, but near, areas/complexes
    • Level 5 (current Teleporter): Able to move between anything on the current world
    • Level 6: Interworld travel: Able to move between worlds of the same world type (default to default, nether to nether, end to end, etc.)
    • Level 7: Interplanar travel: Able to move between worlds of differing types (default to nether, nether to end, etc.)
    Obviously each level can be configured and even disabled in the event server admins don't like some of the concepts (easily accomplished by giving each rune a unique name).

    Mineshaft (Max Level 4)
    • Level 1: Current functionality
    • Level 2: Make a platform every 8 or so blocks to lessen fall damage
    • Level 3: Make a platform every 8 or so blocks and move encountered ores to the center of the shaft instead of deleting them (if multiple ores encountered on same level, one gets moved and the others get deleted, and if an ore shares the same y level as a platform, that ore gets deleted)
    • Level 4: Make a platform every 8 or so blocks and move encountered ores to the center of the shaft instead of deleting them (if multiple ores encountered on same level, they get shifted around y levels until they find a spot they fit in)
    Which ores are eligible to get moved and which ones get unconditionally deleted can be configured in disabled-runes.txt

    Wall Master/Bridge Master (Max Level 3)
    • Level 1: The U shape allows for 1-wide walls/bridges
    • Level 2: The U shape allows for 3-wide walls/bridges
    • Level 3: The U shape allows for 5-wide walls/bridges
    The rune template needs to be expanded to fit the wider U shape, but since that only involves the addition of more redstone, it is cheaper to build a higher level rune than multiple lower level ones (only 4 extra redstone dust needed per level)

    Freezer (Max Level ???)
    Each level increases the radius of the affected area

    Tool Runes
    Each level increases the number of uses per tier

    Another couple of rune that may or may not be cool or overpowered or impossible to implement
    Teleportation Shield (Max Level 7) - block nearby teleporters and waypoints from being used for a certain amount of time. Radius and times given are examples and probably not balanced. Numbers like 1/2/3/4/5/6 indicate the tier of the rune's ink
    • Level 1: Block level 1 teleporters and waypoints in a 20/30/40/50/60/70 block radius for 60 seconds. Can only be activated manually by clicking. Cannot be deactivated once activated and the tier blocks are consumed upon activation
    • Level 2: Block level 2 and below teleporters and waypoints in a 20/30/40/50/60/70 block radius for 60 seconds. Can be activated manually by clicking and also by a redstone signal. Cannot be deactivated once activated and the tier blocks are consumed upon activation
    • Level 3: Block level 3 and below teleporters and waypoints in a 20/30/40/50/60/70 block radius for 120 seconds. Can be activated manually by clicking and also by a redstone signal. Cannot be deactivated once activated and the tier blocks are consumed upon activation
    • Level 4: Block level 4 and below teleporters and waypoints in a 20/30/40/50/60/70 block radius for 120 seconds. Can be activated manually by clicking and also by a redstone signal. Can be deactivated by clicking a second time or if the redstone signal goes out (e.g. constant redstone signal needed to keep it activated if activated using redstone). The tier blocks are consumed upon activation, and deactivating it cuts the time short.
    • Level 5: Block level 5 and below teleporters and waypoints in a 1/2/3/4/5/6 chunk radius for 180 seconds. Can be activated manually by clicking and also by a redstone signal. Can be deactivated by clicking a second time or if the redstone signal goes out (e.g. constant redstone signal needed to keep it activated if activated using redstone). The tier blocks are consumed upon activation, and deactivating it cuts the time short.
    • Level 6: Block level 6 and below teleporters and waypoints in a 1/2/3/4/5/6 chunk radius for 180 seconds. Can only be activated by a redstone signal. Can be deactivated if the redstone signal goes out (e.g. constant redstone signal needed to keep it activated). The tier blocks are consumed upon activation, and deactivating it cuts the time short.
    • Level 7: Block all teleporters and waypoints in a 2/3/4/5/6/7 chunk radius when active. Is active as long as there is a redstone signal powering the rune, and can be activated/deactivated multiple times. The first activation consumes the tier blocks.

    Waypoint Detector (Max Level 5) - Detect if a waypoint of a given signature has already been activated nearby. The rune template will have space for the signature and a tier block. The radius of effect depends on the tier block, which has a % chance of being consumed upon use. The signature is never consumed.
    • Level 1: Detects if there are waypoints in range as if this were a level 1/2/3/4/5 teleporter (tier 6 does not function). This will only give a "yes" or "no" answer, and will not say how many or what tier the waypoints are nor the minimum teleporter level needed to reach them. There is a 70/60/50/40/30% chance of the tier block being consumed upon use
    • Level 2: Detects the number of waypoints in range as if this were a level 1/2/3/4/5 teleporter (tier 6 does not function), but will not say what tier the waypoints are nor the minimum teleporter level needed to reach them. There is a 56/48/40/32/24% chance of the tier block being consumed upon use
    • Level 3: Detects the number of waypoints in range as well as the tier of the waypoints (the tier of the ink, e.g. how good the teleporter needs to be to go there) as if this were a level 1/2/3/4/5 teleporter (tier 6 does not function), but will not say the minimum teleporter level needed to reach them. There is a 42/36/30/24/18% chance of the tier block being consumed upon use
    • Level 4: Detects the number of waypoints in range as well as the tier of the waypoint and the minimum teleporter level needed to reach it as if this were a level 1/2/3/4/5 teleporter (tier 6 does not function). There is a 28/24/20/16/12% chance of the tier block being consumed upon use
    • Level 5: Detects the number of waypoints in range as well as the tier of the waypoint and the minimum teleporter level needed to reach it as if this were a level 1/2/3/4/5/7 teleporter. There is a 14/12/10/8/6/4% chance of the tier block being consumed upon use
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Sounds awesome, got some ideas to bulk up the number of runes in 3.0 as well -- make multiple "tiers" of a certain rune. e.g. for Teleporters:

    1. Waypoints are made just like they are now and are unlocked early on in the rune tree (if not unlocked by default)
    2. Standard Teleporters (with air in the four corners) remain exactly as they are as well so it doesn't break existing worlds. However, they are incapable of teleporting across worlds (unless multiworld-travel is enabled, again don't want to break existing worlds) but still have infinite range within the current world. They are pretty far advanced in the rune tree.
    3. Add the same teleporter template except with the four corners being a tier block instead of air. This tier block determines the range of the teleporter (measured from center of teleporter to center of waypoint in a straight line, sqrt((x2-x1)2+(y2-y1)2+(z2-z1)2), e.g. a tier 1 can go 50 blocks, tier 2 can go 150, tier 3 300, and tier 4 750 (or something like that). These are in order of being unlocked (so tier 1 starts unlocked and you have to perform whatever you need to do to "level up" to access later ones). After tier 4, the normal (infinite) teleporter is there, and after that there are two additional tiered teleporters, Tier 5 allows multiworld travel (between same world types, so world to world or nether to nether) and Tier 6 allows multiplane travel (between different world types).
    4. Waypoints are no longer restricted to be unique. If multiple waypoints are present in a teleporter's range, it selects one at random (weighted by the tier of the ink, so if two waypoints of different inks were made, a teleporter would prefer the one closest to its own ink tier but has a chance of going to other as well, haven't thought of a formula yet). After all, who said magic was perfect? ;)
    5. Probably something else, but I forgot
    Posted in: Minecraft Tools
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