• 0

    posted a message on Dungeons2! [RELEASED in Minecraft Mods Forum]

    I might be able to help. send me a pic of an example of what you are wanting

    Posted in: WIP Mods
  • 0

    posted a message on Rainbeau's Mithwood Forest
    Quote from Windikite»

    Hey man, do yourself a favor and upload a couple pictures for people to see! A lot of people (including me) are both wary and lazy and don't like downloading mods without seeing pictures.


    Same here! a few pics would be nice!
    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeons! Mod

    So the room "plans" kind of look like Bo2's, are they the same thing? Only reason I ask this is that I would like to use the newer 1.9 command blocks in some of the rooms to get rid of most of the red stone wiring I would need in 1.8


    And I know this mod is a work in progress but is there any way currently to make a rooms that can only be linked to other hand picked rooms?



    Say I had 2 hallways. Hall 1 and Hall 2. and I had 3 rooms: rooms 1-3. I want all rooms (1-3) to be able to have a chance of linking to Hall 1. But on Hall 2 I only want Room 2, to be able to link into that hall. Is this a thing at the moment?

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeons! Mod

    So I'm trying to figure out how you make your own dungeons.and not having much luck. Could you give me a rundown on how this works?

    Posted in: Minecraft Mods
  • 0

    posted a message on AmbientSounds v1.2.1 - Biomes O Plenty support - #ListentoNature

    If you need more sounds I can try to dig some free sounds up. Tell me what your looking for

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    So I can now get them to spawn in the biome I want. But I'm having huge problems getting command blocks to fire off. They are ether just not updating or lagging so bad that it takes years for the mobs to be spawned. I have some other creators ruins on that have commandblocks that are working with out any problems whatso ever. It's only mine that is not working. Is there some trick to always getting the commandblocks to fire off? no other ruins with commands in them have failed to fire off.


    Here is my ruin



    # Created by Ruins mod version 16.0 Ingame Parser
    # authoring Player: CorpLee

    biomestospawnin=plains,forest,
    weight=1
    embed_into_distance=0
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
    dimensions=10,11,11
    allowable_overhang=0
    max_leveling=2
    leveling_buffer=0
    preserve_water=0
    preserve_lava=0

    rule1=0,100,minecraft:vine-8
    rule2=0,100,minecraft:vine-1
    rule3=0,100,minecraft:stonebrick-0
    rule4=0,100,minecraft:stone-6
    rule5=0,100,minecraft:cobblestone-0
    rule6=0,100,minecraft:stone_slab-5
    rule7=0,100,minecraft:vine-4
    rule8=0,100,minecraft:stonebrick-2
    rule9=0,100,minecraft:stonebrick-1
    rule10=0,100,minecraft:stone_brick_stairs-3
    rule11=0,100,minecraft:stone_brick_stairs-1
    rule12=0,100,minecraft:stone_brick_stairs-2
    rule13=0,100,minecraft:vine-2
    rule14=0,100,minecraft:stone_brick_stairs-7
    rule15=0,100,minecraft:stone_brick_stairs-6
    rule16=0,100,minecraft:double_stone_slab-3
    rule17=0,100,minecraft:stone_brick_stairs-5
    rule18=0,100,minecraft:stone_brick_stairs-4
    rule19=0,100,minecraft:double_stone_slab-5
    rule20=0,100,minecraft:stone_stairs-0
    rule21=0,100,minecraft:stone_stairs-2
    rule22=0,100,minecraft:stone_stairs-3
    rule23=0,100,minecraft:stone_stairs-6
    rule24=0,100,minecraft:stone_stairs-7
    rule25=0,100,minecraft:diamond_block-0
    rule26=0,100,minecraft:stone_stairs-1
    rule27=0,100,Skull:0:14-1
    rule28=0,100,Skull:0:10-1
    rule29=0,100,Skull:0:2-1
    rule30=0,100,Skull:0:6-1
    rule31=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/setblock ~2 ~-8 ~3 stonebrick\",x:1528,y:73,z:-1119,id:\"Control\",SuccessCount:0,LastOutput:\"{\\\"extra\\\":[{\\\"translate\\\":\\\"commands.setblock.success\\\"}],\\\"text\\\":\\\"[02:12:49] \\\"}\",TrackOutput:1b}-3
    rule32=0,100,teBlock;minecraft:chain_command_block;{conditionMet:0b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/summon EntityHorse ~-2 ~-5 ~ {Type:0,SkeletonTrap:1b,SkeletonTrapTime:1,Variant:7}\",x:1528,y:73,z:-1118,id:\"Control\",SuccessCount:0,TrackOutput:1b}-3
    rule33=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/effect @a[r=30] 4 120 2\",x:1528,y:73,z:-1117,id:\"Control\",SuccessCount:1,LastOutput:\"{\\\"extra\\\":[{\\\"translate\\\":\\\"commands.effect.success\\\",\\\"with\\\":[{\\\"translate\\\":\\\"effect.digSlowDown\\\"},\\\"4\\\",\\\"2\\\",\\\"CorpLee\\\",\\\"120\\\"]}],\\\"text\\\":\\\"[01:58:52] \\\"}\",TrackOutput:1b}-3
    rule34=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/effect @a[r=30] 5 120 1\",x:1528,y:73,z:-1116,id:\"Control\",SuccessCount:1,LastOutput:\"{\\\"extra\\\":[{\\\"translate\\\":\\\"commands.effect.success\\\",\\\"with\\\":[{\\\"translate\\\":\\\"effect.damageBoost\\\"},\\\"5\\\",\\\"1\\\",\\\"CorpLee\\\",\\\"120\\\"]}],\\\"text\\\":\\\"[01:58:52] \\\"}\",TrackOutput:1b}-5
    rule35=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/summon EntityHorse ~-2 ~-5 ~ {Type:0,SkeletonTrap:1b,SkeletonTrapTime:1,Variant:7}\",x:1529,y:73,z:-1119,id:\"Control\",SuccessCount:1,LastOutput:\"{\\\"extra\\\":[{\\\"translate\\\":\\\"commands.summon.success\\\"}],\\\"text\\\":\\\"[01:58:52] \\\"}\",TrackOutput:1b}-4
    rule36=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/setblock ~1 ~-8 ~2 stonebrick\",x:1529,y:73,z:-1118,id:\"Control\",SuccessCount:0,LastOutput:\"{\\\"extra\\\":[{\\\"translate\\\":\\\"commands.setblock.success\\\"}],\\\"text\\\":\\\"[02:09:54] \\\"}\",TrackOutput:1b}-1
    rule37=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/spreadplayers ~ ~ 6 20 false @e[type=EntityHorse]\",x:1529,y:73,z:-1117,id:\"Control\",SuccessCount:0,TrackOutput:1b}-2
    rule38=0,100,teBlock;minecraft:chain_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"/fill ~1 ~ ~ ~-1 ~ ~-3 cobblestone\",x:1529,y:73,z:-1116,id:\"Control\",SuccessCount:0,LastOutput:\"{\\\"extra\\\":[{\\\"color\\\":\\\"red\\\",\\\"translate\\\":\\\"commands.fill.failed\\\"}],\\\"text\\\":\\\"[00:55:41] \\\"}\",TrackOutput:1b}-2
    rule39=0,100,CommandBlock:/playsound block.portal.trigger block @a[r=20] ~ ~ ~ 10 2 1:@-4
    rule40=0,100,minecraft:redstone_wire-0
    rule41=0,100,minecraft:unpowered_comparator-0
    rule42=0,100,teBlock;minecraft:repeating_command_block;{conditionMet:1b,auto:1b,CustomName:\"@\",powered:0b,Command:\"testfor @a[r=10]\",x:1530,y:73,z:-1116,id:\"Control\",SuccessCount:0,TrackOutput:1b}-2
    rule43=0,100,minecraft:stone_slab-3

    layer
    0,1,1,1,1,0,0,1,1,1,0
    7,3,3,3,6,6,6,5,4,3,2
    7,3,3,8,3,3,3,3,4,3,2
    7,3,3,5,4,6,10,9,3,3,0
    7,6,9,3,3,9,3,11,3,6,2
    0,6,3,9,12,5,6,6,3,6,2
    7,6,3,3,3,6,12,4,3,6,0
    7,8,3,3,3,3,8,3,3,3,2
    7,8,4,3,3,8,8,3,3,3,0
    7,8,3,3,6,6,6,3,3,3,2
    0,0,0,13,0,13,13,13,13,13,0
    endlayer

    layer
    0,1,1,1,1,0,0,1,1,1,0
    7,5,3,3,0,0,0,3,3,3,2
    7,3,0,0,0,0,0,0,0,3,2
    7,3,0,0,0,0,0,0,0,3,0
    7,0,0,0,0,0,0,0,0,0,2
    0,0,0,0,0,0,0,0,0,0,2
    7,0,0,0,0,0,0,0,0,0,0
    7,3,0,0,0,0,0,0,0,8,2
    7,3,0,0,0,0,0,0,0,9,0
    7,5,8,3,0,0,0,3,3,9,2
    0,0,0,13,0,13,13,13,13,13,0
    endlayer

    layer
    0,1,1,1,1,0,0,1,1,1,0
    7,9,3,5,0,0,0,3,9,3,2
    7,3,0,0,0,0,0,0,0,3,2
    0,3,0,0,0,0,0,0,0,3,0
    7,0,0,0,0,0,0,0,0,0,2
    0,0,0,0,0,0,0,0,0,0,2
    7,0,0,0,0,0,0,0,0,0,0
    7,3,0,0,0,0,0,0,0,3,2
    7,3,0,0,0,0,0,0,0,5,0
    7,3,4,3,0,0,0,3,9,9,2
    0,0,0,13,0,13,13,0,13,13,0
    endlayer

    layer
    0,1,1,1,1,0,0,1,1,1,0
    7,3,3,3,0,0,0,3,3,8,2
    7,4,0,0,0,0,0,0,0,5,2
    0,3,0,0,0,0,0,0,0,3,0
    7,0,0,0,0,0,0,0,0,0,2
    0,0,0,0,0,0,0,0,0,0,2
    7,0,0,0,0,0,0,0,0,0,0
    7,3,0,0,0,0,0,0,0,3,2
    7,8,0,0,0,0,0,0,0,3,0
    7,8,3,3,0,0,0,3,8,5,2
    0,0,0,13,0,13,13,0,13,13,0
    endlayer

    layer
    0,0,1,1,1,0,0,1,1,1,0
    7,9,9,9,15,0,14,9,9,5,2
    7,9,0,0,0,0,0,0,0,3,2
    0,3,0,0,0,0,0,0,0,16,0
    7,17,0,0,0,0,0,0,0,17,2
    0,0,0,0,0,0,0,0,0,0,2
    7,18,0,0,0,0,0,0,0,18,0
    7,8,0,0,0,0,0,0,0,8,2
    7,5,0,0,0,0,0,0,0,3,0
    7,8,9,3,15,0,14,3,8,8,2
    0,0,0,13,0,13,13,0,13,13,0
    endlayer

    layer
    0,0,1,1,1,0,0,1,1,1,0
    0,9,3,3,19,3,9,9,3,3,2
    0,9,0,0,0,17,0,0,0,3,2
    0,3,0,0,0,0,0,0,0,3,0
    7,3,0,0,0,0,0,0,0,9,2
    0,3,15,0,0,0,0,0,14,3,2
    7,3,0,0,0,0,0,0,0,3,0
    7,3,0,0,0,0,0,0,0,3,2
    7,3,0,0,0,18,0,0,0,3,0
    7,3,9,9,3,3,3,8,3,8,2
    0,0,0,13,0,13,13,0,13,13,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,1,0
    0,3,20,20,20,20,20,20,20,3,2
    0,22,0,0,0,3,0,0,0,21,0
    0,22,0,0,0,3,0,0,0,5,0
    0,22,0,0,24,3,23,0,0,5,0
    0,22,3,3,3,25,3,3,3,5,0
    0,22,0,0,24,3,23,0,0,5,0
    0,22,0,0,0,3,0,0,0,5,0
    0,22,0,0,0,3,0,0,0,21,0
    7,9,26,26,26,26,26,26,26,3,2
    0,0,0,0,0,0,0,0,0,13,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0
    0,28,0,0,0,0,0,0,0,27,0
    0,0,4,20,20,20,20,20,4,0,0
    0,0,22,19,19,19,19,19,5,21,0
    0,0,22,19,0,19,19,5,5,21,0
    0,0,22,19,19,4,19,19,5,21,0
    0,0,22,5,5,19,19,3,5,21,0
    0,0,22,5,5,19,19,19,5,21,0
    0,0,4,26,26,26,26,26,4,0,0
    0,30,0,0,0,0,0,0,0,29,0
    0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,4,0,0,0,0,0,4,0,0
    0,0,0,20,20,20,20,20,20,0,0
    0,0,0,22,34,33,32,31,21,0,0
    0,0,0,22,38,37,36,35,21,0,0
    0,0,0,22,42,41,40,39,21,0,0
    0,0,0,22,26,26,26,26,26,0,0
    0,0,4,0,0,0,0,0,4,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,26,0,0,0,0,0,26,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,43,43,43,43,0,0,0
    0,0,0,0,43,43,43,43,0,0,0
    0,0,0,0,43,43,43,43,0,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,20,0,0,0,0,0,20,0,0
    0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0
    endlayer


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I don't understand how you get your own ruins to spawn in game with out the command. and I'm having trouble finding anything on this thread as it's so large. Is there not a tutorial of sorts? I've built the ruin but I can't get it to spawn at all. in fact I'm having trouble getting the mod to spawn anything at all now. made more then one world and nothing is working.,. feel like I'm wasting my time trying to solve this out after 4 hours of trying to get this to work with no luck at all. Help any one? tutorial?

    Posted in: Minecraft Mods
  • 1

    posted a message on AmbientSounds v1.2.1 - Biomes O Plenty support - #ListentoNature

    It's awesome someone has brought us another mod like this! Makes minecraft so much more fun to play, when you have a world with sound!

    I have found a rather annoying bug though. inside jungle biomes I always end up hearing the cave sounds when under the large trees. I'm sure this has something to do with the lighting level under the tree. But I was wondering if you could some how add in an exception that would over rule the lighting level rule into the mod, so that when your under any block with the word "leaves" in it that it would play the normal biome sounds. This would also add in support for modded trees as 90% of all the major biome/worldgen/any mod that adds more trees call the foliage blocks "birch leaves" "red wood leaves" etc etc.


    Not sure how practical this would be when dealing with ram. I'm sure this would mean checking every block that fell under the said lighting limit, all the way from bedrock to sky level. 65,536 blocks per chunk is no small apple I'm sure.


    Something else I was wondering is how hard would it be to add in a config file for us to add in our own biomes? I like to play with the biomes O' plenty mod and you don't have many normal biomes spawning around as they are out numberd by the shear number of Modded biomes. I would like some of these plains like biomes to have some sound. (most of the forest seem to have the forest sound working already)


    And thank you for putting in the time you already have into making this mod! It means a lot to the community to have Modders who make mods that are not mainstream!


    -633447

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs

    Well first off I would like to thank Noppes for making this awesome mod! can't count how many times I've left this mod to play with another modpack but always found myself downloading this mod again and again to fill that void within minecraft! my hat goes off to you Noppes.


    :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond:


    Ok now to the long part! After playing this mod for "way too long" / "ages", to say that I've been overtly impressed would be an absurd understatement! I've made quite a few maps using this mod as one of the main core elements. Now on the off hand, I'm not trying to complain but there are a few things that would be nice if they had more options available or maybe a little tinkering to mod mechanics without having to find other mods, which may or maynot be compatible to fill the gaps. I'm not a mod maker and I don't claim to be but I would like to ask if some of these changes would be at all possible if for nothing else than random curiosity.


    NPC movement isn't that bad but some more options for movement would be nice. For example the moving type Wandering/Follow Path option for flying seems rather choppy. It could be just me as I have never compared it to another computer, but the choppiness has seemed present in older builds as well. The NPCs always seem to get stuck on random blocks and seem unable to move around these objects. I'm assuming that the mod is: #1 Using it's own path finding source unlike the vanilla mob's pathfinding source. #2 Has a lower priority within the game then the NPC's vanilla mob counterparts causing those weird “DERP” moments where a NPC is stuck on a flat wall which runs parallel to itself... So if #1 is true how hard would it be to use the vanilla code and mod it for use for the NPC’s? Like maybe for example, options for a Ghast, Bat or Blaze flight movements? #2 or possibly none of the above how hard would it be to fix this problem without making a total conversion like intergrading NPC’s into the great abyss of the core files.


    NPC dialogs! the mod would not be the same without them. Infact this is one of the core elements I think that make this mod so awesome. Only things that could make the dialogs better is Sub Dialog Folders (for those REALLY crowded dialog heavy NPC’s. It would be nice if we could sort them just a tad bit better) And maybe adding the ability to have more Console commands to be triggered from a single dialogs/quest.


    Combat Tactics! this is one of the main and major areas that I feel that the mod is lacking in. the limited types of tactics are some what depressing. while it’s possible to get a NPC boss, or maybe your faction member to put up a good fight for a quest or a battle perhaps. it still is rather disappointing when you know that NPC is only going to attack with a set tactic and all the same old combat moves. I suggest some kind of system of new preset moves with pattern script or maybe a GUI which you could set the moves down into a pattern and change tactics mid fight? For example: A player made NPC boss would start by using the Rush tactic for a total of 10 seconds. then switch to a Bash tactic (Bash would cause the NPC to jump into the air, which upon landing would give off a splash potion effect,splash size of your choice) The NPC would then be set to Use only range attacks for 1 minute. after this the NPC could be set to once again Rush. once this pattern was made in a GUI it could then be set to either use the last tactic or move ordered until death or set this pattern into a loop state.

    Now I know this one could almost be called a mod by itself. and I know just a bit of Java to know this could be a monster to pull off. But would something like this be feasible?


    Unique Perks for the NPC’s weapons. it would be cool to have some new weapons instead of pretty new retextured iron and gold swords!


    Those are the only major things I can think of that would be awesome to have all bundled into the same package! that is if they are something that is once again thought up out of pure random curiosity.

    (PS! if anyone knows how any of this might be possible already without other mods let me know!)


    Bugs I’ve found so far!

    walking animations Sneaking, dancing etc etc. not working

    NPC’s attacking hostile factions not always working (yes I did have the right settings on for them to target hostels!)

    Spawner role causing huge lag spikes/game crash and not spawning NPC’s


    Hired followers getting stuck inside walls when warping to player



    Thanks to all the awesome mod makers who make this game great!

    LEE

    Posted in: Minecraft Mods
  • 0

    posted a message on PvP-No Grief-Survival
    I'm looking for a PvP, no grief, survival server. Not a factions server, something with plots or such where you don't need other players to get a large size of land to claim and build on. Any one have some servers like this they know of?
    Posted in: Server Recruitment
  • 0

    posted a message on Placing command block inside of inside of command block with code?
    Basically I'm using this as a toggle. what will happen is the computer will reach the first command block. once powered it will place down Another command block next to it. when the the first command gets powered block it will power the block it placed on the last cycle. Which the 2th new command block will place a redstone block.

    What I am trying to do is get a command block. With the code to place another command block which will be placed coded to place a redstone block when powered. I've seen it done on another map before. I just can remember how they did it.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Placing command block inside of inside of command block with code?
    Ok so I guess this is what I get for making a computer which all works on a command block which when powered places down Another command block next to it, which when powered would place a red stone block at the set cords

    So I was thinking something like this would work? maybe?
    setblock ~-1 ~ ~ command_block 0 replace {Command:"setblock ~ ~ ~ redstone_block,
    setblock ~-3 ~ ~-3 command_block 0 replace {Command:"setblock ~ ~ ~ redstone_block"}"}



    So for those of you who are lost.

    Stage 1 > Stage 2 > Stage 3
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Data tag parsing failed: Invalid tag encountered, expected '{' as first char.
    Ok so I changed the score name to Points and retyped the command. it's now working. quite odd :steve_sillyface:

    Is this normal? I've never had it happen to me as of until now...
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Data tag parsing failed: Invalid tag encountered, expected '{' as first char.
    testfor @a[score_totalKillCount_min=1]

    gets me this

    “Data tag parsing failed: Invalid tag encountered, expected '{' as first char.”



    I am guessing that this might not be a bug but rather a change in command blocks?

    The block Command has worked before in older updates but it's now breaking my map in 1.8 and onwards.

    Would any one else happen to know how to get around this problem?
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on DownFall[24/7][1.4.2][PVP][Factions][Mcmmo][Mumble]
    Posting for CorpLee
    Posted in: PC Servers
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