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  • MineFigure
  • Registered Member
  • Member for 11 years, 5 months, and 21 days
    Last active Sat, Jul, 28 2012 18:36:52
  • 0 Followers
  • 535 Total Posts
  • 12 Thanks
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  • View MineFigure's Profile

    1

    Feb 29, 2012
    MineFigure posted a message on End stone is a ripped off cobblestone texture
    I was just playing around with paint.net trying to make textures look good, so I inverted cobblestone's colours and it looked EXACTLY like a colourless end stone. Mojang must have done this and then applied a yellow shade over it. Dang u mojang, Stop rushing.
    Posted in: Discussion
  • View MineFigure's Profile

    1

    Feb 21, 2012
    MineFigure posted a message on SEVEN ADVENTURE MAPS
    I can't get pics either. If you are 13+, you can try Dropbox, if you are 13-, you can't do anything about it.
    Posted in: Maps
  • View MineFigure's Profile

    2

    Feb 14, 2012
    MineFigure posted a message on Pluck-able chickens
    Hell yes. But not the seeds bit. Chickens should peck in the ground and then regrow like sheep do. Seeds should be their breeding item, and sheared chickens should also lose the ability to cushion falls.
    Posted in: Suggestions
  • View MineFigure's Profile

    1

    Dec 27, 2011
    MineFigure posted a message on [1.0.0] Magnificent Microbe Modification!
    Interesting... DLing, but cheating with TMI cuz I don't wanna stuff up my vanilla legit world and I can't be stuffed getting diamonds, killing slimes going to the nether and all that in atonther world. Gooooooood mod good sir!
    Posted in: Minecraft Mods
  • View MineFigure's Profile

    1

    Dec 23, 2011
    MineFigure posted a message on ÜBERCRAFT! 1.0.0 [WIP] Update on 1/6/12
    God dammit, NO WAY.

    81 diamonds for a sword that lasts for pretty much no time at all. Not worth the recipe, durability should be around 5000 considering the rarity of diamonds.
    Posted in: Minecraft Mods
  • View MineFigure's Profile

    2

    Dec 15, 2011
    MineFigure posted a message on [1.0.0] Electric Fence Mod
    Recipes are too expensive.

    Fances should make at least 8 and preferably 16, and transmitter should make 32 or remove the diamond.
    Posted in: Minecraft Mods
  • View MineFigure's Profile

    2

    Nov 19, 2011
    MineFigure posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Screw it, I quit MC. Can't be screwed dealing with all this **** and people hate me here as well. I'm moving to the ISOHD.
    Posted in: Minecraft Mods
  • View MineFigure's Profile

    2

    Nov 8, 2011
    MineFigure posted a message on [IDEA] Fossil Fighters Mod
    Hello, I have noticed all the pokemon mods out there, but no fossil fighters mods.
    It would be good if someone made a mod with cleaning, randomly generating fossils, vivosaurs, rank up, dinaurians, NPCs etc.
    Posted in: Requests / Ideas For Mods
  • View MineFigure's Profile

    1

    Nov 4, 2011
    MineFigure posted a message on [16x] [1.1] · • · • · Forest Depths · • · • · [v1.1.1]
    Whoa! Very, Very good texture pack! It has the right balance of changing and keeping the look of the game to create a good experience. This pack looks promising. :wink.gif:
    Posted in: Resource Packs
  • View MineFigure's Profile

    1

    Sep 30, 2011
    MineFigure posted a message on [W.I.P] The Dawn Of The Samurai
    I definitely support this. But there are 2 things that it NEEDS.

    1.A download link for Indev testers.

    2.The ability to be the samurai's worst enemy-the NINJA!!!! :SSSS:
    Posted in: WIP Mods
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  • View SanAndreasP's Profile

    581

    Jan 22, 2012
    SanAndreasP posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)

    THERE IS A NEW ALPHA OUT FOR MINECRAFT 1.10.2! Stuff is missing due to me having to recode the mod yet again. If you want to get the newestalpha release, go to
    https://minecraft.curseforge.com/projects/clay-soldiers-mod/files
    Stuff also has changed, so if you use the mod, I HIGHLY recommend getting JustEnoughItems (JEI) as well!
    I will also reformat this thread with the new stuff once this mod hits beta.
    Please note the new alpha requires SanLib, which you can get here:
    https://minecraft.curseforge.com/projects/sanlib




    This mod requires you to have at least Java 7! If you run Java 6, you need to update your Java!

    You have an issue/crash? Please use the issue tracker now on GitHub! Stuff posted on here will get ignored!
    https://github.com/SanAndreasP/ClaySoldiersMod/issues

    Information
    Media
    Downloads
    License, Credits, Links
    [/anchor]
    So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse us of being a madman, take a look at this mod. Read ahead through the thread, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.

    Clay Soldiers
    A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Once you have a nice little pile in your hands (up to 16), right-click to place them all at once or sneak-right-click to place only one.
    They will quickly spread out and begin to roam the landscape. The soldiers walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch.
    So naturally, they aren't hostile towards anything bigger than themselves. But what in the world are they qualified to fight against? Other clay soldiers, of course! There are a whole lot of different teams you can craft your pale gray soldiers into: All 16 dyes (light gray count as regular soldiers for that matter) and even melon/pumpkin flavored! If you place two (or more) different teams and they can see each other, they immediately begin to fight.
    You're probably thinking: "Well, that's neat and all, but is there anything to spice up the fights?" The answer is: Of course! Clay Soldiers can ride a plethora of different mounts and can hold a huge array of upgrades, on which you'll find out shortly.

    Choose from a variety of equipment, arm your soldiers to the teeth and have a showdown to see which type of assistance is more beneficial to their survival! All you need to do is drop the desired item on the ground for them to pick up. You can even drop a stack of said item and they'll evenly split it up amongst themselves:
    Primary items:
    • Stick, 20 uses, increases melee damage by 2-3 points
    • Arrow, 20 uses, increases melee damage by 4-5 points, drops feather, counts as stick upgraded with flint
    • Blaze Rod, 20 uses, increases melee damage by 1-2 points, causes burn time on target
    • Bone, 30 uses, increases melee damage by 3-4, increases melee range slightly, can not be equipped while riding mount, can not ride mount while equipped
    • Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
    • Glistering Melon, 25 uses, heals any ally below 25% hp by 15 points, soldier doesn't attack enemies while equipped with this
    Secondary items:
    • Gravel, 15 uses, thrown for 2-3 points damage
    • Snowball, 5-20 uses, thrown for 0 damage, slows target on hit
    • info: uses depend on the item given! snowball gives 5; snow layer gives 10; snow block gives 20
    • Fire Charge, 15 uses, thrown for 1-2 damage, causes burn time on hit
    • Bowl, 20 uses, reduces incoming physical damage by half (when used with leather, only receives 25% of original damage)
    • info: no longer entirely blocks ranged attacks, only reduces damage from them
    • Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
    • Emerald, 5-45 uses, deals 3-4 direct unavoidable damage at medium range, plus two with sugarcane boost, doubles if target is wet
    • info: uses depend on the item given! emerald item gives 5 uses; emerald block gives 45 uses
    • Nether Quartz, 4 uses, deals heavy knockback to all targets nearby if soldier takes too many hits
    Core upgrades:
    • IronIngot, Makes soldier vastly resistant to knockback, increases knockback dealt to others, both effects neutralized vs another iron ingot user
    • Brick, Makes soldier extremely slow and less willing to move, will use ranged attacks if available before melee
    • String, Makes soldier resist all damage from one explosion
    • Cactus, 75% chance to negate burn time, halves total burn time otherwise
    • Nether Brick, Gives burn time to any soldier that attacks nether brick user with unarmed attacks
    Behavior upgrades:
    • Wheat, Makes soldier never attack, even if hit first
    • Nether Wart, Makes soldier attack its allies
    • Fermented Spider Eye, Makes soldier not attack, unless attacked first
    Misc. upgrades:
    • Leather, 20 uses, reduces incoming physical damage by half (when used with bowl, only receives 25% of original damage)
    • Food, 4 uses, heals soldier when below 25%, healed XP is hungerPoints * 0.5
    • Gold Nugget, gives soldier a crown, all of team follows the king
    • Glowstone, makes soldier glow, block gives to infinite soldiers
    • Gunpowder, 1 use, soldier explodes on death (incompatible with magmacream/firework star)
    • MagmaCream, 1 use, places a 2 second time bomb on the soldier which deals the final attack if killed by melee hit (incompatible with gunpowder/fireworkstar)
    • Sugar, makes soldier move faster (incompatible with diamond upgrades)
    • Clay, 4 uses, revives fallen soldiers of own color
    • GhastTear, 2 uses, revives brick dolls to own color
    • RedstoneDust, 4 uses, causes target to entirely stop attacking for 3 seconds, applied by all thrown and melee attacks, block gives to infinite soldiers
    • Slimeball, 5 uses, causes target to entirely stop moving for 3 seconds, applied by all thrown and melee attacks
    • Feather, soldier can not attack while falling, soldier's fall is slowed greatly and takes no damage on landing, no effect with iron ingot or while mounted
    • GlassBottle/Pane/Block, doubles vision range, soldier can see stealthed enemies, bottles and panes give 1, block as infinite supply
    • Paper/Book, gives a plain cape, dyed paper and books give colored capes, book gives to infinite soldiers
    • Diamond, gives super crown and cape, doubles number of uses for all limited use items, grants sugar speed boost, multiplies hp by 10, incompatible with diamond block
    • Diamond Block, gives super crown and cape, multiplies limited use item uses by five, grants sugar speed boost, multiplies hp by 80, incompatible with diamond
    • EnderPearl, soldier zombifies, gains +5 hp, heals fully when deals last hit to a target, targets slain become zombies, dies after 10 minutes of no fighting
    • BlazePowder, 1 use, instantly kills target with fire, turning it into brick doll
    • RedMushroom, 1 use, applies poison to target
    • BrownMushroom, 2 uses, heals soldier for 10 hp when below 25%
    • LillyPad, soldier has pants and will float on water, no effect when used with iron ingot
    • Egg, soldier is ghostly and can not be detected by enemies not wearing glass goggles, doubles damage output of shears, will be detected when others wearing glasses
    • WheatSeed, soldier can NOT be infected by any zombification
    • WoodButton, increases melee damage by 1 when no weapon is equipped, incompatible with stone button
    • StoneButton, increases melee damage by 2 when no weapon is equipped, incompatible with wood button
    • MobHead, gives the soldier a mask to wear
    • FireworkStar, 1 use, soldier explodes on death in a firework effect, incompatible with gunpowder/magmacream
    Clay Disruptor
    Before we'll talk about the mounts, lets firstly talk about how to clean up a mess! Your soldiers run away and you don't want to chase them around, killing every single one of them? Or you're just tired of the current fight and want to restart the match with different upgrades? Then we have the right device for you! Upon usage it will kill every soldier (and mounts, too) in a 32 block radius, clean and tidy! There's also a hardened version, which gives the double amount of uses.
    For the creative crafters: When you use it while sneaking, you can delete every clay soldier / mount item laying on the floor, too!
    Horses and Pegasi
    Indeed you can craft a trusty steed for them to sit on! Simple soulsand and a material, which is usable to craft a horse for your personal armies to ride and enjoy. Horses have no team allegiance, so any soldier can ride any horse. Depending on the used material, a horse will have either more health or more speed. In 50% of cases a soldier with a horse gets hit, the horse will take the damage instead of the rider. Be careful not to burn the horses, though!
    But normal horses may be not enough for you. So why not try pegasi? Those elegant flying creatures will hover above the ground and share the same material treats as horses.
    Turtles
    These adorable little things come in different flavors, which are all capable of holding your armies above water. Also, if they get damaged, they'll reflect a small potion of the damage back to the attacker! Other than that, each type has it's own speed and health values, just like horses do.
    Bunnies
    Bunnies come in ALL the wool colors and, different from their horse/pegasus/turtle counterpart, have the same speed and amount of health. They will hop as high as the player can, even when ridden, which is amazing considering their size! Oh, and they constantly jump around when a soldier hops on them, making it difficult for the enemies to hit them properly.
    Geckos
    Those spider-like creatures can be crafted from any type of (vanilla) sapling, so there are the richest mount regarding type variety! You ask "Why spider-like?" Well, because they can climb up to 3 block-high walls! Despite having so much different types (36), or even because of that, they are all the same regarding speed/health, just like bunnies.
    Clay Nexus
    The day of extended, never ending battles is upon us! This is the greatest piece of clay-technology we've ever made. This device, when activated, will call upon the spirits of fallen soldiers of the many battles past to return to the frey in an attempt to redeem themselves in combat once more! It can also provide a spirit-mount for the spawned soldier. Both won't drop any item upon death, neither themselves nor their upgrades! Enemy soldiers will attempt to deactivate the nexus, but only when they have no target to attack anymore. Did we tell you that it can throw anything the soldiers can throw? No? Well, now you know.
    Clay-Statistics Display
    You've always wanted to know how many soldiers are on the battlefield and predict who will win? We've heard your calls and crafted this next wonder in clay-technology! Just by holding it, you can see which team with how many members is on the battlefield. It even goes as far and counts the number of mounts.
    This is a non-finished feature for now! Stuff can change, you have been warned!
    Shear blades
    This is explained in the upgrades section, so we'll just give you the crafting recipes here:
    Clay Huts
    For all those adventurers out there, we've asked the all-mighty ChunkGenerator to add those to his generation features, and he finally heard us! When generating new chunks of land (either by generating a new world or by exploring new areas), you may encounter one of these buildings, filled with peaceful clay soldiers and a chest filled with clay-related stuff in them. But be careful, since there is a chance of encountering a zombified hut whose inhabitants are out to kill you!
    This is a non-finished feature for now! Stuff can change, you have been warned!

    [/anchor]
    If you want to see some screenshots first, then have a look inside this mysterious spoiler:













    An awesome Trailer by cherchell58
    An awesome Spotlight by DrPlaystation
    An awesome Showcase of v1.9 by EnigmaticMiner
    [/anchor]
    Installation
    So you've come all the way here and asking yourself: "Well, how do I install it then?" Here's the answer to that, mate!
    • Install Minecraft Forge
    • Install my Manager Pack
    • Drop the downloaded jar file inside the /mods folder
    • Play Minecraft
    You need Minecraft Forge (at least v.10.13.0.1286) in order to use this! Latest is always best! Download the installer under http://files.minecraftforge.net/
    You need to have my Manager Pack (required by all my mods)!
    Current Version:
    Older versions:
    We will organize all the updates to the new thread style, but it takes time, so have the old style within the spoiler (w/o changelogs)! Also alpha/beta build will NOT be listed here, sorry!
    Please note those versions are not supported! Use at your own risk!
    1.7.10-2.0.0b: Download (*)

    • This is the beta build! Stuff may be changing!
    • Complete recode of the codebase, doing lots of improvements
    • soldiers can now see each other and items through tall grass / snow / other non-solid blocks
    • added new upgrades, we'll list all the new upgrades when the final is out
    • added acacia and dark oak types of the geckos
    • added hardened clay disruptor
    MC 1.5 / 1.5.1 - v. 9.1.1: Download
    MC 1.5 - v. 9.1: Download
    MC 1.4.6 / 1.4.7 - v. 9.0_05: Download
    MC 1.4.5 - v. 9.0_04: Download
    MC 1.4.4 / 1.4.5 - v. 9.0_03: Download
    MC 1.4.4 - v. 9.0_02: Download
    MC 1.4.2 - v. 9.0_01: Download
    MC 1.4.2 - v. 9: Download
    MC 1.3.2 - v. 8.0_02: Download
    MC 1.3.2 - v. 8.0_01: Download
    MC 1.3.2 - v. 8: Download
    MC 1.2.5 - v. 7.1: Download
    MC 1.2.5 - v. 7: Download
    MC 1.2.5 - v. 6.2: Download
    MC 1.2.4 - v. 6.1: Download
    MC 1.2.3 - v. 6_03: Download
    MC 1.2.3 - v. 6_02: Download
    MC 1.2.3 - v. 6_01: Download
    MC 1.2.3 - v. 6: Download
    MC 1.1.0 - v. 5: Download
    MC 1.1.0 - v. 4.1: Download
    [/anchor]

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
    Source on GitHub:
    https://github.com/SanAndreasP/ClaySoldiersMod

    My Twitter for updates:
    https://twitter.com/SanAndreasP

    Banners
    You want to support us by spreading this mod? Have one of those neat signature banners!
    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1280625][img]https://raw.githubusercontent.com/SanAndreasP/ClaySoldiersMod/master/resources/assets/claysoldiers/logo.png[/img][/url]

    Posted in: Minecraft Mods
  • View Kahr's Profile

    1121

    Mar 30, 2011
    Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3


    Features:

    Custom item textures!
    Better Glass! More transparency options for glass textures.
    Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
    Connected Textures.
    Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
    Balthichou's RandomMobs mod.
    Extended animation, mipmapping, and font support.
    Ability to load other mods like ModLoader. See "Installing other Mods" for details.
    Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.


    Notes and Recent Changes:

    Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
    New biome colormap format.
    Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
    Compatible with Forge, FML standalone, and LiteLoader.


    Downloads:
    Ad links are available for those who wish to support this project. Or you may donate via paypal:

    MCPatcher for the new launcher:
    Windows only:
    Download
    Alternate download
    md5sum: 06f828cbfee2cc826c0f42a72f7f6787
    All other platforms:
    Download
    Alternate download
    md5sum: 9ef73b0e69ecfecfd69714dd57d8906b


    Basic Instructions:[list=1]

    [list]
    Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
    If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]


    Installing non-Forge Mods with MCPatcher:

    NOTE: Some of the screenshots below are out of date. The process remains the same, however.

    Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
    [list]
    In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
    Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
    The main patcher window should look like this now:
    Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
    Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
    Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
    Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
    You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
    The main patcher window should look like this:
    Click Patch and run the game![/list]


    (New) Installing Forge, FML, and/or LiteLoader with MCPatcher:

    The process for installing Forge/FML/LiteLoader is different.
    [list=1]
    [list]
    Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge9.10.0.804 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge9.10.0.804-mcpatcher) are selected.[/list]
    NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.


    FAQ / Troubleshooting

    My virus scanner says the patcher has a virus!

    Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.

    Extended HD or one of the other mods is greyed out.

    If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.

    I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
    Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.

    I installed XXX Mod using the patcher and now the game crashes.

    Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.

    I tried installing XXX Mod both above and below the built-in mods, and it didn't work.

    If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.

    All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.

    Open the .minecraft/versions folder and delete the -mcpatcher folder.

    The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?

    Navigate to the appropriate folder for your OS. The resource folder will be in there.
    [list]
    Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
    As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.

    Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.

    That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.

    Does this work with version x.y.z of Minecraft?

    Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.

    I have a different problem not mentioned here.

    Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.


    Information for Texture Pack Authors
    NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.

    Custom Animations
    See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.



    HD Font
    See https://bitbucket.org/prupe/mcpatcher/wiki/HD_Fonts.



    Random Mobs
    See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.



    Custom Colors
    See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Colors.



    Connected Textures (sample ctm .properties)
    MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.

    CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.

    A simple connected glass block requires a properties file and 47 separate textures:
     ~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>

    The tiles must be separate png files in the /ctm/myglass directory following this pattern:

    The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.

    Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.


    Vertically-connected CTM follows this pattern:

    Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.

    See the sample ctm.properties file for more information.

    A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
     # Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>



    Better Glass (sample renderpass.properties, sample texture pack)
    The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.

    Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
     ~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>

    The renderPass property specifies when the block should be rendered. Each render pass has different properties:
    [list]
    0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
    Better Glass adds two new rendering passes:
    [list]
    2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
    The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.

    As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.



    Better Skies (sample sky.properties, skybox template)
    Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.

    Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.

    The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.

    Better Skies works only in the overworld. The Nether and The End are not supported.



    Custom Item Textures (sample cit.properties, sample cit_single.properties)
    What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.

    All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.

    The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
     type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>
    (Most of these properties are optional.)

    CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
     # Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>

    CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.

    CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
     # Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>

    There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.


    Other Information

    Other links:
    [list]
    Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]

    Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.

    From the main patcher window, you can also
    [list]
    enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]

    If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.


    Version History

    4/18/2015 5.0.3 release
    [list]
    [list]
    Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
    [list]
    Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
    [/list]
    [/list]
    11/24/2014 5.0.0_02 release
    [list]
    [list]
    [list]
    Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
    [/list]
    [/list]
    11/4/2014 5.0.0_01 release
    [list]
    [list]
    [list]
    Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
    [/list]
    [/list]
    11/2/2014 5.0.0 release
    [list]
    [list]
    [list]
    Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
    [/list]
    [/list]
    6/26/2014 4.3.2_03 release
    [list]
    [list]
    [list]
    Updated for 1.7.10.[/list]
    [/list]
    [/list]
    4/1/2014 4.3.2_02 release
    [list]
    [list]
    [list]
    Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
    [/list]
    [/list]
    3/20/2014 4.3.2_01 release
    [list]
    [list]
    [list]
    Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
    [/list]
    [/list]
    2/27/2014 4.3.2 release
    [list]
    [list]
    [list]
    Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
    [/list]
    [/list]
    1/1/2014 4.3.1_01 release
    [list]
    [list]
    Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
    [/list]
    Posted in: Resource Packs
  • View Nerd_Boy's Profile

    104

    Sep 29, 2011
    Nerd_Boy posted a message on [1.0.0] [WIP] Battlecraft 0.3.5 - Go To Command + More
    [center][color=#ff0000][size=xx-large]Attention !!!![/size][/color][/center]
    [center]Battlecraft is being compleatly overhauled and rebranded under the new name Mine & Blade. Here is a link to the new topic ([url="http://www.minecraftforum.net/topic/895339-125-mine-blade-battlegear-v277-weapon-dual-wielding-and-shields/"]Link[/url]). The NPCs are not re-implemented yet, but hopefully they will come soon(ish). I will keep this topic (with the post) in here so I can refer to some of the ideas posted and provide downloads for the 1.0.0 version (although I doubt anyone is on that still). Please refer all questions and suggestions to the Mine & blade topic.[/center]

    [center]Thankyou,[/center]
    [center]nerd-boy[/center]

    [center]Update[/center]

    [center][size=small]I am no longer updating this page, due to the fact I am no longer working on the NPCs because of time constraints. The dual wielding system will still be avaliable and updated on the new forum thread [/size][url="http://www.minecraftforum.net/topic/895339-125-mine-blade-battlegear-v272-weapon-dual-wielding-and-shields/page__fromsearch__1"]here[/url][/center]





    [center]Do you wander your minecraft world alone fighting zombies and wishing you had backup?

    Do you long for soldiers to patrol your lands from the rouge creeper?

    Have you built an epic castle but still missing a handful of guards to guard it?

    If you answered yes to any of the above questions look no further

    [hr][img]http://imgur.com/ZS4ok.png[/img][hr][/center]

    [center][hr][anchor='TOC'][size=large][color=#4b0082][b]Table of Contents[/b][/color][/size][/anchor][hr][/center][numlist]
    [*][goto='News']News & Announcements[/goto]
    [*][goto='Mechanics']Mod Mechanics[/goto]
    [list]
    [*][goto='Recruit']Recruiting Soldiers[/goto]
    [*][goto='Weapons']New Weapons[/goto]
    [*][goto='Archery']Ranged Unit Mechanics[/goto]
    [/list]
    [/numlist][list]
    [*][goto='Units']Units[/goto]
    [list]
    [*][goto='Melee Units']Melee Units[/goto]
    [*][goto='Ranged Units']Ranged Units[/goto]
    [/list][*][goto='Management']Soldier Management[/goto]
    [list]
    [*][goto='Orders']Issuing Orders[/goto]
    [*][goto='Upgrades']Upgrading Soldiers[/goto]
    [*][goto='Heal']Healing Soldiers[/goto]
    [/list][*][goto='Download']Download & Installation Instructions[/goto]
    [*][goto='Videos']Videos[/goto]
    [*][goto='Bugs']Known Bugs & Issues[/goto]
    [*][goto='Todo']Planned Features & ToDo List[/goto]
    [*][goto='Changelog']Changelog[/goto]
    [/list]
    [center][hr][anchor='News'][b][size=x-large][color=#4b0082]News & Announcements[/color][/size][/b][/anchor][hr][/center]
    [left][b][size=small][color=#008080]News[/color][/size][/b]
    [color=#008080][b]Away until the 2nd[/b][/color]
    I will be away until the 2nd of Jan. I may or may not be able to reply to any questions and I will not be able to release bug fixes.

    Hopefully there are no major issues until I get back

    nerd-boy

    [color=#008080][b]Popular Status[/b][/color]
    My mod has just made "popular" status and in celebration I have completely re-worked the main post.

    [color=#008080][b]Calling all Translators[/b][/color] - 17/12/2011
    During my re-writing of the GUIs/Dialogue Trees it came to me, why am I hardcoding everything in English? I am sure I have mod users that don't speak (or at least not very fluent in) English. So I am re-writing all strings in a lookup table file. This should make translations much easier. Problem is I only speak 1 language (Unless you count Australian bogan English as a separate language). So if anyone who speaks fluent Englush+another language would be happy to help out it would be much appreciated.

    The code behind it isn't all ready yet (give me a bit of time) but when it is I will send a file for translation to whoever is kind enough to translate for me.


    [color=#008080][b]Upcoming Name Change[/b][/color] - 7/12/2011
    Soon As though there is already a quite popular pvp server named “Battlecraft” I think it would be best to change the name of this mod. In addition to the server, a seach for battlecraft on these forums brings up[/left][list]
    [*]The Battlecraft Server (1st)
    [*]This topic (2nd)
    [*]Multiple maps named “Battlecraft”
    [*]A SMP mod (looks to be abandoned)
    [*]Multiple clans dedicated to the “Battlecraft” Server
    [*]Lots of others that I am assuming are talking about the Battlecraft server
    [/list]
    Now I doubt there is any legal issues with using the same name, and I have tried to contact the admins over at battlecraft with very little response. However I still think there could be an issue with mod identity. This would be compounded [b]if[/b] I ever get around to doing a SMP version of the mod.

    Although annoying I think it would be better to change the name sooner rather than later. In addition I really think it would be better to change the name before I release this as a full version (which I plan to do after pathfinding, enemies, healers & raids).

    As for a new name, my curent favourite is [size=small][b]Mine & Blade[/b] [/size]. This is primarily because alot of the mod has taken inspiration from the game Mount & Blade. I would however be open to suggestions, so please leave some

    Some of the suggested names so far are:[list]
    [*]Soldiers of the Crown
    [*]Medieval Armies
    [*]Sword of the King.
    [*][s]War Lords[/s] is the name of a game
    [*]War Lords Of Minecraft
    [*]Battle Banners
    [*]Minelords: Battlecry
    [*]Minelords
    [*]CommanderCraft
    [/list]
    I have also put up a poll to see what names you guys like. I want to use this more of an indication (which is why I allowed multiple answers)


    Nerd-boy


    [size=small][color=#008080][b]Announcements[/b][/color][/size][list]
    [*]Can people please stop asking for SMP support. I have stated multiple times that i personally do not play minecraft multiplayer (i find it quite laggy). I [b]MAY[/b] do SMP after I am done with the SSP version but until then please stop spamming
    [*]The goblin skinning contest is over, and the winner is Bremelgod (with almost 50% of votes).
    [/list]
    [center][img]http://i.imgur.com/cEQdv.png[/img][/center]

    [indent]
    [center][color=#1C2837][u][url="http://www.minecraftforum.net/topic/69354-64x10-misas-realistic-texture-pack-updated-18nov/#HOME"][font=Arial][goto='TOC']Go Back to the Table of Contents[/goto][/font][/url][/u][/color][/center]

    [/indent]
    [center][hr][anchor='Mechanics'][size=x-large][color=#4b0082][b]Mod Mechanics[/b][/color][/size][/anchor][hr][/center]
    [center][anchor='Recruit'][size=medium][color=#4b0082][b][u]Recruiting Soldiers[/u][/b][/color][/size][/anchor][/center]

    [left]Recruiting soldiers requires 2 things, a spawn banner and some gold coins[/left]


    [left][color=#008080][b]Spawn Banner[/b][/color][/left]

    Spawn banners are created using 2 wool (of the same colour) blocks with a stick underneath
    [center][img]http://i.imgur.com/zQWfL.gif[/img][/center]

    Spawn banners can also be changed to any other colour using dye
    [center][img]http://i.imgur.com/A88ca.gif[/img][/center]

    [left]All the A song of Fire and Ice Inspired Banners[/left]

    [center][img]http://i.imgur.com/ugBPf.png[/img][/center]



    [left]Spawn banners can also have their colours changed usingdye[/left]



    [left][b][color=#008080]Coins[/color][/b][/left]

    [left]Coins are crafted from gold nuggets. Each gold nuggetcreates 1 coin.[/left]



    [center][anchor='Weapons'][b][size=medium][color=#4b0082][u]New Weapons[/u][/color][/size][/b][/anchor][/center]
    [center][color=#ff0000]Note the new weapons are currently overpowered. Version 1.0.0 changed the damage of swords (because of enchantments). I will reduce the damage in a comming update as well as adding weapon enchantments[/color][/center]

    [left][b][color=#008080]Battleaxe[/color][/b][/left]
    [left]The battleaxe sacrifices the swords ability to block for increased damage output[/left]
    [center][img]http://i.imgur.com/Wjl8z.gif[/img][/center]

    [left][b][color=#008080]Warhammer[/color][/b][/left]
    [left]The warhammer has a chance to stun enemies for 4 seconds[/left]
    [center][img]http://i.imgur.com/o8aJg.gif[/img][/center]

    [center][anchor='Archery'][size=medium][color=#4b0082][b][u]Ranged Unit Mechanics[/u][/b][/color][/size][/anchor][/center]


    [left]Archery has gone under a slight overhaul mainly based around the range of archery units. Each archer unit will have 2 values for their Range stat.[/left]

    [left]The 1st value is how far the unit can shoot. This can be adjusted by being on higher ground than the target. For each block the archer is higher than the target, an extra block in range is added. The maximum amount of blocks added is the number in the parenthesis.[/left]

    [left]In addition soldiers require line of sight to their targets. This means if you have ramparts on your walls, soldiers may not be able to see enemey mobs at the base of the wall.[/left]


    [center][color=#1C2837][u][url="http://www.minecraftforum.net/topic/69354-64x10-misas-realistic-texture-pack-updated-18nov/#HOME"][font=Arial][goto='TOC']Go Back to the Table of Contents[/goto][/font][/url][/u][/color][/center]




    [center][hr][anchor='Units'][size=x-large][color=#4b0082][b]Player Units[/b][/color][/size][/anchor][hr][/center]
    [center][anchor='Melee Units'][size=medium][color=#4b0082][b][u]Melee Units[/u][/b][/color][/size][/anchor][/center]


    [center][b][color=#008080]The Militia[/color][/b][/center]
    [center]The Militia is the basic meele unit. Although individually their combat skills are quite bad, they can be quite deadly on mass[/center]
    [center][img]http://i.imgur.com/I7dsH.png[/img][/center]
    [center]Recruited from a banner[/center]
    [center]Cost: 2 coins[/center]
    [center]Health: 20 (10 hearts)[/center]
    [center]Damage: 5 (2.5 hearts)[/center]


    [center][b][color=#008080]The Footman[/color][/b][/center]
    [center]The footman discards the militia's makeshift weapons for an iron sword and a shield.[/center]
    [center][img]http://i.imgur.com/jEBYZ.png[/img][/center]
    [center]Upgraded from Militia[/center]
    [center]Cost: 3 coins[/center]
    [center]Health: 25 (12.5 hearts)[/center]
    [center]Damage: 7 (3.5 hearts)[/center]
    [center]Special: 15% chance of blocking incoming damage[/center]


    [center][b][color=#008080]The Sword-Armed Knight[/color][/b][/center]
    [center]A top teir sword armed unit, most defensive unit in the game.[/center]
    [center][img]http://i.imgur.com/rAfsi.png[/img][/center]
    [center]Upgraded from Footman[/center]
    [center]Cost: 5 coins[/center]
    [center]Health: 35 (17.5 hearts)[/center]
    [center]Damage: 8 (4 hearts)[/center]
    [center]Special: 25% Chance of Blocking Incoming Damage[/center]

    [center][b][color=#008080]The Battleaxe-Armed Knight[/color][/b][/center]
    [center]A top tier meele unit, Gives up the blocking ability of the sword and shield for a chance of double damage[/center]
    [center][img]http://i.imgur.com/7t3IF.png[/img][/center]
    [center]Upgraded from Footman[/center]
    [center]Cost: 5 coins[/center]
    [center]Health: 35 (17.5 hearts)[/center]
    [center]Damage: 8 (4 hearts)[/center]
    [center]Special: 33.3% Chance of causing Double Damage[/center]

    [center][color=#008080][b]The Warhammer-Armed Knight[/b][/color][/center]
    [center]A top tier meele unit, Gives up the blocking ability of the sword and shield for a chance to stun the enemy[/center]
    [center][img]http://i.imgur.com/mWtBL.png[/img][/center]
    [center]Upgraded from Footman[/center]
    [center]Cost: 5 coins[/center]
    [center]Health: 35 (17.5 hearts)[/center]
    [center]Damage: 8 (4 hearts)[/center]
    [center]Special: 20% Chance of Causing a 4 second stun[/center]


    [center][anchor='Ranged Units'][b][u][size=medium][color=#4b0082]Ranged Units[/color][/size][/u][/b][/anchor][/center]

    [center][b][color=#008080]The Levy Hunter[/color][/b][/center]

    [center]Little more than a peasant with a bow, the levy hunter is the basic ranged unit[/center]
    [center][img]http://i.imgur.com/DHmVP.png[/img][/center]
    [center]Recruited from a banner[/center]
    [center]Cost: 2 coins[/center]
    [center]Health: 15 (7.5 hearts)[/center]
    [center]Damage: 4 (2 hearts)[/center]
    [center]Range: 10 (+5)[/center]
    [center]Attack Speed: 60 (3 seconds)[/center]
    [center]Special:[/center]

    [center][color=#008080][b]The Archer[/b][/color][/center]
    [center]The archer is a trained bowman and will likely form the majority of the ranged units in your army.[/center]
    [center][img]http://i.imgur.com/CIFYf.png[/img][/center]
    [center]Upgraded from Levy Hunter[/center]
    [center]Cost: 3 coins[/center]
    [center]Health: 20 (10 hearts)[/center]
    [center]Damage: 6 (3 hearts)[/center]
    [center]Range: 13 (+5)[/center]
    [center]Attack Speed: 20 (2 seconds)[/center]
    [center]Special:[/center]

    [center][color=#008080][b]The Sharpshooter[/b][/color][/center]
    [center]With the ability to shoot a bullseye (or creeper eye) from 50 paces, the sharpshooter is a legend among bowman.[/center]
    [center][img]http://i.imgur.com/4ro1E.png[/img][/center]
    [center]Upgraded from Archer[/center]
    [center]Cost: 5 coins[/center]
    [center]Health: 25 (12.5 hearts)[/center]
    [center]Damage: 8 (4 hearts)[/center]
    [center]Range: 15 (+10)[/center]
    [center]Attack Speed: 20 (3 seconds)[/center]
    [center]Special: Flame arrows - 20% chance of any mob bursting into flames[/center]


    [center][b][color=#008080]The Ranger[/color][/b][/center]
    [center]Able to wield a bow quicker than anyone in the land, the Ranger is a true huntsmen of the wilds. They are dedicated to the eradication of all creepers.[/center]
    [center][img]http://i.imgur.com/EgnzD.png[/img][/center]
    [center]Upgraded from Archer[/center]
    [center]Cost: 5 coins[/center]
    [center]Health: 25 (12.5 hearts)[/center]
    [center]Damage: 8 (4 hearts)[/center]
    [center]Range: 15[/center]
    [center]Attack Speed: 15 (1.5 seconds)[/center]
    [center]Special: Creeper Killer - 50% Chance of killing A Creeper in 1 hit[/center]



    [center][color=#1C2837][u][url="http://www.minecraftforum.net/topic/69354-64x10-misas-realistic-texture-pack-updated-18nov/#HOME"][font=Arial][goto='TOC']Go Back to the Table of Contents[/goto][/font][/url][/u][/color][/center]
    [center][hr][anchor='Management'][size=x-large][color=#4b0082][b]Soldier Management[/b][/color][/size][/anchor][hr][/center]
    [center][anchor='Orders'][b][u][size=medium][color=#4b0082]Issuing Orders[/color][/size][/u][/b][/anchor][/center]


    Right-clicking your soldier will bring up the talk menu. From here you can issue your soldier orders
    [center][img]http://i.imgur.com/cWz5E.png[/img][/center]

    [left]From this menu, players can issue orders to soldiers. The current orders are[/left][list]
    [*]Stand Guard: The soldier will stand in position and only move to attack enemies
    [*]Follow Me: The soldier will follow the player
    [*]GoTo: A waypoint arrow will show up on sreen to select the location the soldier will go to. Upon arrival the soldier will stand guard
    [*]Wander: The guard will just aimlessly walk around, looking for monsters
    [/list]
    [center][anchor='Upgrades'][b][u][size=medium][color=#4b0082]Upgrading Soldiers[/color][/size][/u][/b][/anchor][/center]

    [left]When soldiers have gained enough experience (gains through hitting enemies) soldiers will be able to be upgraded to more powerful units. Clicking a soldiers portrait will bring up the following GUI.[/left]

    [center][img]http://i.imgur.com/Jnhro.png[/img][/center]

    [center][anchor='Heal'][color=#4b0082][size=medium][b][u]Healing Soldiers[/u][/b][/size][/color][/anchor][/center]
    [left]Soldiers can currently be healed in 1 of 2 ways[/left][numlist]
    [*]By right clicking them while holding food. The amount healed is proportonal to the food quality
    [*]By giving them potions. Both splash potions and normal potions work (right-click a soldier with a normal potion)
    [/numlist]



    [center][goto='TOC']Go Back to the Table of Contents[/goto][/center]

    [center][hr][anchor='Download'][size=x-large][color=#4b0082][b]Download & Installation Instructions[/b][/color][/size][/anchor][hr][/center][numlist]
    [*]Download and Install [url="http://www.minecraftforum.net/topic/75440-v181-risugamis-mods-everything-updated/"]Risugami's Modloader[/url]
    [*]Make sure you delete the META-INF folder in the minecraft jar when installing ModLoader
    [*]Download [url="http://www.mediafire.com/download.php?gfkb5vshsfs1bnd"]Battlecraft 0.3.5 for Minecraft 1.0.0[/url]
    [*]Place the downloaded battlecraft zip file in the mods directory in youre .minecraft directory
    [*]Take the fight to the creepers
    [/numlist]

    [color=#008080][b]Video Instructions[/b][/color] - thanks to jvample
    [spoiler]
    [media]http://www.youtube.com/embed/s4U0JNF15EA&feature=player_embedded[/media]
    [/spoiler]




    [center][goto='TOC']Go Back to the Table of Contents[/goto][/center]

    [center][hr][anchor='Videos'][size=x-large][color=#4b0082][b]Videos[/b][/color][/size][/anchor][hr][/center]

    A short demonstration of the GoTo Command
    [spoiler]
    [media]http://www.youtube.com/embed/T7_H4EjZAqI[/media]
    [/spoiler]

    Thankyou to jvample for making this video demonstrating the features of the current version (0.2.0)
    [spoiler]
    [media]http://www.youtube.com/embed/gAGyu1BFgrA&feature=player_embedded[/media]
    [/spoiler]

    GamerChap's Spiffing Review of Battlecraft (version 0.2.0)
    [spoiler]
    [media]http://www.youtube.com/embed/W_rgfPn6inU[/media]
    [/spoiler]

    [center][goto='TOC']Go Back to the Table of Contents[/goto][/center]

    [center][hr][anchor='Bugs'][size=x-large][color=#4b0082][b]Known Bugs & Issues[/b][/color][/size][/anchor][hr][/center][list]
    [*]Archers do not draw their bows (yet)
    [*]The helmet on the sharpshooter skin renders a square at the sharpshooters neck
    [*]The skin of the levy archer has a slight bug
    [*]The "hotbox" of the tooltips is off in the horizontal direction in the stats screen
    [*]The soldiers will occasionally spin in circles
    [*]The soldiers will occasionally make a path that falls down a few locks rather than finding a safe path
    [*]Soldiers will not use ladders
    [*]Soldiers will walk through fire
    [/list]
    [center][goto='TOC']Go Back to the Table of Contents[/goto][/center]

    [center][hr][anchor='Todo'][size=x-large][color=#4b0082][b]Planned Features & ToDo List[/b][/color][/size][/anchor][hr][/center][list]
    [*]Banners [color=#008000](Done)[/color]
    [*]Milita [color=#008000](Done)[/color]
    [*]New Weapons [color=#008000](Done)[/color]
    [*]Basic Orders: Wander, Stand Guard, Follow Me [color=#008000](Done)[/color]
    [*]Upgraded Militia: Footman & Knights [color=#008000](Done)[/color]
    [*]Ranged Units: Peasant Hunter, Archer, Sharpshooter & Ranger [color=#008000](Done)[/color]
    [*]General bug fixes & GoTo [color=#008000](Done)[/color]
    [*]Improve Pathfinding & Code cleanup[color=#FF8C00](Working on now)[/color]
    [*]Magic/Healer Units: Apprentice, Priest, Mage [color=#FF0000](Not Started)[/color]
    [*]Advanced Orders: Patrol [color=#FF0000](Not Started)[/color]
    [*]Enemy Units [color=#FF0000](Not Started)[/color]
    [*]Mounted Units [color=#FF0000](Not Started)[/color]
    [*]Soldier Formations [color=#FF0000](Not Started)[/color]
    [*]Enemy Watchtower [color=#FF0000](Not Started)[/color]
    [*]Enemy Bosses [color=#FF0000](Not Started)[/color]
    [*]Enemy Fortress [color=#FF0000](Not Started)[/color]
    [*]??? [color=#483D8B](Still Formulating Ideas)[/color]
    [*]Profit!
    [/list]
    [center][goto='TOC']Go Back to the Table of Contents[/goto][/center]

    [center][hr][anchor='Changelog'][size=x-large][color=#4b0082][b]Changelog[/b][/color][/size][/anchor][hr]


    [spoiler]
    [b]Version 0.3.5[/b] GoTo Command + More ([url="http://www.mediafire.com/download.php?gfkb5vshsfs1bnd"]MediaFire Link[/url])
    --- New Features ---[list]
    [*]Discontinued 1.8.1 compatibility (sorry)
    [*]Implemented a new command, the GoTo command
    [*]Started reworking the AI
    [*]Config file (generated on 1st run)
    [indent]
    [list]
    [*]Configure all item & block Ids
    [*]Configure keybinding
    [*]Currency compatibility patch
    [*]Option to hide all text above units heads
    [*]Option for units to not attack creepers
    [*]Option to use plain shields on units (saves 15 item spites)
    [/list][/indent][*]Ability to order your soldiers without going through the talk menu (currently only goto order)
    [*]New Graphical for stunned enemies (using the confusion potion particle effect)
    [*]The mod should now be compatible with the Invasion Mod
    [*]Soldiers now track their kills
    [*]You can now feed soldiers any potions by right clicking them while holding the potion
    [*]All Melee soldiers have an extra 5 hit points
    [*]All soldiers have a walk speed of 0.8 (8 on stats screen)
    [/list]
    --- Bugs Fixed ---[list]
    [*]Banners now correctly drop a single
    banner on being destoyed
    [*]Warhammers now correctly do the damage they are suppose to
    [*]Soldiers should now attack enderdragons and ghasts (in the unlikely event they are in range ;) )
    [/list]
    [b]Version 0.3.1[/b] Bug Fixes [url="http://www.mediafire.com/download.php?65qakjg0lu34c61"] Minecraft 1.8.1[/url] or [url="http://www.mediafire.com/download.php?znw1vl70apx756k"]Minecraft 1.0.0[/url]
    [list]
    [*]Fixed the bug where saving a game in the Neather resulted in a loss of coins
    [*]Banners now get destoyed when the block they are on gets destroyed
    [*]Changed the bounding box of the banners
    [/list]
    [b]Version 0.3.0[/b] Ranged Unit release [url="http://www.mediafire.com/?cyarcmiyb5i8t07"](Mediafire Link)[/url]
    [list]
    [*]Ranged Units
    [indent]
    [numlist]
    [*]Levy Hunter - Basic Ranged Unit
    [*]Archer - Trained Ranged Unit
    [*]Sharpshooter - Elite Ranged Unit, chance of setting enemy on fire
    [*]Ranger - Elite Ranged Unit - Auto-kills creepers (Chance of them exploding)
    [/numlist]
    [/list]
    [/indent]Height Advantages for Ranged Units (Shoot longer distancs if on high ground)
    You can now feed any food to soldiers
    Soldiers will only take food if they are not full healed
    New currency interface/system
    [indent][list]
    [*]Money does not take up inventory space
    [*]Current number of coins shown on the main screen and the inventory screen
    [*]All current coins [b]should[/b] automatically transfer to the new system. If they do not, try moving them around your inventory
    [/list]
    [/indent]
    Improved the stats GUI screen. Scroll over stats for a brief discription
    Fixed bug where money wasn't being subtracted when upgrading soldiers
    Fixed the "bouncy arrows" bug on the soldiers

    [b]Version 0.2.1[/b] Couple of bug fixes [url="http://www.mediafire.com/?v3ii2sfkj87c7ss"](Mediafire Link)[/url][list]
    [*]Added the missing helmet textures (no more Knights with boxes on their head)
    [*](hopefully) fixes the despawn lag issue. You may have to start a new game for it to take effect. If this doesn't fix it I am not sure what else causes it.
    [/list]
    [b]Version 0.2.0[/b] (Meele Unit Release) [url="http://www.mediafire.com/?7vvcv8yn3jdtuya"](MediaFire Link)[/url]
    [list]
    [*]Improved GUIs
    [*]Experience & Upgrades
    [*]Feeding bread heals units (only temporary until I implement healing units)
    [*]New banner textures
    [*]New Units
    [/list]
    [indent][list]
    [*]Trained Footman
    [*]Knight (Swordsman)
    [*]Knight (Axeman)
    [*]Knight (Hammerman)
    [/list]
    [/indent][list]
    [*]Colour of the current order above units head indicates its health
    [/list]
    [indent][list]
    [*]Green: between 100% & 75%
    [*]Yellow: between 75% & 50%
    [*]Orange: between 50% & 25%
    [*]Red: between 25% & 0%
    [/list]
    [/indent][list]
    ----------

    Version 0.1.0 (Initial Release) (MediaFire Link)
    [list][*]Spawn Banners + GUI
    [*]Coins
    [*]1st Unit: The Militia
    [*]Basic Orders: Stand Guard, Wander & Follow
    [/list]
    [/spoiler]

    [center][hr][anchor='Banner'][size=x-large][color=#4b0082][b]Support my mod with a banner[/b][/color][/size][/anchor][hr]


    [spoiler]
    [img]http://i.imgur.com/ZS4ok.png[/img]
    [code][url="http://www.minecraftforum.net/topic/671456-181-wip-battlecraft/"][img]http://i.imgur.com/ZS4ok.png[/img][/url][/code]
    [/spoiler]

    [color=#4B0082][size=medium]Special Thanks[/size][/color]
    Special Thanks to all my alpha testers
    Aloxamax, Mine123crafter, Amber Tonerre, gingy97, aNDDY, DjGyarados, Breadybob, Ethen_110 & tgk45

    List tags are malformed.
    Posted in: WIP Mods
  • View Mr_Crayfish's Profile

    44

    Oct 21, 2011
    Mr_Crayfish posted a message on [1.1 - 1.0.0] MrCrayfish's Mods - *NEW* Furniture Mod! Store-able fridges, sit-able chairs!








    [size=xx-large][1.1] Crayfish Mod v2.6[/size]



    [size=small]Hey guys, this is my first mod which is about crayfishes. I made this mod because my friends made my nickname crayfish, I created a Minecraft account registering my name as MrCrayfish and now I decided, how cool would it be if I made a Crayfish Mod. First release took two weeks to make, its have been about 3 months now and I am up to v2.5![/size]




    [size=small]In this mod, I have added to the game:

    Ores
    Tools and Weapons
    Armour
    Food
    NPCs
    Tree
    Arrows With ability's


    Ores

    These ores generate at either level 45, level 35, level 25 and below. This includes Red, Brown and Blue Crayfish Ores! Red requires at least Iron, Brown Requires Red, Blue Requires Brown. Each ore drops crayfish parts which are used for Items, Tools and Weapons.

    Tools and Weapons

    There is 5 sets of Tools and Weapons. This include, Red, Brown, Blue, Ultimate and Red Wood.
    Each one getting stronger from Red Wood to Ultimate.

    Armour

    There is 5 sets of Armours
    Red is in between chainmail and iron.
    Brown is in between gold and diamond.
    Blue is above diamond.
    Ultimate is well and truely above all other Armours.
    Red Wood is double wood.

    Blue and Ultimate has special abilities. Blue is immune to fire. Ultimate protects you and deals no damage when hit by a mob. (keep in mind, ultimate is really expensive.)

    3 new foods including:

    Claw Kebab, Shell Soup and Fin Burger. This stuff is made by collecting carcasses off dead Red Crayfish which roam the land. Their carcass can then be turned into fresh claw, shell or fin. Then to what I mentioned first.

    3 new NPCs including:

    Good, Allie or Evil Crayfish. Good is red, allie is brown and blue is evil. Careful with these guys.

    4 new Arrows with ablitiys:

    Made like your normal arrow just the tip with *whatever* claw and feather with the same type just a fin. Red arrows shoot faster by 0.2, brown arrows explode on hit of anything, blue arrows strike lightning and spawn crayfish when enemy is killed and finally, ultimate spawns a wave of lightning strikes around its hit location. (good for group of mobs)

    A new tree:

    This is still a work in progress feature but you can smelt red coal out of the logs, crafted planks for logs and plant saplings.






    [size=small]I have been working hard on getting this update done and would like some feedback(detailed would be nice.) I have added a lot of new stuff, news ores, new npcs. More items! I had been mainly trying to get all the things to a reasonable standard, that took about 4 weeks. I think this will be the end of crayfish mod and the final release will be coming soon.
    [/size]



    (NEEEDS UPDATING)

    [size=medium]Main[/size]


    [size=medium]Tools and Weapons[/size]


    [size=medium]Armour[/size]


    [size=medium]Upgraded Tools and Weapons[/size]


    [size=medium]Upgraded Armour[/size]


    [size=medium]Food[/size]






    [size=medium]Bows[/size]


    [size=medium]Arrows[/size]


    [size=medium]Wood[/size]















    [size=medium]v2.0 Reviews[/size]

    [size=medium]v1.2 Reviews[/size]




    This ones for those Germans out there

    [/size]


    v2.6
    + Updated to 1.1
    - Removed ultimate armour.

    v2.5
    + 20 Items!
    + 3 Ores now.
    + 3 New tool/weapon/armour sets
    + 1 New npc
    + New Textures thanks to Fluxigon
    *Overall Bugfixes

    v2.0
    + 7 New Items
    + 4 New Blocks
    + 2 New NPCS

    v1.2
    *Fixed ore generation code to be more reasonable.

    v1.1
    *Game crash fix

    v1.0
    Initial Release




    [size=small]1. Download ModLoader for 1.0.0

    2. Download Crayfish Mod v2.6 or Standalone Crayfish Mobs

    3. Place contents of zip files into your minecraft.jar (don't put 'Read Me' file in though)

    4. Please give feedback. Mod Spotlight videos will get posted on here.[/size]




    Make this your signature or give me a +1 :D


    [url="http://www.minecraftforum.net/topic/731388-181-crayfish-mod-v10/"][img]http://img851.imageshack.us/img851/9831/bannervf.png[/img][/url]




    [url="http://www.minecraftforum.net/topic/731388-181-crayfish-mod-v10/"][img]http://img502.imageshack.us/img502/9793/banner2yn.png[/img][/url]







    1. Evil Crayfish don't have any health, so they die instantly.

    Please report all bugs, conflictions with other mods and un reasonable stuff.




    [size=xx-large][1.1] Furniture Mod v2.0.1 (Simple Addition)[/size]



    [size=small]Hey guys, this is my latest mod. It adds furniture to the game so you can decorate you house. Not only decorate but you can store food or items in the Fridge or Cabinet. You can sit on chairs, close the blinds and curtains.

    Furniture:
    [/size]

    Fridge
    Cabinet
    Chair
    Couch
    Table
    Curtains
    Blinds
    Carpet
    Coffee Tables









    [size=small]1. Download ModLoader for 1.1

    2. Download Furniture Mod v2.0.1

    3. Place contents of zip files into your minecraft.jar or mods folder.

    4. Please give feedback. Mod Spotlight videos will get posted on here.[/size]



    [size=medium]Section 1[/size]

    [size=medium]Section 2[/size]





    [size=xx-large][1.1] Throwing Knives v1.0.1 (Simple Addition)[/size]



    [size=small]Hey guys, this mod adds 5 throwing knifes to the game. Each one for Wood, Stone, Iron, Gold and Diamond. They can be used for melee too but take note, they are weak. To fire them, hold down right click then let go. Longer you hold it, the more powerful it will be. It took me about 2 days to make this mod .This mod is for people who just like simple stuff added, nothing intense (e.g. Crayfish Mod.)
    [/size]







    [size=small]1. Download ModLoader for 1.1

    2. Download Throwing Knives Mod v1.0.1

    3. Place contents of zip files into your minecraft.jar

    4. Please give feedback. Mod Spotlight videos will get posted on here.
    [/size]



    [size=xx-large][1.1] Spear Mod v1.1.1 (Simple Addition)[/size]



    [size=small]Hey guys, this is a simple mod that I created. Took like 30mins to make. Practically what it does is add Spears into the game. I would recommend this to people that don't want a full on mod, just little additions. Hope you like and please comment. To use the spear, right click it to fire. Holding it makes it more powerful.
    [/size]







    [size=small]1. Download ModLoader for 1.1

    2. Download Spear Mod v1.1.1

    3. Place contents of zip files into your minecraft.jar

    4. Please give feedback. Mod Spotlight videos will get posted on here.
    [/size]





    [size=xx-large][1.0.0] Bush Mod v0.1 (WIP)[/size]



    [size=small]Hey guys, this mod generates bushes around your world. They can provide different types of berries which you can eat.(Just for now) and there is also a thorn bush that if you walk into you will get hurt. Remember this mod is in WIP and will have many more features once released.[/size]






    [size=small]1. Download ModLoader for 1.0.0

    2. Download Bush Mod

    3. Place contents of zip files into your minecraft.jar

    4. Please give feedback. Mod Spotlight videos will get posted on here.[/size]



    [size=xx-large][1.0.0] Pre-Built Mining Structures v0.1 (WIP)[/size]



    [size="3"]Hey guys, this mod is a generating mod. It generates mining structures to make your mining easier e.g. Cherry Picker. It also includes a house. How it works is that you craft a block, and on block break, it generates the structures. Remember this mod is in WIP and will have many more features once released.










    [size="3"]1. Download ModLoader for 1.0.0

    2. Download P-B Mining Structures Mod

    3. Place contents of zip files into your minecraft.jar

    4. Please give feedback. Mod Spotlight videos will get posted on here.


    Posted in: Minecraft Mods
  • View TheBlueRocky's Profile

    17

    Feb 11, 2012
    TheBlueRocky posted a message on Boat Overhaul
    Hello everybody,

    I am aware that a suggestion in high demand is being able to have unique boats. Not just crafting different types, but being able to build a ship, and then sail it.

    The current Minecraft world doesn't allow for such physics, as the game has an X, Y, and Z grid. Anything that does not follow the grid is an entity. Making blocks turn into entities is quite difficult - look at the Zeppelin mod.

    Now, about the Zeppelin mod. It's a great mod and all - but face it. It's way too OP and can never make it into Vanilla. Especially since you can fly on a block.

    Finally, to my suggestion.

    Boat Overhaul

    Crafting a boat doesn't change at all. It still requires 5 planks, and it's physics doesn't change.

    What would be different?

    First order of business, you should be able to right click on the side of a boat to "extend" the boat by fusing the two boats together. The side of the boat that is in between them disappears, so it's as if you had a boat 2 boats long.

    Placing a boat on the side of the boat will not extend it into 4 blocks, but simply extend it into 3 blocks wherever you placed it! That means a boat can be made into infinite shapes and sizes.

    Here's a meat of the suggestion: you should be able to place blocks inside a boat. One block = 1 square of boat. Of course, the size of the block isn't the same as the size of a real block, but that's a good thing, because any blocks placed inside a boat are part of the entity. Chests would also be able to store items, you would be able to craft, and most importantly, you can place other blocks on the side of the blocks in the boat.

    Here's a better description: Placing a block in the boat or on the side of a block in the boat connects it to the boat. That block can be destroyed at any time to collect it. A block that is placed on the side of a real block, it becomes a real block. Simple?

    Finally, what if your boat is massive, or is made from obsidian? How does it stay afloat? The solution would be buoyancy.

    The buoyancy of a boat is calculated like so:

    M/V = D

    See, it's just density. If the density is less than one, it floats. If the density is greater than one, it sinks. If the density is one, it does neither.

    The Mass is calculated like so:

    M = Sum of the blast resistances of all blocks that are part of the boat

    Obsidian is 500 Mass, since it has tons of blast resistance.

    Volume is the dimensions of the boat, since differentiating air inside from air outside would be difficult.

    V = 15 x (Dimensions of the blocks on the boat (X, Y, and Z))

    Boats themselves have no mass nor volume. That means there is no need to worry about the size of your boat's base.

    Example of a boat that floats:

    A wood boat.
    Dimensions: 5x5x3
    Wood blocks: 46
    Utility blocks: 2
    Doors: 1
    Total Mass: 730
    Volume: 1,125
    Density: .65 - Float

    Example of a boat that doesn't float nor sink:

    A simple 1x2 boat with 1 iron block on it.
    Dimensions: 1x2x1
    Iron blocks: 1
    Total Mass: 30
    Volume: 30
    Density: 1 - Neither

    Example of a boat that sinks:

    An obsidian boat shelter boat.
    Dimensions: 3x3x3
    Obsidian blocks: 23
    Doors: 1
    Total Mass: 11,515
    Volume: 405
    Density: 28.32 - Sink

    --------------------------------

    What if you made a HUGE boat? It doesn't make sense to have it move as fast as a current boat. Here's how the speed would be calculated.

    S = (sqrt(x/2z))/1.2y

    To show your support, please click the in the bottom-right hand corner of this post.
    Posted in: Suggestions
  • View Another206er's Profile

    6

    Jan 13, 2012
    Another206er posted a message on [ADV][PUZ] ★★★ The Curse of the Rainbow Pedestal ★★★ The Holy Temple Amulets ★★★
    The Curse of the Rainbow Pedestal

    Explore the 8 Cities in the Rainbow Kingdom to learn of the the adventures that await you beyond their safety...




    Will you find the 8 Temples and return the amulets to their rightful place on the Rainbow Pedestal?




    Featuring amazingly unique cities for each biome and landscape! This map will have you exploring its farthest reaches to discover the many secrets it holds...


    Version Test 1.0 Link:
    http://www.mediafire.com/?nfym76w6trgivjm



    Let's Plays:


    First one! wonderful let's play made by my homie Bair, check it out if you want a small taste of what's coming at you in the map!




    Rules:


    • You may only place torches, ladders, and spider webs (which have been renamed sticky webs in the game)
    • You may only craft armor (from materials you find in chests) and torches and cook food
    • You may not swim long distances; this means you need a boat or a bridge to cross bodies of water you come across in the game, Oceans Rivers and big lakes all apply
    • You may destroy clay blocks with a shovel (any kind) and cobblestone blocks with a pickaxe (any kind), but these are the only blocks you may destroy-keep an eye out for these in random places as they usually conceal a passage or secret!
    • When you enter a city, turn the render distance to "normal", when you leave a city and are in the wild, set render distance to "near". (you may be changing this a lot)
    • Read all signs you come across! the plot can only be discovered by exploring the towns thoroughly looking for hidden chests and signs that have clues on them as to where you will find the Temples.
    • Paths are the main thoroughfares, but you are not required to stay on them, sometimes important locations are in fact off the path and require some hunting to find...But in general the paths lead you directly from city to city.


    This test version only includes the first city and temple completely ready for you to play through with chests and signs. Three other towns are finished, but without signs and chests, so feel free to explore/settle them but they will be fully added later.

    I recommend playing the map on either Misa's realistic 64x64
    link: http://www.minecraftforum.net/topic/69354-64x11-misas-realistic-texture-pack-updated-9jan/

    or this custom painterly I made for those who want to play a sweet 16x16 look for the world:
    http://www.mediafire.com/?eowcggz5x8ar1oj

    Example:


    Places of Interest:


    • Victoria:
    • The starting city, a brick town built on the edge of a huge swampy lake. This is the largest city so far, and the most complete at the moment, so in this test version be sure and check EVERYWHERE for all the hidden secrets in this town, and signs you read will eventually drop you hints and eventually lead you to a corresponding Forest Temple that will be worth leaving the town to find and explore (more below). There are about 6 paths leaving the city in various directions, so you may find yourself returning once in a while to come back and explore the other paths later.

      Things to do in Victoria:

    • Try and find all 40 of the hidden bricks!
    • Explore the dam!
    • get a room at the local inn
    • find the golden sword
    • find the bow and make some arrows
    • Buy the empty Mansion!
    • Find all the hidden rooms, chests, armor, tools and goodies around the town.
    • there are tools and food and other goodies to find also... check everywhere!

      Screenshots:

      In the graveyard at night


      The narrow corner streets:


      Arbor Square at night:


      There seems to be something wrong with the Victoria Dam...


      Mushroom River and The Pumpkin Covered Bridge:




    • Phoenecia:
    • The Fortified Sand Sultanate. I am still finishing up interiors in this town, so about 60% done. A confusing and angular town that is easy to get lost in. The giant palace at the center of the town is a good landmark to use for bearings. Be sure and practice your jumping skills along the rooftops, it may be rewarding! The Temple for this town is in the farthest reaches of the Desert Labyrinth, so be sure to bring a compass...

      Screenshots:
      The outer walls


      Inside the walls:


      The entrance to the Labyrinth Canyons:


      Lost in the Canyons:





    • Verduna:
    • The Rainforest Pagoda Port. Located on Tiger Lily Lake in a massive rainforest and swamp, this sprawling village will have you criss-crossing the elevated walkways and hoisting off from the docks with all the canals and dense tree cover. Be sure and explore the boat and the library in this town...The Temple for Verduna will be out in the foggy canopy, away from the cozy lanterns and fire pits... hope you have an umbrella...

      Screenshots:
      far from completed, but a little night shot in the rain


      Walking the planked paths of the town:


      Sunset:


      Night:


      Overview:


      The Baron's ship anchored in the Lake:


      The Zen Garden:


      The dense, dark jungle:


      Under the canopy:

    • Nimbia:
    • not a temple town, but definitely worth passing through on your adventures-Windmills in the clouds power the humble cliff dwelling town clinging out over a huge lake... there are only two tiny ways into the city, so follow the path or try to head out on your own!

      Screenshots:
      The shrine, sitting atop God's Fist, but it looks like the bridge is broken...


      just a small part of the town...

    • Temple of the Forgotten Woods
    • Screenshots:
      Plaza


      Entrance

    • Temple of the Canyon Labyrinth (I may change this name)
    • Screenshots:



    When it is done, the map will have:

    • 8 large biome-specific towns with completely unique and intricate architecture and layouts no two towns, no two buildings will be the same, my goal is to fit each town in with its environment
    • 8 temples (1 corresponding to each town) to find and beat; signs in each town will give you hints on where to find these
    • a few smaller villages worth exploring with their own quests and plots, but no temples to explore, just looting and screenshot-worthy scenery
    • Explore buildings, streets, paths, caves, dungeons, temples, boats, deserts, cliffs, oceans, jungles and much much more!

    Other Cities coming soon:
    • Loxley: The Medieval Forest Keep. Deep in the woods, the Loxleians practice their smithery with finesse, guarding the secret to a Temple long forgotten by man...(unfinished)

    • Ravenna: In the shadow of the Volcano Proud, this town was forced to build into a great fissure in the earth after an ancient eruption destroyed the soil on the surface. These hermits in the hills are not as quiet as they seem however, and you will have to learn the secret of their portal if you are to find the Temple of Fire. Bring your Biggoron sword! jk...

    • Olympia: Arctic Gothic Outpost. This hostile tundra town is a far reach off the map still...(unfinished)
    • Parnassus: An Ocean islandhopper village? A deepsea temple? still working on ideas for this one... (unfinished)
    • Providence: The Industrial Island City. Steampunk inspiration will guide the design for this town. A redstone temple will be found deep under the city... (Unfinished)

    Other Temples to come:

    • Temple of the King Mangrove
    • Temple of the Crystal Lake
    • Temple of the Black Volcano
    • Temple of Arctic Everlast
    • Temple of the Fallen Star
    • Temple of Industrial Distopia

    Small Towns/Misc. already on the map:
    • Hermit's House (Starting Point)
    • Lone Miner's Cabin
    • view:
      Forever alone...
    • Salty Seadog's Hut
    • Bittertooth Lodge
    • Master Sailor's House
    • lots of ruins
    • The Bamboo Forest:






    Hope you enjoy it! Ill post more when I get closer to version 1!

    That little +1 down there helps me work faster...
    Posted in: Maps
  • View Another206er's Profile

    2

    Jan 16, 2012
    Another206er posted a message on [ADV][PUZ] ★★★ The Curse of the Rainbow Pedestal ★★★ The Holy Temple Amulets ★★★
    Here's another cool teaser pic from the map:



    On the streets of Victoria
    Posted in: Maps
  • View Tdawg1978's Profile

    2

    Dec 27, 2011
    Tdawg1978 posted a message on Curving Canyon [1.0.0]
    Quote from VeloxIsTheName

    You could've done it yourself, worldshrugged.
    It is not a lie.





    The MT. to the left has a cave facing the ravine. Left of the cave goes a little ways in, The right is a big long drop with waterfall and caves I went though them all. After the long drop to the right is a cave that leads to another ravine much bigger then the Moon ravine. Many waterfalls and lava and goodies to dig out.
    Posted in: Seeds
  • View TheWorldwidePathogen's Profile

    3

    Dec 9, 2011
    TheWorldwidePathogen posted a message on The 1.0.0 Glacier
    A very nice ssssseeed you have there. These are for those that just want pics.




    Posted in: Seeds
  • View Thechickencowproject's Profile

    17

    Sep 17, 2011
    Thechickencowproject posted a message on [WIP] Minepocalypse (coders wanted)


    Hello there, Minecraft forums! This is the Minepocalypse Mod. This isn't be a modpack, full of mods that just adds a reteztured, but an actual mod that generates wastelands, is solely based on survival, and have so much more. Once this mod is done, it will most likely need Risugami's Modloader, GUI API, and AudioMod. Now, here you're wondering, "What the heck is this mod about already?!"

    Haha, well, since you guys are so forceful, this mod is simply a mod that removes the basic world of MineCraft and actually forces you to survive. Thirst Bars, Moodlets, Food Shortages, stuff like that are all included in this mod. Oh wait, did I mention Zombies? Yeah, there are Zombies. Not just a simple thing that allows the normal zombies to spawn more, but different types of zombies. Now, did you think you were the only normal (to an extent) human in this Post-Apocalyptic world? Nope.

    There are actually people who survived, not just you, you selfish bimbo. You'll learn more about the people in the, "Mobs" spoiler in this topic.

    Well, that's all we really thought up for now, so, time for the spoilers! :biggrin.gif:

    Mobs:

    There are many kinds of mobs added into The Minepocalypse. But, to organize everything a bit better, we've added two categories. Non-Zombies and Zombies.

    First we'll look into Non-Zombies.

    Non-Zombies:
    So, the Non-Zombies in this mod are currently the below. What Non-Zombies are, are basically humans. Humans tend to be in camps, some may roam cities, or you may find some humans on the side of the road. However, with any kind of human, you will be able to trade with them. Most of the time, though, you'll find Non-Zombies in camps or on the road.

    People

    People are just like you! Dirty people roaming the apocalyptic earth, trying to find some form of civilization, hoping to wake up from a terrible nightmare. Most of them end up being Zombie Chow.
    These guys don't do much, but if you attack them they'll attack you back! When you trade with these guys, most of the time you'll find cheap things, maybe a gun or two once in a while, sometimes a person will have something rare, so keep a look out! People drop light armor, sometimes ammo, very rarely a gun, maybe some wood and torches.


    Health: 10 hearts
    Damage w/o weapons: 1 heart.
    Speed: Steve speed.

    Traders

    You won't find these guys anywhere else but in a camp. They won't attack you back if you attack them, but everyone around you will. The Trader is basically your stop'n shop. He has the basic things, most of the time he'll have weapons, maybe have some rare items in stock. Their shipment changes everytime you stay in a camp for around a minecraft day, or when you go to bed in a camp at night. Traders do not drop anything.
    Bandits

    Sometimes, instead of a normal looking camp, there will be something called a Bandit Camp. It looks just like a normal camp from a distance, but if you get closer, it's actually just a camp filled with Bandits. You cannot trade with Bandits, and they are hostile mobs. Most of the time they won't have guns, but one out of a bunch in a bandit camp will. If you die by one of these, if you go back and kill the remaining bandits, one of them will drop all your old things. These guys usually drop ammo, guns, household weapons, ect.

    Health: 10 hearts
    Damage w/o weapons: 2.5 hearts.
    Speed: Steve speed.

    And now we move onto the only enemy type in the mod, the Zombies.

    Zombies:

    The only real hostile mobs that spawn will be Zombies, almost no other hostile mobs are in this mod. There are many kinds of Zombies in The Minepocalypse. The ones we are making (and we may add more as this mod progresses.) are listed below. Zombies are all the people who died and came back to life. Some even got mutated into special types of zombies. The most common type of zombies, however, are the normal ones you find in MineCraft. Now, a twist to the fact that there are now Zombies, is that Zombies spawn in the daytime now! They're not as strong as in the night, but they're still there. What zombies drop is being debated upon.

    Athletes:

    These Zombies were people who were athletic and fast. They used to be very good athletes who ran every day in the old world. But, now they're fast zombies that only run for brains. Their appearence is a football jersy, pants, and a football helmet. When you get hit by an athlete, you fly back like being hit by a sprint-powered punch.

    Health: Zombie health.
    Damage: 2 hearts.
    Speed: 1.5x zombie speed.


    Crawlers

    Crawlers are zombies that just loved to trip in the old world. They're appearence is a zombie without any legs. These zombies are a bit slower then normal zombies, but can climb walls.

    Health: 7.5 hearts.
    Damage: 1.5 hearts.
    Speed: .8x zombie speed.

    Spitters

    Spitters are tall-ish zombies that are able to spit out spitter goo upon the player. Upon hitting the ground or the player, it creates a 3x3 or 5x5 radius covered in spitter goo. When walking in spitter goo, it makes the player move slower and upon being in the goo every second it has a chance of poisoning the player with spitter poison.

    Health: 14 hearts.
    Damage: Spitter Poison does the same amount of damage poison spiders do, but is half the time.
    Speed: Zombie speed.

    Buffs

    Buffs are the fat, bloated guys you see on the couch watching cartoons and eating chips all day. They're fat, bigger zombies that are very slow but do a LOT of damage. These fatties can even break through blocks slowly!

    Health: 20 hearts.
    Damage: 4 hearts.
    Speed: .5x zombie speed.

    Midgers

    Do I really have to explain this? Midgers are little kids! They wear baseball caps and have no pants on, just like normal kids in the real world! You'll never find these guys alone. They always spawn in a pair or in 3 or 4 midgers. They are very fast, and can go through 1 block openings.

    Health: 4 hearts.
    Damage: 1 heart.
    Speed: 2.25x zombie speed.

    Zombie Bugs

    These bugs are very rare mobs to find. They are only found in normal camps. These guys have the likeness silverfish. Only 2 or 3 spawn in one camp at a time. However, these guys can actually take over people and traders and then, after a few seconds of groaning and silent screaming, they become Hosts. Hosts are basically lower attack and defense versions of people. (Traders get the attack/health/defense of people when transformed.) You can either kill the Hosts, or kill the bug on them. Killing the hosts will kill them forever, (traders will spawn shortly after, though.) but killing the bugs will revert them back into their original selves. Killing the hosts will also get the bugs to latch off and search for new hosts.

    The Bugs
    Health: 2 hearts.
    Speed: Silverfish speed

    Hosts
    Health: 10 hearts.
    Damage: 1.5 hearts.
    Speed: Steve speed.




    Terrain:




    Items:


    Weapons



    Baseball Bats(metal, wood and nails)

    Fire Axe

    Kitchen Knife

    Nails

    Pitchfork

    Oar

    Molotov

    Other explosives?

    Guns (Pistol, Assault Rifles, and more!)



    Mechanics:



    Vehicles

    Motorcycle:

    *Carries one person
    *One JC (jerry-can) of gas/petrol = full tank
    *No storage space for items.
    *Moves at double the speed of an accelerated minecart.

    Covertable

    *Carries up to two people
    *Two JCs (jerry-cans) of gas/petrol = full tank
    *Storage space for two items.
    *Moves at 1.5 times the speed of an accelerated minecart.

    Van

    *Carries up to six people
    *Three JCs (jerry-cans) of gas/petrol = full tank
    *Storage space for 10 items.
    *Moves at 0.75 times the speed of an accelerated minecart.

    Truck

    *Carries up to four people
    *Two JCs (jerry-cans) of gas/petrol = full tank
    *Storage space for 15 items.
    *Moves at the same speed of an accelerated minecart.

    Regular Car

    *Carries up to four people
    *Two JCs (jerry-cans) of gas/petrol = full tank
    *Storage space for 5 items.
    *Moves at 1.25 times the speed of an accelerated minecart.

    Jerry Cans can be found at petrol/gas stations and/or in garages.



    BANNERS!













    Right click the image you want to use, select "Copy Image Location", and paste it into where it says, "".
    [url="http://www.minecraftforum.net/topic/638307-wip-minepocalypse-coders-testers-wanted/"][img]x[/img][/url]


    People working on this mod:
    Thechickencowproject: Mod & Thread Management
    StealthMonkey51: Models and Coding
    Jman70: Weapon Coding
    Gardentiver: Coding
    FreeForTaking: Coding
    SlashSgt: Textures
    SirFatCat: Textures and Models
    Omen267901: Textures
    cth577: Coding and Models
    Posted in: WIP Mods
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