• 1

    posted a message on [1.8] Satoshi's Treasure - A hunt for real treasure [45K+ DLs] [Episode 5 now available] [Treasure claimed!]

    Wow, this is amazing. An excellent adventure map with a substantial reward. :)

    I really hope to make it to the treasure first, but looking at the thread I have a lot of competition! $270 dollars is on the line! (Although, knowing Bitcoin, it could go much lower or much higher before this hunt is over).


    I'll be following the thread waiting for more! :D

    Posted in: Maps
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from sloppyjoes99»
    Hi, I have read the FAQ and the plans for the mod, I thought there should be several things added,

    First, I love the rabbits, and hate them, going to go nuts, let a garden sit for an hour with a stack of potatoes in it and come back dig up the whole garden and get a stack of potatoes + 1, the rabbits literally eat like half of the food. -_-

    anyways I was hoping that you could make them full on breedable animals. bedcause I would love to be able to kill them on a regular basis, I know that would involve a baby rabbit, (how small would that little booger be?) secondly, I would love some more nice lights, like the chandaliers, I was thinking lampposts, also what if you made a kind of lamp head that could go on any surface, you know just a covered torch kind of look. thankyou so much best mod ever>>!!!

    Try using two block high fences surrounding your garden. That'll work unless bunnies spawn inside the fence.
    Posted in: Minecraft Mods
  • 0

    posted a message on Crash whenever I try to add a new mob.
    Hmm, I have the line 'int randomId = EntityRegistry.findGlobalUniqueEntityId();' in my code, and 'randomId' is used where it is needed. is the findGlobalUniqueEntityId thing outdated, or should I try something else? I tried taking away the EntityRegistry.findGlobalUniqueEntityId and replaced it with 1000. It didn't work.
    Posted in: Modification Development
  • 0

    posted a message on Crash whenever I try to add a new mob.
    Thanks, I'll check my ids again.
    Posted in: Modification Development
  • 0

    posted a message on Crash whenever I try to add a new mob.
    Okay, so I've got a weird problem going on with my new mob. Every time I run the mod, it crashes before it opens unless I take out the code for the mob completely. Here's the crash report:


    ---- Minecraft Crash Report ----
    // Shall we play a game?
    Time: 2/15/15 10:20 AM
    Description: Initializing game
    java.lang.IllegalArgumentException: ID is already registered: Mob
    at net.minecraft.entity.EntityList.addMapping(EntityList.java:98)
    at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:200)
    at mob.Entity.createEntity(Entity.java:23)
    at mob.Entity.registerEntity(Entity.java:17)
    at mob.Entity.init(Entity.java:12)
    at fantasymod.Core.preInit(Core.java:37)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:522)
    at net.minecraft.client.Minecraft.run(Minecraft.java:931)
    at net.minecraft.client.main.Main.main(Main.java:164)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:78)
    at GradleStart.main(GradleStart.java:45)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    -- Head --
    Stacktrace:
    at net.minecraft.entity.EntityList.addMapping(EntityList.java:98)
    at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:200)
    at mob.Entity.createEntity(Entity.java:23)
    at mob.Entity.registerEntity(Entity.java:17)
    at mob.Entity.init(Entity.java:12)
    at fantasymod.Core.preInit(Core.java:37)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:522)
    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.run(Minecraft.java:931)
    at net.minecraft.client.main.Main.main(Main.java:164)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:78)
    at GradleStart.main(GradleStart.java:45)
    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 8.1 (amd64) version 6.3
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 925647920 bytes (882 MB) / 1056309248 bytes (1007 MB) up to 1056309248 bytes (1007 MB)
    JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 4 mods loaded, 4 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.10.85.1230} [Forge Mod Loader] (forgeSrc-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.13.2.1230} [Minecraft Forge] (forgeSrc-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized
    fantasymod{0.1} [Fantasy Mod] (bin) Unloaded->Constructed->Errored
    Launched Version: 1.7.10
    LWJGL: 2.9.1
    OpenGL: Intel(R) HD Graphics GL version 4.0.0 - Build 10.18.10.3621, Intel
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)

    Can anybody help me with this? Thanks in advance if you can. If you need the code I'll give it to you.
    Posted in: Modification Development
  • 0

    posted a message on Legends: Shylo I
    I'd love to help with this. I'd been keeping my eye on adventure maps like these and this one looks not only possible, but could yield excellent results. I'm a big fan of RPGs and the Legend of Zelda series, and have wanted to pitch in and help out a map like those for a while now. I like working with a team and I'm very good with redstone and command blocks, and I'm a mediocre builder (compared, I mean, to those who create 1:1 scale middle earths, for example).
    Posted in: WIP Maps
  • 0

    posted a message on Quests in 1.8, proof of concept (DOWNLOAD)
    Thanks. I'm going to improve it a lot. The current system won't be compatible with multiplayer, and I'm trying to figure out a way to make the quest log be functional for unlimited players, but it looks like the finished map will have a have a set limit of players who can play. But it'll be fun, I promise. :D
    Posted in: WIP Maps
  • 0

    posted a message on Kingdom Craft
    This sounds really sweet, I'd like to beta test. :D
    Posted in: PC Servers
  • 0

    posted a message on Quests in 1.8, proof of concept (DOWNLOAD)
    Hello Minecraft forumers! So lately I've been working on an epic incredibly detailed adventure map called Erester, and while playing around in my redstone world, I found a really cool system to for my quests. Using /testfor, /blockdata, /tellraw, /give, /playsound, and more commands, I made a small quest as a proof of concept.

    Many people have announced that they're working on an epic fantasy adventure map, but they rarely have things to show for it. So I decided, before I would post anything, I'd have a download ready.



    DOWNLOAD
    (direct link)



    The download includes the small sponge quest I made, but with a lot of details which make it as immersive as possible. When you get near the villager, he'll ask you a question and you will be frozen in place until you answer. To answer, press 't' to open the chat and click on the options. If you answer 'no thanks', then you'll be able to move and can come back for him to ask again.

    If you answer 'of course!', then you'll be able to move freely and can complete the quest. To complete it, grab a sponge from your inventory (you should be on creative), and throw it to the villager. That's right, don't trade it, throw it in the little cubby where he resides. He'll take it, thank you, a small tinkling sound will play, and he'll give you your coins. After that, the quest can not be repeated. Because you're on creative, you can fly out of the set and see the redstone.

    Another cool feature about this is the 'Quest Log'. To get one, press the wooden button next to the villager. You'll receive a book. Open it and you'll have two options, to select them you click them. View your current quests, and view your completed quests. Currently there's only one quest, and I won't make more until I release the adventure map (which is a separate world than this). After you accept the quest and view your current quests, you'll see the quest and it's objective. After you complete the quest it will no longer be featured in the current quests section, but will instead be in the completed quests section.

    All you see here will be included in the finished game! It will be a high adventure map with many quests, an epic story, and more!

    All work featured here is of my own creation, however I did learn some command structures and tips from Dragnoz, TheCrushedPixel, and ezekielelin.



    Screenshots:

    Posted in: WIP Maps
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Pianissimo»

    The answer to your question wasn't exactly answered by Indiana, so let me just step right in.

    From the Minecraft program itself, it's fairly easy to get the jar file. From there, you can extract the source folder and start coding. It's how I make my mods, anyways.

    If you mod minecraft beforehand, you can get the source folder from the modded jar, and therefore access the mod's additions and files.

    How would you do this, exactly? Because I've been trying for a while to look at the code for the mod using 7zip or Winrar with eclipse. But every time I manage to get all the files in and view the class files (I can view images and the language files), it says there's no source file.
    Posted in: Minecraft Mods
  • 0

    posted a message on Vanilla Minecraft RPG adventure map! WIP Needing help!
    Ello! I've been trying for a long time to make an awesome RPG adventure style map. I'm an experienced command block and redstone person, with knowledge of scoreboard stuff, mobs and summoning, and I'm also an experienced builder. I'd love to pitch in and help out! :)
    Posted in: WIP Maps
  • 0

    posted a message on The Conquest Mod - Survive and Conquer (Beta 0.1 download coming soon...or eventually!)

    Welcome to the Conquest Mod! This mod aims to add a whole new way of playing Minecraft. I've scrolled endlessly through fantasy mods that have no point, no adventure, and I aim to change that. I began work a week ago, and I'm working hard to bring you the first Beta release (version 0.1), which will include a few new weapons, tools, armor, and biomes. As soon as I've set up the base for the mod, I'll begin work on the Conquest dimension, which is a custom dimension full of biomes, but not just random biomes, these are going to be generated in their own layout, sort of like the Lord of the Rings mod has done. Every mob, block, item, and lore will be my own, I plan on writing a custom story for the mod too. The mod will still render Minecraft as a sandbox game, but with a lot more adventure packed in.
    This mod doesn't focus as much on a planned questline, however, as it does on domination. You begin in the overworld, gather materials, until you can build a portal to the unnamed world of Conquest. There, you explore the humongous map until you find a neutral territory to settle in. There are several factions in the mod that each have their own territories. Neutral territories are ones that haven't been claimed.

    As soon as you're settled, you're going to want to find a faction to join. You have a reputation meter for each faction, and as soon as you reach 100 reputation with one (by killing enemies, or looting settlements), you can join a faction officially. Joining gives you access to their weapons, armor, and crafting recipes. Each faction has it's own specialty (horses, siege weapons, archery, etc). After you join a faction, you can get more reputation by doing jobs or side-quests for them. When you reach 1000 reputation with a faction, you get appointed commander, and get your own squad of soldiers. Then the domination segment begins. Every time you claim a place outside, but near your territory, your faction's territory expands, allowing more things to be built. It's meant for SMP, but I'm thinking of a different way to play on Multiplayer.

    Now, I know what you're thinking. Um, you do know this is Minecraft right? I mean, this is impossible, or if it isn't, it'll sure cause a lot of lag. But I've found ways to accomplish almost all of this, without using the extensive amount of AI and memory this could require, and here's how. Remember, this is all speculation, and barely any has had any work done on it:

    Reputation:This one isn't that hard. See the lord of the rings mod for proof. Every kill or claim you make, depending on what you killed or claimed, you gain reputation with certain factions. Reputation will be recorded via a meter you can view by pressing the R button. There is then a list of what rank you are with each faction.

    Claiming and Looting:This one is even easier. Throughout the neutral territories, there are several settlements that generate in the wilderness. Each one generates with several custom buildings, and in the middle, a town hall, in which there is a block (or maybe mob) which, once destroyed, unlocks all the chests in the city and gives you reputation with certain enemied factions of the settlement, and loses reputation with the faction that the settlement belongs to, and it's allies. If you have less than ten reputation with a faction, it's inhabitants will either run or attack you, depending on whether they're soldiers or not. After you claim a settlement, you can claim it for your faction, or if you do not belong to one, for yourself.

    Factions:
    Factions are just mobs that are hostile or passive to each other. Every time one allies with another (which is basically random, but relies somewhat on time, relations, and distance from each other), they become passive to each other, but if they aren't allied, they will immediately engage in combat with the enemy, including you. If you do not wish to join a faction, you can actually create your own in a way, by claiming settlements for yourself. If you claim ones that are near to each other, and do it three times, you can name and create a banner for your faction. Your military force expands the more resource you have, and they increase your influence. Your working force expands the more land you have, and they increase your resource. More factions try to ally with you the more influence you have, and so on.
    If a faction has no more remaining settlements claimed, it gets obliterated, and is wiped off the map. If a faction has less than thirty settlements, you can try to convince it to join with yours. The less influence and resource a faction has, the more willing they are to join with you.
    Influence:
    Influence is one of the three fundamentals in a faction. It is increased by your military, and is recorded in a GUI. The greater influence you have, the more allies you will gain.

    Resource:Resource is increased by workers, and takes the form of food, coin, and weaponry. Food is used to sustain military, and although not substantial, it is recorded in a GUI. Without food, your faction cannot grow, and even starts to decline. Coin is substantial, and is used for bribes, trades, and buying things in general. Faction coin is not the same as personal coin, however. If you spend faction coin for personal items, your reputation with the faction you've joined with, or, the reputation with your own people, will start to go down. The same is said if you increase faction taxes which are paid every month (measured in Minecraft days). Faction money should be used on trade caravans, buying siege equipment, increasing land, or upgrading your faction technologies, not be used for personal food or weapons. Workers join the more land you own, and the more happiness level of the citizens.

    Land:Land (aka Territory)is increased by claiming factions, combining with other factions, or expanding technologies. You can see what land belongs to who on the map. When you claim so much land that it combines with another territory, the enemy faction attacks until either they wipe you out, you win, or you surrender part of your territory.
    The player, if they own their own faction, can give up land, either to gain reputation with another faction, or to keep their armies at bay. They can do this by selecting a few settlements that the player owns, and getting rid of your claim on them. This can sub-sequentially lose military, workers, influence, and the happiness of your citizens. Land allow more workers to begin working for you.



    Now, I'm not that good. I'm passable at making mods, but certainly not as good as this project requires. What I need is textures, modelers, supporters, and suggestions. I need people that can work as a team, and respect others work.

    What I don't need is trollers, people who say this is too hard, or I'm too new, or people who just diss on this project in any way, excluding constructive critism.



    Changelog:

    Version 0.1 (download not out yet):

    + Added akria rock
    + Added akrian brick
    + Added steel ingots, with steel armor, weapons, and tools.
    + Added condensed coal
    + Added silver ingots, with it's respective nuggets and ore
    + Added copper, silver, and gold coins, which will eventually be used for currency

    Screenshots:


    Posted in: WIP Mods
  • 0

    posted a message on Please lock/delete thread!
    Oh, at first I thought, wait, this guy is copying CosmicDan's project! Wow, can't anybody come up with something original? Then I realized that you just renamed and changed the OP of the topic, and facepalmed myself. I'm so psyched for the release, and I wish I had enough coding skill to contribute! Even though I don't, I'll be cheering you on the whole way!
    Posted in: WIP Mods
  • 0

    posted a message on [Galactic War][1.8][VERY WIP] - PvP taken to a whole new level!
    Added the 'sneak' ability! Right now it works for all, but later I'll only allow it to work for specific classes. Oh, and I figured out how to post images! :D
    Hold shift to sneak and you'll turn invisible. Those on your teams can see you, but your enemies can't see anything. I'm thinking of a way to make a timer or a sneak recharge, so you're not too overpowered. Right now I made it so you don't emit particles, but I might add that back in so your enemies have a fighting chance. A glitch is, however, if you stop moving, you reappear.


    Posted in: WIP Maps
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