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    posted a message on [MOD] Lots o'ores V1.0 Released!
    So if you mine an iron ore block, and get ten iron ore blocks, and place one of those, and mine that...?

    That sounds interesting.
    Posted in: Mods Discussion
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    posted a message on The Gay Creeper
    Quote from deathclawkitty »
    Not a bad suggestion..

    Well, thanks. I think they'd hit it off great, they're a great duo every night, but on the other hand, that skeleton keeps vanishing in the morning inexplicably. Plus, I don't think he'd be too pained if he were to accidentally take his boy out with a stray arrow. I mean, he'd get a free music disc for it.
    Posted in: Fan Art
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    posted a message on But I don't WANT Beta 1.3 right now!
    I'll be blunt. I like my mods too much. I like them more than the smooth lighting. I'd rather stick to 1.2 until the mods that I use are made compatible with 1.3, if that's at all possible.

    However, Minecraft updated to 1.3 without asking me, as soon as I logged in. It seems kinda irreversible. My mods are all totally broken. Now what? How do I get back?
    Posted in: Legacy Support
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Quote from Rartrin »
    Yay! He added my Gattling gun idea! Thanks!
    I see why you didnt make a gattling gun sentry; it would be WAY to powerful.

    Also, when in 3rd person mode, the guns never points straight. Just thought I will let you know.

    Quote from Rartrin »
    P.S. I mostly write my comments inside quotes.


    Here is another idea, attachments for the guns like grips, sights, and frontmounted things (like launchers or bayonet). The attachments are crafted seperately from the guns but then crafted with the gun to connect them.

    Here are some of my ideas:

    Upgraded iron sight:
    [] :Iron: []
    :Iron: [] :Iron:
    [] :Iron: []
    or
    :Iron: [] :Iron:
    :Iron: [] :Iron:
    [] :Iron: []

    Red-Dot sight:
    [] :Iron: []
    :Iron: :Red: :Iron:
    [] :Iron: []

    ACOG sight
    [] :Iron: []
    :Iron: :Glass: :Iron:
    [] :Iron: []
    or
    [] :Iron: []
    :Iron: :Diamond: :Iron:
    [] :Iron: []

    Pimped AK-47
    Same recipe as normal AK but crafted with diamond instead of iron and gold instead of wood.

    LAZER Gun
    :Red: :Iron: []
    :Iron: :Orange: :Iron:
    [] :Iron: :Diamond:

    Grip (Can be made using sticks, iron, gold, or diamond)
    :Green: :Green: :Green:
    [] :Green: []
    [] :Green: []

    LAZER Sight/Targer (Laser Pointer basicly)
    :Red: :Orange: :Iron:

    Bayonet (Used as a knife when not attached)
    :Green: :|:
    or
    :Green:
    :|:

    :Green: = Can use sticks, iron, gold, or diamond
    :Red: = Redstone
    :Orange: = Redstone Torch
    [>>-i>] = Any Gun

    That's cool, but you should elaborate on what those things do. Let me try. :tongue.gif:

    Most of the sights I think aren't needed for gameplay, the only one I think would be really helpful would be the ACOG sight. You could get maybe 2x zoom for weapons currently without scopes, barring desert eagles and gatlings. And flamethrowers, that'd be superfluous. That leaves shotguns, AK-47s, MP5s, rocket launchers and laser-guided rocket launchers. The last two would benefit a lot from having an attached scope.

    The pimped AK-47 would only be good for having an AK-47 reskin. Kinda pointless. Moving on.

    I don't really know what to say about your laser concept, I don't have anything for you there, I don't want lasers right now, still moving on.

    The grip actually sounds pretty cool. If you could attach it to the AK-47, the MP5 or the SIG 552, it could, say, reduce the spread of the weapon by 25%. Since it lets you fire more accurately.

    While I'm on the topic of reducing spread, I'd like to suggest another item. A choke, for shotguns. It'd probably look like this on the workbench.

    :Iron: [] :Iron:
    :Iron: [] :Iron:
    :Iron: [] :Iron:

    Empty spaces are empty spaces, and iron bars are iron bars. :biggrin.gif:

    The choke would be the only muzzle attachment you could put on a shotgun. It'd reduce the spread by 25% like the grip does for the other weapons. However, since a lower spread is such a big deal for shotguns, it's balanced out in terms of gameplay by it having a durability of 128. Gets you through four stacks of shells, and when it breaks, it reverts to a normal shotgun. In order to replace the choke, you'd have to put the shotgun in your inventory next to a new, assembled choke. So it's not so feasible to do during combat.

    The bayonet makes me think of GreyAcumen's trowel. But the two mods in question aren't compatible anyway, so whatever. It'd be nice to be able to have a stronger melee with guns, have a combination gun/sword. It'd kinda render the sword useless, though, unless the bayonet dealt less damage or something. Presumably it'd work similarly to how I just proposed the choke would work, in terms of attachment and durability. But the bayonet is something I'm actually not really eager about.
    Posted in: Minecraft Mods
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    posted a message on Epic Diamond Tools Wallpaper
    Well, I'm glad you fixed it, maybe you should fix it here too.

    I laughed when I read that, though.
    Posted in: Fan Art
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    posted a message on Clay Creeper Statuette [FINISHED]
    Dude, you have a headless creeper. :tongue.gif:

    I like it so far. I like it a lot. I'm wondering if/how you'll color it. Most people give it a solid green, but in-game, it's clearly not as such.
    Posted in: Fan Art
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    posted a message on The Gay Creeper
    Kinky. :tongue.gif:

    Now all he needs is an aloof skeleton boyfriend and he'll be set.
    Posted in: Fan Art
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    posted a message on [V1.2] King's Mods - Neutral Creepers, Nether Tools![V8.10]
    Obsidian crystal has an opacity higher than glass (it's not completely transparent) but it's not entirely opaque either. It's like water in that respect. If you have it layered a few blocks thick, it'll let hardly any light through at all. If even one layer of obsidian crystal is behaving like a completely opaque block, then something may have loaded wrong.

    EDIT: Sorry, didn't see the post above me.
    Posted in: Mods Discussion
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    posted a message on Balls to you!
    What this needs to be able to do is roll down stairs. It'd help with making receiving ports with pressure plates at the bottom, for sport purposes.
    Posted in: Suggestions
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    posted a message on [V1.2] King's Mods - Neutral Creepers, Nether Tools![V8.10]
    Quote from Ojr »
    Well, that's something like what I've done already. I keep a clean minecraft.jar copy handy to put things on, I just expanded it and put this mod in, as well as SDK's. Plus SDK's ModLoader, and AudioMod and Spawnlist. It worked fine except I wasn't encountering any of the new mobs. That's where I started here.

    (Extraneous stuff was typed here. I followed some advice to remake my minecraft.jar file and reported the results, as follows.)

    I installed ModLoader, then Spawnlist, then AudioMod, then Minecraft Advanced, as the folder puts it. I did it in that order and I tested for each one. I didn't get to do SDK's mods because after I did Minecraft Advanced, I got that familiar error message. It'd been operating fine prior.

    I've been doing SSP using an older backup of SDK's and King's Mods together, since this post. However, I've done basically everything I can do that doesn't involve the mobs, and I haven't gotten a solution here. I don't mean to pester, but this problem hasn't been solved and I don't know what to do with it at this point.
    Posted in: Mods Discussion
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Jesus Christ, I just got slaughtered by 20 ghasts. This is awesome. ...No, really, I'm having fun.

    What I need, to get them at long distance, are laser-controlled airburst rockets. Where you can right-click while a missile is in flight to detonate it. Means only one can be out at a time, but it'd be great for the Nether to take ghasts out at arm's length and things like that.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    I opened it with TextEdit (Apple Notepad equivalent, I guess) and found the hardcore setting, at least. It'll affect the .jar file while it's just there in my bin folder, then?

    Thanks for helping out, by the way.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Quote from ScottyDoesKnow »
    Quote from Ojr »
    I said things here.


    properties files are in .minecraft\bin

    It's not that I can't find them. There are three .properties files very readily available. I just have no idea what I'm to do with them. Don't even know where to start. Or what folder the files should end up in, for that matter.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    I'm having trouble enabling hardcore mode. I want to be able to use the guns in single player against an appreciable amount of mobs, but I can't figure out what I'm supposed to do to make that happen. I read something about .properties files, some of which I located, but they're not in the actual expanded .jar folder or anything. (Are they even supposed to be?)

    What do I need to do to get hardcore mode activated? (Also, I'm on a Mac, still.)
    Posted in: Minecraft Mods
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    posted a message on Is there a mod that makes lights brighter?
    Try OxiClean! It makes your whites whiter; your brights, brighter! :biggrin.gif:

    Really, though, there doesn't seem to be anything for that, as far as I can tell. Luminance can only go as high as 15 (sunlight, glowstone, Jack-o-Lanterns), and it fades off by one unit of brightness per block away from the light source. There doesn't seem to be any way to change that rate, that I can see, anyway.
    Posted in: Mods Discussion
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