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    posted a message on [1.7.3]Dungeon Pyramids[v1.5]
    Quote from Darkcrafter31

    Well can you make a multiple room pyramid with a secret piston entrance? or something so they were more adventurous?




    I actually really like this idea. Have an exceedingly rare chance of much, much larger pyramids with more to explore and fight through and such... a slightly higher chance of two or three roomed pyramids too?

    I don't know. As it is, though, it's definitely well-done. I like it.

    I just think you can do a -lot-, lot more with this idea. Spice it up to make it competitive with some of the other pyramid-adding mods out there.
    Posted in: Minecraft Mods
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    posted a message on [Request] Vertical Storage
    So I did some digging around, and have come to the conclusion that there really isn't a mod out there that does what I'm looking for here. And with that being said, perhaps I should be a bit more specific as to what it is that I'm wanting.

    Lockers. Like what you might see in a locker-room... or a security office. Upright-standing containers which allow the player to use them just like a chest, while only taking up one block in width.

    Larger chests and storage compartments (2x2, 2x3), if possible, would also be interesting... although my concern is, as always, utilizing vertical space rather than horizontal space. Also, that would likely require a customized GUI to accommodate... so I hardly expect it.

    The most important factors, though, are that they stack vertically (or vertically -and- horizontally) and that the recipe's be comparable to that of making a standard chest. Any other suggestions or advice here would be listened to as well, but to be honest... I think if someone could come up with a simple solution, that would be far more likely to see the light of day.

    Anyways, that's all for me for now.

    I hope someone considers giving this a stab.

    -Cheers!
    Posted in: Requests / Ideas For Mods
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    posted a message on [Request] Vertical Storage
    Quote from Eddenden

    Maybe if you could put two chest on top of each other they would turn into a cabinet, and two large chests on each other would turn into a large wardrobe.


    That, sir, is a brilliant idea.

    I don't know if it can be done... but I would -love- to see it if it could.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Request] Vertical Storage
    Okay, so I don't venture here into the ideas and requests forums that often, because frankly I don't want to bother anybody with my stupid ideas most of the time. I'm no modder, so I'm happy to use whatever anyone gives me... and normally that's enough.

    But lately, something has been bothering me. Chests.

    I've pretty much been playing Minecraft lately with nothing but the Last Days texture pack. And while that does give me a pretty epic feeling world... building post-apocalyptic shacks with limited interior space has me in quite a predicament when it comes to storage.

    To put it bluntly... I'm out of damn space to build big friggin chests across my floor.


    And then it occurred to me... why should I have to?

    If someone were to make a mod which added a couple of storage-chest like blocks... but made it so that they connected vertically instead of horizontally... then I could easily have room in my small shack for storage.

    And so my idea was born.

    My request is simple: I want lockers. Upright-standing lockers... which I can fit into my small shack. Upright standing lockers that I can place side-by-side. Upright-standing lockers that I can have blocks over the top of without them preventing access.

    If you could do that, who knows... maybe you'd tackle filing cabinets, too? Maybe even closets? Or a dishwasher? I don't rightly care, honestly. All I need is vertical storage-lockers. As long as the recipe is fair, and I can change the block id's for maximum compatibility... it's all good.

    If you want to run with this idea... awesome. Just shoot me a pm and let me know, so that I can keep an eye out for it whenever it's done.

    If nobody feels like it, then hey... nevermind. But it's worth a shot, eh?
    Posted in: Requests / Ideas For Mods
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    posted a message on Protest against new license policy!
    Quote from BlueSteelAU

     like its stated the licence can be something that you word yourself or a pre-drawn up kit licence or a paid for licence. so long as its states how your content can be used , distributed etc... stating what licences you acquired to use others content etc... and links to those other authors content pages , be it offsite or on site..



    So it sounds like, as long as the user themselves states some sort of terms and conditions... there should be no problem, but it may not hold up as a legal license if it were to go to court?

    Because if that's the case, then I think the biggest problem we're going to see here is the retroactive side of things. Since there are mods and texture packs which have been up here for ages without licensing... some of these would then fall into risk of being deleted. Especially if the author is no longer around or active or alive or anything like that, no?

    Then again, with as many updates as Minecraft goes through... maybe this is a moot point, as most of those mods would be going un-updated and therefore not be playable.
    Posted in: Resource Packs
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    posted a message on Protest against new license policy!
    Quote from 42and19

    Again, it must be stated that this thread is about our issues with the new Policy not with the admins or mods them selfs.



    I cannot stress enough how badly it reflects when one turns an argument about an -issue- into a personal attack on an individual. This is not a popularity contest. We're not here to judge the people who are enforcing the rules.

    The issue, as far as I can see it, is the rule itself doesn't address the stated problem.

    Removing content because they don't present licenses which are already explicitly stated by the mere fact that the work exists is -not- an effective way to combat harassment and trolling and the excessive frivolous reporting of mod threads. That is, in essence, what has been described here as the only justification for this change.

    I understand that the moderators must have been inundated by reports of theft by those who are uninformed... but surely there must be a better way than creating a new rule which causes more damage than the thefts did in the first place, no?

    Any one of the suggestions in regards to a passive system would be better... as well as perhaps acquiring some more moderators to patrol and weed out threads where there is harassment and flaming and excessive reporting without verification being made... would be preferable to adding yet another layer of burden on the modder.
    Posted in: Resource Packs
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    posted a message on Protest against new license policy!
    Quote from Proloe

    While I realise that this is an issue, is it really worth putting the entire mod and texture pack community at risk?



    I have to agree here.

    Is it not better to create stronger rules, or step in to prevent harassment, than to create a vague rule with obvious loopholes for the sake of preventing said harassment? Isn't that a bit like cutting off the nose to spite the face?

    There are trolls, flaming comments, and a constant harassment of new modders as well as modders who provide mods with the -least- bit of suspicion to them.

    Would it not be wiser to address the actual underlying issue?
    Posted in: Resource Packs
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    posted a message on Protest against new license policy!
    Quote from Gestankfaust

    Well...some others may survive too. But they'll have three eyeballs or four legs or something

    :biggrin.gif:



    Don't forget the robots! Malfunctioning, homicidal robots! EMP scrambled their logic circuits, leaving only the overwhelming compulsion to kill all humans.
    Posted in: Resource Packs
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    posted a message on Protest against new license policy!
    Quote from TheMirror

    Wow, they did that? Complete and utter stupidity.



    Don't you know? When you become an authority figure, you're no longer bound by the rules that you enforce. That's how you keep all those dirty rabble-rousers in line.

    Wait... you say that's not how it works?

    Well, hell.


    In actuality, I'm sure that they saw those threads... someone said "Oh damn, we've got a problem..." and quickly deleted them before things got too carried away. Hopefully, it's enough to get the problem addressed.

    If not... I don't know... I guess maybe they'll fix the problem when it happens for real?
    Posted in: Resource Packs
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    posted a message on Fishing... The Next Level! [WIP]
    Quote from cheechako

    You can't copyright ideas.

    From bitlaw.com:
    "In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work."

    Feel free to check other sources.

    However, since you think ideas are copyrighted, then you should know that Scokeev9 has already released a manta ray mod, and Mojang has already released a fishing pole and a squid. Guess you can't use those ideas.

    Here's some more ideas: lobsters, crabs, lobster traps, crab traps, eels, whales, flippers (to swim faster), seaweed, fish and chips (food), and spear guns. Of course, now you can't use any of these ideas since I hold the copyright.



    One might also point out that there are a couple of other mods which add on to the overall minecraft fishing experience.

    Now, don't get me wrong here, I'm not knocking this. I actually really -like- this idea. I'm just pointing out that the -idea- cannot be copyrighted. The PRODUCT can (aka the Mod, when released), and any intellectual property which is unique or original to it can be secured... but the IDEAS themselves, improving fishing... tanks... lighting... those are all outside of the realm of copyright.

    Then again, Bethesda thinks they can sue over the use of the word 'SCROLLS'... on the vague basis of it causing confusion with their product... so who the hell knows anymore. International copyright law, US Copyright law... it's all a big clusterf**k of contrary and contrived phrasing.

    As far as this mod is concerned, though! Absolutely great ideas so far! I look forward to seeing it come back the 'released' section!
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Mouser X

    I don't doubt the difficulty involved in finding/fixing that bug. I'm glad you know about it, and are working on it. It's a lot of fun overall, but falling out gets upsetting.


    When you say "three layers of flooring", do you mean like so -

    :wood: :wood: :wood: :wood: :wood:
    :wood: :wood: :wood: :wood: :wood:
    :wood: :wood: :wood: :wood: :wood:

    Or do you multiple floors like so -

    :wood: :wood: :wood: :wood:
    :wood: __ __ :wood:
    :wood: :wood: :wood: :wood:
    :wood: __ __ :wood:
    :wood: :wood: :wood: :wood:
    :wood: __ __ :wood:
    :wood: :wood: :wood: :wood:

    ???

    If it's the first, that'd be fairly easy to implement. Though, since my current craft idea is mostly glass (I like being able to see what's beneath me), it might not look quite right....

    Thanks for the quick replies everyone. I like the mods for Minecraft, but I tend prefer playing, rather than checking the forums. Thanks again! Mouser X over and out.



    The first scenario is the one I commonly use... though as you said... your craft is glass, so it might end up looking a bit funky. Mine are usually wooden or cobble... so I don't so much have to worry about that. It -is- an option, however, if you find yourself getting -too- frustrated with falling through the floor.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from blakmajik

    The falling bug is what I have been working on for the last week, and what is delaying the next update. I will fix it, but it's not an easy bug.



    I'm sure that many of us here are -more- than happy to wait this bugfix out before a new update... as simply DROPPING OUT OF THE SKY is not entirely in the best interests of a mod whose major promising factor is letting you GO UP INTO THE SKY! XD

    In all seriousness, though... I found a pretty simple temporary solution. All of my vehicles are designed with three layers of flooring. Even if I somehow glitch through the first one... I have never dropped through all three. The second usually catches me, and if I glitch through that before I get a chance to jump back up onto the first, the third catches me instead.

    Still, I'm glad to hear you're hard at work.

    Take as long as you need to get the kinks ironed out. You have something amazing here. I'll wait.
    Posted in: WIP Mods
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    posted a message on [Esc][Surv][Coll][Park][Adv]Open World Zombie Survival [v1.8_0]
    So, I've been exploring the place a bit... enjoying the dimly-lit sights to see... and I came up with some things which are really quite good, and things which really quite annoyed me. I'll go into further detail in a moment, but I do just want to say that overall, my feelings towards this map really are quite positive.

    I haven't come -close- to exploring everything, and I really didn't care too much about getting achievements or playing by the rules... I was just enjoying it for what it was at -face- value... a large city overrun by mobs. Obviously, this means I can't really comment on the challenges or anything, yet. I'll probably try playing through this legitimately later. For now I was just having some fun.


    The Good:


    The city itself is SPRAWLING. Even in the low light, you can see the shadowy outlines of larger structures on the horizon. The moaning zombies and the dark city streets really lend something to the atmosphere... although this does make the main roads incredibly dangerous. Just when you think you've cleared a building, another zombie comes around the corner... leading to plenty of moments where I literally jumped in my seat.

    That brings me to the enemies... and -are- there enemies! Zombies, Skeletons, and Creepers spawn readily in the darkness... perhaps due to the fact that the entire sky has been blocked off save for a pinprick of light. There is no reprieve. There is no pause. The moment you step outside the comfort of wherever you're holed up... expect to find yourself on the offensive.

    The constant sense of danger is enough to make one consider not leaving home... although if you played with the recommended mods... not leaving home isn't an option!

    Overall, this map has a lot to offer... even if you're not looking to play it by the rules. Just on appearances alone, it is quite impressive in size and style. The city is huge, atmospheric, and sprawling with baddies just waiting to take a bite out of you. The buildings themselves are quite well designed and interesting... and I'm pretty sure as I bashed my way through a collapsed building that looked, on the outside, to have been some sort of bar... I actually died once because I stopped to admire the craftsmanship.

    That is the sign of quality work.



    The Bad:


    The city is, if anything, a bit -too- big for its own good. With everything being dark the way it is... there's nothing encouraging the player to go in any particular direction. There aren't really any suggestions as to which way you can go... and in the ever-present darkness... there's not really any visual indication either. This led me to feel two things. First, I didn't want to leave home. It was safe-ish there. No zombies spawned inside... and the immediate area surrounding me was quite easy to navigate.

    As I began to run low on resources, however... I realized the futility of creating a 'home base' at all.

    There is no reason for it, really, when the process of scavenging for food and weapons only leads one to get lost down some twisting back alley. More than once, I found myself settling into a particular building... only to go out looking for some food and get completely lost again. If there were at least enough light to navigate by... that would be fine. But every house is decked out not with torches... but redstone torches... leaving the player to wander aimlessly in search of supplies in the dark. After a few times of this, I simply abandoned the idea of sticking to one location altogether.

    It was far easier just to keep myself constantly moving, praying the next alley didn't bring me face-to-face with a creeper.

    This brings me to my second negative comment. It seems that EVERYTHING is built upon a layer of obsidian. -Everything-. On my third playthrough of the map, a creeper charged me from around a dark corner and blasted a hole in the ground.

    "Oh good," I thought to myself. "Now at least I'll have some cover from those skeletons shooting down from the buildings."

    I was quite disappointed.

    You see, the entire map seems to have some kind of Obsidian barrier around it. And you know... that's not something I would normally complain about... except that in this case there's literally no ground with which to play. That is to say, when a creeper explodes... IMMEDIATELY beneath any block he explodes... I find obsidian. No craters. No deformed terrain. No danger of any real kind of damage. Just bland, flat, unbreakable terrain.

    I don't quite get it. Why not give the player some extra room to play with? Why is there obsidian underneath every -tree-? If your goal was to keep the player penned in... why not just extend the outside walls surrounding the city all the way down to bedrock?

    It seems to me that this method kind of steals some of the charm away. Sure... the buildings can get blown up... but they don't come off -feeling- like it unless they were designed that way.

    It just took me out of the experience to discover that the hills in the park were hollowed out... that the terrain was utterly manufactured... that the whole city was sitting on top of this Obsidian disk.




    The Verdict:

    Overall, I give this map :Portabella: :Portabella: :RedShroom: :RedShroom: :RedShroom: out of :RedShroom: :RedShroom: :RedShroom: :RedShroom: :RedShroom:.


    It's creative layout and interesting design is marred by a couple of glaring issues which leave a sour taste in this player's mouth. The darkness and vastness are appreciated and atmospheric... but when used together create a sort of 'aimless wanderer' effect which often left me feeling more like a desert nomad than a survivor.

    The shortage of 'safe' places to hole up and recouperate... or perhaps my inability to find them in the dark... left me feeling like there was just something 'missing' from the experience. Every building turned into one zombie-slaughter event after another.

    In addition, lack of any kind of flexibility in the terrain, also, was a turn-off. I love a map that presents a challenge... but I don't like that this map almost -assumed- I was going to cheat. Were I playing by the rules... breaking ground bricks would have been against them anyways... and an obsidian wall around the city going down to bedrock could have achieved the same effect while allowing for terrain deformation and even 'freestyle' play.

    I cannot claim to have explored the -entire- city... but every location in the 50 buildings around the spawn location exhibited these same characteristics... so I can only infer. Please feel free to correct me if I am wrong.

    As for the 'rules'... they seem like they'll be fun and interesting... and I look forward to trying to play through this map legitimately, as well.

    On the whole, I definitely recommend folks looking for an interesting experience give this a try. It could use a little polish... and maybe a fraction of a bit more light... but it is definitely worth giving a chance as-is.

    Cheers!
    Posted in: Maps
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    posted a message on [1.7.3] Echo's Mods!
    it's possible to make crafting recipes for everything in minecraft even i can do that and i'm not even close to be a modder


    You see... it's one thing to make them -craftable-... it's another to know how they actually function once you HAVE one. My curiosity as to whether it was possible didn't pertain to whether it could be made into a crafting recipe. As you have stated, anything can be made into a crafting formula. My uncertainty referred to whether, once made, I would be able to use them as decoration.

    I don't need a useless dead plant. I would appreciate, in the future, if you more carefully read my post.

    Or, if you really care to be safe, go ahead and glance at the number of posts I actually have here in comparison to your own. I find that, as a general rule, anyone with about ten times as many posts as me probably has a good grasp of how the game functions. I may not be a modder, but I have been playing with mods and talking to enough of them to know that just about anything is possible.

    I certainly don't need to be talked to like an idiot. Thanks.


    Back onto the point, however...

    If it -were- to be made into a recipe... perhaps you could make it so that you actually retrieve the plant when breaking the block?
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Echo's Mods!
    Quote from EchoVG

    Anyone want some custom crafting recipes? Gives me more practice!



    Hey, I've got one.

    You know those dead shrubs that grow in the desert? Any chance of making some way of getting those buggers? I'd love to be able to use them to make abandoned buildings and such look more creepy. Of course, I have no idea if it's even possible... but it's a thought.

    I figure, since you're looking for something to cut your teeth on... a challenge might be useful.
    Posted in: Minecraft Mods
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