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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hello.


    Your map convinced me to dust off my 5 year old forum account, so you can feel proud about that. Stellar map, loved almost every minute of it, and I'll probably boot up the 2nd rendition once I finish here.


    A few thoughts:


    Boss fights felt hard. Really hard. For all but two I found myself unable to even attempt the battle and had to put myself into creative to finish the fight and sometimes even then the boss absorbed far too many sword hits. Meat shield damage sponging bosses are just annoying, especially when you're being tailed by dozens of respawning minions. An example is the fight near the end of the battlefield area, with the skeleton riding the baby zombie. The fight itself wouldn't be annoying had there not been 40 zombies standing in front of him making it impossible to get to him. Perhaps consider objective based boss fights. An example is the King Dodongo in Ocarina of Time. Avoid his attacks, and make him swallow 3 bomb fruits to win the fight. Doing this instead of forcing me to just swing and swing at the boss could make it more rewarding to figure out his weakness.


    Areas were extremely well designed. Some favorites include the volcano area as well as the Ethos and Sethbling lab. Your area designing skills are impeccable and I'm sure that will only get better in TR2. I won't suggest anything since that makes me sound like a fanboy, and I trust you to create some great landscapes for the second version.


    Loot was good. Some junk mixed in with good, useful loot. Loot served its purpose well and I don't foresee any huge changes to it being necessary in the new version.


    One thing which did puzzle me a bit were the negative buffs applied to my character in some of the last dungeons. After receiving the permanent buffs following Road of Triumph (permanent buffs, on a side note, are amazing, and make it feel like a real RPG experience. Definitely continue using those.) I entered the crypt dungeon and found myself immediately having my buffs canceled out by permanent negative buffs throughout the dungeon. I'm sure there was a reason for this which is not clear to me, but I wasn't a huge fan of the idea of just having my strengths canceled out across the board.


    Otherwise, everything else about the map was fantastic. Left me feeling really good at the end, and I think this map might be one of the things I look back on nostalgically about Minecraft. Keep it up, can't wait to play the next one.


    Jackson

    Posted in: Maps
  • 0

    posted a message on Question about Alpha SMP...
    There's nothing there. So it's seemingly impossible to find one?
    Posted in: Legacy Support
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    posted a message on Question about Alpha SMP...
    Me and my friend downgraded to Alpha using MCNostalgia, and we want to try out Alpha multiplayer, but we can't find the server software anywhere. Is it possible to get a copy of the server.jar, or can I use some kind of program to find one? This may be a stupid question, but we really want to play Alpha again. Thanks in advance!
    Posted in: Legacy Support
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    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
        package net.minecraft.src;
    
        import java.util.Random;
    
        public class mod_Leulentiun extends BaseMod
        {
                public static final Block Leulentiun = new BlockLeulentiun(122, 0).setHardness(6.0F).setResistance(8.0F).setBlockName("Leulentiun");
              public static final Item LeulentiunItem = new Item(2667).setItemName("LeulentiunItem");
              public static final Item LeulentiunCore = new Item(2677).setItemName("LeulentiunCore");
              public String Version()
           {
              return "1.5_01";
           }
                   
           public void GenerateSurface(World worldObj, Random rand, int k, int l)
           {
           for(int i3 = 0; i3 < 7; i3++)
                {
                    int j6 = k + rand.nextInt(16);
                    int k9 = rand.nextInt(16);
                    int i14 = l + rand.nextInt(16);
                    (new WorldGenMinable(Leulentiun.blockID, 5)).generate(worldObj, rand, j6, k9, i14);
                }
           }
                public mod_Leulentiun()
                {
                          ModLoader.AddSmelting(Leulentiun.blockID, new ItemStack(LeulentiunItem, 1));
                     ModLoader.RegisterBlock(Leulentiun);
                        LeulentiunCore.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/core.png");
                    Leulentiun.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/PKD/Leulentiun.png");
                     LeulentiunItem.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Leulentiunitem.png");
                     ModLoader.AddName(Leulentiun, "Leulentiun ore");
                     ModLoader.AddName(LeulentiunItem, "Leulentiun crystal");
                     ModLoader.AddName(LeulentiunCore, "Leulentiun Power Core");
                                                 ModLoader.AddRecipe(new ItemStack(LeulentiunCore, 1), new Object[] {
                    "X  ", " P ", " X ", Character.valueOf('X'), ItemLeulentiun, Character.valueOf('P'), ItemPower
                });
              }
        }


    Well, first off, if you're making these as one mod, you don't need two mod_whatever codes. One mod_whatever code can be a collection of every bit of code.

    Another thing I noticed is that you've been calling your LeulentiunItem ItemLeulentiun, when in fact, earlier in the code you declared the item as LeulentiunItem.

    When using an item or block that you declared in a different collection of code, for instance, ItemPower, you have to put whichever collection of code it's in, a period, and then the item/block. In your code, it would look something like this.

    mod_Power.PowerItem, 1


    So that's two major errors which seem to be messing up your code. I'll just go ahead and fix those for you.

        package net.minecraft.src;
    
        import java.util.Random;
    
        public class mod_Power extends BaseMod
        {   
           public static final Block Power = new BlockPower(120, 0).setHardness(2.0F).setResistance(2.0F).setBlockName("PowerOre");
           public static final Item PowerItem = new Item(802).setItemName("Poweringot");
           public static final Item NPItem = new Item(806).setItemName("super Power ingot");
                 public static final Item PowerPick = new ItemPickaxe(801, EnumToolMaterial.GOLD).setItemName("PowerPick");
           public static final Item PowerShovel = new ItemSpade(800, EnumToolMaterial.GOLD).setItemName("PowerShovel");
           public static final Item PowerAxe = new ItemAxe(803, EnumToolMaterial.GOLD).setItemName("PowerAxe");
           public static final Item PowerHoe = new ItemHoe(804, EnumToolMaterial.GOLD).setItemName("PowerHoe");
           public static final Item PowerSword = new ItemSword(805, EnumToolMaterial.GOLD).setItemName("PowerSword");
              public String Version()
           {
              return "1.5_01";
           }
           
           public void GenerateSurface(World worldObj, Random rand, int k, int l)
           {
           for(int i3 = 0; i3 < 15; i3++)
                {
                    int j6 = k + rand.nextInt(16);
                    int k9 = rand.nextInt(128);
                    int i14 = l + rand.nextInt(16);
                    (new WorldGenMinable(Power.blockID, 16)).generate(worldObj, rand, j6, k9, i14);
                }
           }
           
                public mod_Power()
                {
                     ModLoader.AddSmelting(Power.blockID, new ItemStack(PowerItem, 1));
                         ModLoader.RegisterBlock(Power);
                     PowerItem.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Poweringot.png");
                         Power.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/PKD/Power.png");
                     PowerPick.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Powerpick.png");
                        PowerShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Powershovel.png");
                        PowerAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Poweraxe.png");
                        PowerHoe.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Powerhoe.png");
                        PowerSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Powersword.png");
                     NPItem.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/NPingot.png");
                     ModLoader.AddName(Power, "Power ore");
                     ModLoader.AddName(PowerItem, "Power Sphere");
                     ModLoader.AddName(PowerPick, "Power Pickaxe");
                         ModLoader.AddName(PowerShovel, "Power Shovel");
                         ModLoader.AddName(PowerAxe, "Power Axe");
                         ModLoader.AddName(PowerHoe, "Power Hoe");
                         ModLoader.AddName(PowerSword, "Power Sword");
                     ModLoader.AddName(NPItem, "SP Sphere");
                       ModLoader.AddRecipe(new ItemStack(PowerPick, 1), new Object[] {
                    "XXX", " | ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.stick
                });
                 ModLoader.AddRecipe(new ItemStack(PowerShovel, 1), new Object[] {
                    " X ", " | ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.stick
                });
                 ModLoader.AddRecipe(new ItemStack(PowerHoe, 1), new Object[] {
                    " XX", " | ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.stick
                });
                 ModLoader.AddRecipe(new ItemStack(PowerAxe, 1), new Object[] {
                    " XX", "X| ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.stick
                });
                 ModLoader.AddRecipe(new ItemStack(PowerSword, 1), new Object[] {
                    " X ", " X ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.stick
                });
                       ModLoader.AddRecipe(new ItemStack(NPItem, 1), new Object[] {
                    " X ", " X ", " | ", Character.valueOf('X'), PowerItem, Character.valueOf('|'), Item.bone
                });
                                                       ModLoader.AddRecipe(new ItemStack(mod_Leulentiun.LeulentiunCore, 1), new Object[] {
                    "X  ", " P ", " X ", Character.valueOf('X'), mod_Leulentiun.LeulentiunItem, Character.valueOf('P'), PowerItem
                });
                }
        }

        package net.minecraft.src;
    
        import java.util.Random;
    
        public class mod_Leulentiun extends BaseMod
        {
                public static final Block Leulentiun = new BlockLeulentiun(122, 0).setHardness(6.0F).setResistance(8.0F).setBlockName("Leulentiun");
              public static final Item LeulentiunItem = new Item(2667).setItemName("LeulentiunItem");
              public static final Item LeulentiunCore = new Item(2677).setItemName("LeulentiunCore");
              public String Version()
           {
              return "1.5_01";
           }
                   
           public void GenerateSurface(World worldObj, Random rand, int k, int l)
           {
           for(int i3 = 0; i3 < 7; i3++)
                {
                    int j6 = k + rand.nextInt(16);
                    int k9 = rand.nextInt(16);
                    int i14 = l + rand.nextInt(16);
                    (new WorldGenMinable(Leulentiun.blockID, 5)).generate(worldObj, rand, j6, k9, i14);
                }
           }
                public mod_Leulentiun()
                {
                          ModLoader.AddSmelting(Leulentiun.blockID, new ItemStack(LeulentiunItem, 1));
                     ModLoader.RegisterBlock(Leulentiun);
                        LeulentiunCore.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/core.png");
                    Leulentiun.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/PKD/Leulentiun.png");
                     LeulentiunItem.iconIndex = ModLoader.addOverride("/gui/items.png", "/PKD/Leulentiunitem.png");
                     ModLoader.AddName(Leulentiun, "Leulentiun ore");
                     ModLoader.AddName(LeulentiunItem, "Leulentiun crystal");
                     ModLoader.AddName(LeulentiunCore, "Leulentiun Power Core");
                                                 ModLoader.AddRecipe(new ItemStack(LeulentiunCore, 1), new Object[] {
                    "X  ", " P ", " X ", Character.valueOf('X'), LeulentiunItem, Character.valueOf('P'), mod_Power.PowerItem
                });
              }
        }


    That should work, just post any other errors you get if it doesn't.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader]Zid's Tutorials - Not Just ModLoader[12/04/2011]
    Quote from pokemondan11 »
    hey i cant seem to get this right
    i am trying to make a recipe from 2 differint ores i added to the game i get this error


    heres my recipe in mod_power.java
    						 				 				   ModLoader.AddRecipe(new ItemStack(LeulentiunCore, 1), new Object[] {
                "X  ", " P ", " X ", Character.valueOf('X'), ItemLeulentiun, Character.valueOf('P'), ItemPower
            });

    and in my mod_Leulentiun.java
    				 				 				   ModLoader.AddRecipe(new ItemStack(LeulentiunCore, 1), new Object[] {
                "X  ", " P ", " X ", Character.valueOf('X'), ItemLeulentiun, Character.valueOf('P'), ItemPower
            });

    please help

    Please post your entire mod_whatever code, we need to see exactly what you named your blocks and items.

    And dmz, that requires making a whole new tile entity, a new GUI, and a lot of other stuff. idk, you could ask Ziddia on the forums.
    Posted in: Tutorials
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    I'm not sure yet. I was trying to add it as a furnace fuel, but the ModLoader function for adding fuel doesn't work too great.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    Anyone still interested in this?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    Next version, 1.1, is coming out within the next few days. Already have to two features figured out. :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    my guess would be that it's a conflict with another mod of yours, it has consistently worked with my minecraft.jar.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    @Fat Cat RoR It's a mod called TooManyItems. It's an ingame INVEdit. viewtopic.php?t=152174

    @Shadowfell Those are good ideas, I'll try out adding a fuel as soon as possible. The only problem I have is that the NetherFurnace, which you said should use bones and netherdust as fuel, would most likely be primarily used for survival in the nether, and bones cannot be obtained in the Nether. I'm not sure that I want this to turn into a NetherCraft clone, though, as that has something similar to a Nether furnace. I'll get to work on the new fuel right now.

    Thanks for the support, everyone!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    It's a modified redstone texture, yes.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    Awesome, thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5_01] Netherdust - v1.0
    THIS MOD REQUIRES MODLOADER. IF YOU DO NOT KNOW WHAT MODLOADER IS, LOOK IT UP.

    Hi there! This my first mod, so I hope you try it out, tell me what you think, and give me suggestions.

    This mod makes it so netherrack drops a new item, NetherDust, which can be used to craft various new items and blocks.


    This is a photo of two NetherDust in front of a block of Netherrack. This is just an example, as netherrack only drops 1 NetherDust at a time.

    NetherDust can be crafted into NetherPowder, which currently has no use. A reason to craft it will be added in a future update, but I'm not sure what it will do. The function of NetherPowder is up for discussion. :biggrin.gif:

    The current crafting recipe of NetherPowder. In a future update, NetherPowder will obey gravity, and have some other interesting properties.

    How NetherPowder looks ingame.

    As netherrack no longer drops the block itself, by placing NetherDust in each slot of the crafting bench, you can craft a netherrack block. This will make Netherrack a less common block, and therefore makes it more valuable.


    Now comes a large part of the mod itself, poisoned weapons. To make a bowl of poison, you must put NetherDust over a water bucket over a bowl. I think an image explains it better.


    Using poison, you can make poisoned weapons, which are significantly more powerful than their unpoisoned counterparts. The recipe is a bowl of poison over any UNDAMAGED SWORD. If the sword even has one use, you cannot make it into a poisoned sword. This is a problem with the actual minecraft code, not my mod. I'm not going to post any pictures of the recipe, as posting 5 pictures of essentially the same thing is pointless.

    NetherPowder also occurs naturally in the normal world, somewhere around the levels of diamond and lava.
    CHANGELOG:
    1.0 - First Release


    To-Do list:
    Make NetherPowder obey gravity
    ???


    Downloads:

    Current version: 1.0
    http://db.tt/DtqcpzR

    Older Versions:
    N/A

    Bug List:
    You don't get the bowl back after crafting a Poisoned sword.


    Please try out my mod, and let me know what you think!

    NEW -- Mod testing video made by Smeeza



    Special thanks to:
    Guidofski, for his great ModLoader video tutorials.
    Frcepeda, for all the graphics of this mod.
    Ziddia and the entire community at the ZidMC forums, for helping me with all my weird error messages.
    The MCP team, for creating such a great modding tool.
    Smeeza, for making a great video of my mod.

    Thanks!
    Shoop
    Posted in: Minecraft Mods
  • 0

    posted a message on 1.6 Update ideas?
    first off, never add the mo creatures mod. ever. it's just too powerful.

    modding API.
    pistons.
    plugin support for vanilla server. (it won't happen, but hey, a man can dream)
    a use for slime balls.
    more achievements.

    distant future:
    gliders of some sort.
    zombie siege and adventure.
    more weather and natural disasters. (tornados, monsoons, floods, volcanos, etc.)
    pigman villages.
    surreal biomes. (nether, wasteland, floating islands, etc.)
    aether.
    seasons, but seasons only change in chunks that are currently loaded, to prevent massive memory usage.
    more ores.

    as you can see, I want mojang to focus on what the community NEEDS before they focus on what the community WANTS.
    Posted in: Discussion
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