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    posted a message on Teleportation Controls
    Hey, my friend and I are making a PvP map, and we have an interesting problem, while making a map we want a player to be able to teleport between some shrines, and you face the wrong direction (thus the only thing in your vision is in the wall). So I was thinking, what if you could specify the direction vector as well as the actual coordinates of the player?
    Posted in: Suggestions
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    It blows up stone for me, just not much.

    PS: Remember, it's max explosion is 500 milicreepers.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    I've been told they are actually but the effect is reduced by wearing armor, to the point where it's negligible with 4 pieces on. Changing that would require me to delve into minecraft's AI system which is realllly not a priority at the moment.


    OK, and I'm not sure that will ever be needed, because think about the amount of noise this kind of power suit is going to make, the mobs could probably figure out where you are without being able to see you, so it might be just fine the way it is.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    this is fine, since mob-AI isn't affected by player invisibility.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Sorry for bug-reporting here, I don't have a github account:

    Active camoflauge doesn't work, ie even when i make my armor invisible (the module that makes your skin show) I'm still completely visible.
    I tried this in both creative and survival.

    EDIT: using build #92 in this report
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Hey, not quite sure if this has been suggested before (didn't want to read through 16 pages of stuff) but how is this for an idea:

    In the helmet have a short-wave radio/transmitter module, which allows long-range communication in real-time, should have (if possible) up to 255 channels, and a channel 0 which broadcasts to all channels, but doesn't pick anything up.

    Also I see you have planned a solar panel and other in-suit generators, but here's one you haven't got:

    A power generator that uses leg-motion to generate power for the suit, the faster you go, the faster it generates power (this you might be able to upgrade, but you would need some extra parts).

    And to go with the generator idea:

    A module which increases the speed at which you walk, using more energy/tick for increased speed, has 1 uniform weight, and an indicator to tell you how much you need to put into this in order to walk normal speed (for an average steve/player character).
    EDIT: this is implemented in one of the test releases, but at this time I was using the official build from www.machinemuse.net

    As a side note, I play this mod in vanilla, and find it really annoying how I can't recharge the suit, so is there currently a way to recharge the suit? And if not could you put high on your priority list a way to recharge in vanilla?
    Posted in: WIP Mods
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    posted a message on Artificial neural networks for mobs?
    actually, i think it would be balanced to just add the neural network, and not change anything, and mobs would still be predictable at least to some extent, but it allow it to change over-time also it should be per-world, so your creepers could act completely different in one world from another, also i agree that some mobs should still be dumb, like zombies, skeletons (however they should still be much smarter than zombies), zombie pigmen and spiders (they should stay somewhat beastly and animal-like), other mobs such as endermen, creepers, villagers, ghasts, blazes, the bosses and wither skeletons, should have the neural network, also, minecraft should ship with default neural network weights, to simulate the current behavior of mobs.

    Also as a coder it would be tremendously fun to play around with the genetic algorithms (they power the neural networks) and neural networks involved!
    Posted in: Suggestions
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    posted a message on IT'S BIGGER ON THE INSIDE THAN IT IS ON THE OUTSIDE!
    already possible in the snapshot 12w32a, with the new command blocks. uncraftable in survival, but still works
    Posted in: Requests / Ideas For Mods
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    posted a message on [Creating Mods] Miscellaneous Tutorials [01/13/12]
    I followed your tutorial (in combination with another one), and have a pretty good crossbow mod, however, the draw time minimum is extraordinarily short, so I was wondering how I could set it up so that it only will load after it gets to "critical"; also, I am having troubles with the animated textures: when I go to draw my bow, it changes to the 4th texture in the cycle instantly, and never shows the 1st, 2nd and 3rd.
    Posted in: Tutorials
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    posted a message on [v1.0.2] Koraken Mod Browser
    Think you might add a way to search for favorited mods?

    Also, would you maybe make a server browser out of this?
    Posted in: Minecraft Tools
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    posted a message on [Creating Mods] Miscellaneous Tutorials [01/13/12]
    I am making a custom crossbow, and I tried the method for the bow animations, and only my 4th texture displays when I right-click, and when I shoot (after another right-click) it just displays the texture for the quiver. :(

    Every thing else works like a charm!
    Posted in: Tutorials
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    posted a message on [Creating Mods] Miscellaneous Tutorials [01/13/12]
    entityplayer.func_35205_Y();

    What has this been replaced by?

    EDIT: I think I figured it out.
    Posted in: Tutorials
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    posted a message on [REQ] Manyaglyph update.
    Hi, I've been looking for quite a while now, and can't find any good 3D mods that are updated, and work with my Intel graphics card, if anyone would take the responsibility of updating manyaglyph that would be AWESOME!

    And for anyone who wonders why I am asking for this, first of all, manyaglyph does a very good job with 3D, and the red/cyan 3D creates ghosting and color distortion, as well as not doing a very good job anyway (and yes, I have actually used it, its ok, but not that great, I'd rather use vanilla 2D).

    Thanks in advance
    - Suskeyhose
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    Would it be at all possible to hook this into modloader, so that, for example, the battlegear GUI components (or anything else made with the "inGUI" function set) would have totally customizable position, even if you can't have special styles, or rotation?
    Posted in: Minecraft Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from The_Jster

    Why not use a simple fire charge?

    Too inexpencive.
    Posted in: WIP Mods
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