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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Quote from DHowett »
    Quote from TheInvisibleMage »
    Unfortunetly, the modified jq.class doesn't work for me. Server crashes after a short amount of time, just as with normal install.

    Anyway, the parts of Hey0 that I use (coloured names, home and sethome) seem to work fine. Which parts do not work?


    If you're seeing a crash because "be (or if, hp, ct) cannot be cast to ip" (ClassCastException), it's a bug caused by having animals turned on (specifically, an issue in spell-casting by animals, according to Llama) - just set no-animals=true in server.properties! As stated above, this merged jq.class won't fix the "be/if/hp/ct cannot be cast to ip" exception. :Sheep:

    If that's not the case, however, please post your error instead of just vaguely hinting at it :sad.gif:

    The parts of hMod that break without it are plugins that use tool functions - WorldEdit comes to mind, for example. Many others as well.


    Neither mobs nor animals were on, so I doubt that was the issue. No plugins either.Will run a test server now to see what the error is...

    Odd, it seems to be working fine now, using the jq.class... can't get it to error, even by digging blocks quickly, which used to set it off. Spells do not work, however.

    Trying the fix from Zeerix yeilds the same result.

    I'm chalking it up to "My computer hates me". I'll just keep going with what I've got, at least till something else comes along to break it.
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Unfortunetly, the modified jq.class doesn't work for me. Server crashes after a short amount of time, just as with normal install.

    Anyway, the parts of Hey0 that I use (coloured names, home and sethome) seem to work fine. Which parts do not work?
    Posted in: Minecraft Tools
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    Hello all, long time no post.

    Having recently swapped my server back to Hey0, and discovered that Runecraft was having issues with it, I decided to do some experiments.

    Runecraft will shut down the server after a time (or pickaxe swing, or login) if installed typically (in the "minecraft_server.jar" file). However, if you place the Runecraft files into the Hey0-added "Minecraft_Mod.jar" file, it seems to work fine. Only tested Compass spell so far, will post as I go through more spells/if any errors occur.

    Edit: Flight spell working.
    Edit: Power Pick working.
    Posted in: Minecraft Tools
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    posted a message on Paradiso
    We could batently rip off all the various planes from FR and other DnD settings, if we really wanted too.

    But personally, I'd just like to see one or two other dimentions, in the distant future. Something more original than mythology or elemental-based realms.

    Perhaps a giant-forest realm with huge trees, plants, GIANT giant spiders, etc. Or maybe with sufficient gunpowder fuel for your obsidian and iron rocket, you could get to Rana (the moon), where there would be low grav, and you would be constantly drowning if not in a sealed off area (make a copy of the water blocks, and make them invisible. Instant vacuum, though there'd be some minor physics issues with it).
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on How memorable will the Halloween Spawn Crisis be for you?
    I noticed no difference in my security setup, most of my base being within 20 below sea or far above it. Only thing I noticed was that there was apparently an increased spawn rate on a beach near to my newest extension. I called it Zombie Beach, and liked to watch them just wander around. :tongue.gif:
    Posted in: Alpha - Survival Single Player
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    posted a message on Addicted to Peaceful...
    I always play on hard. Even on hard, mob-proofing your base is easy, and combat is simple, as long as its one-on-one. Just be sure to have a good look around before you head out; identifing creepers from your tower is better than from in the field.
    Posted in: Alpha - Survival Single Player
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    posted a message on Just wanted to share...
    Been mining this shaft for the last week or so. Its my first "proper" mining shaft; all previous ones were simple staircases downward into cavesystems.

    Hit a few caves on the way down, and found a HUGE supply of iron. Which was used up within a day or two on an endless stream of iron pickaxes. :tongue.gif:

    But then, today, on the final level of my mineshaft, I found this.



    A perfect 2x2x2 cube of diamond. Its... so... beautiful...

    I intend to leave it here, as a permenant feature, until I need it. Probably also will widen the area and turn it into a underground hall.

    Pic of my shaft, for anyone interested. (inb4 innuendo?)

    Posted in: Alpha - Survival Single Player
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    posted a message on what are your thoughts on NPC villages [option maybe?]
    I would like NPC villages, but no quests, currency, or shops. Essentially, randomly generate buildings and put a tribe of pigmen in them, and leave it at that. Maybe change their behaviour so they raid other villages, and head back home when night falls/they travel too far. Shouldn't break immersion, nor the feel of the game, and would let players choose to help or hinder villages. Eg, you could build a house in a village, so the pigmen would defend you from wandering hostile mobs (assuming the mobs are hostile to the pigmen too), and you could choose to help by putting up walls, or building cannons. Alturnitively, you could mine under a village, dig a cavern, fill with TnT, punch one block, and run like hell, laughing madly all the way. But no talking, no conversations, no quests or trading, because all of those would severely impact upon the feel of Minecraft. Closest you could get without a major dent would be to make the tribe more "forgiving" of you if you place rare blocks in their town bounds? Maybe give them a diamond block, placed near the center of town, and as long as its there, they'll forgive you one or two accidental hits on one of their members. Remove it, and your protection is gone too. And of course, if you end up killing a tribe member, the whole lot turn on you. :biggrin.gif:
    Posted in: Alpha - Survival Single Player
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    posted a message on Porkville - The Pigmen Village
    >.> Ah, thanks. I keep forgetting that my laptop displays a higher gamma level than most people's monitors....

    Will brighten any subsequent images.

    Also, there are Ghasts spawning in the higher areas, where I ran into cave systems. Somewhat irritating, but I guess I'll have to live with it.
    Posted in: Alpha - Survival Single Player
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    posted a message on Porkville - The Pigmen Village
    I've been wandering about the Nether a lot recently, gathering materials, dodging fireballs, and the like, and through it all my best buddies have been the zombie pigmen. As thanks for their constant facination with sacrificing themselves in fires to give me delicious bacon, I have decided to construct a village for them, where they shall be safe from the oppressive upper-class rule of the Ghasts.

    Current plan: Mined into a large cliff near the top of the Nether. Currently digging a 55x51x6 area for the village to be constructed in. Ghasts shall be taken care of by carefully placed lavafalls, falling from the ceiling into small "wells" to prevent pigmen injuries. Village buildings will be constructed of cobblestone, dirt and trees will be planted. Village to include central square, a park (Without grass, as I can't bring it with me. >.<) and perhaps a resturant or town hall.

    Anything else I should add?

    Images Below.


    Digging out the area...
    Posted in: Alpha - Survival Single Player
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    posted a message on What the creeper?
    I think all the play-on-peacefull-ers were blown up by creepers within their own bases, and became Blarg-this-game-is-too-hard-now-ers. Seriously, though. Play on peaceful. ;D

    That, or use more torches. A torch every second block doesn't look bad, as long as their evenly spaced, and that density is only needed at deep levels. Above sea level, one torch every 5 blocks is fine for me. Less in my mountaintop temple.
    Posted in: Alpha - Survival Single Player
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    posted a message on Your Mining Quirks?
    I mine out almost every non-stone, dirt, or gravel thing I find, with the occasional exception of coal, which I generally collect at a later date. Having dug out an ore patch, I will fill it in COMPLETELY with cobblestone, leaving no gaps. If I find lava, I will dig a walkway on both sides of it. All cave and room ceilings must be at least 3 blocks high, and caves must have level floors. No block may be "unsupported", that is, no structure can proceed for more than about 5 blocks without a support leading to the ground, with the exception of some railways and aerial walkways which look as though they would remain aloft with fewer supports. I place torches at least every 5th or 4th square, and up to every 2nd square, even before the deeper-is-more-dangerous mechanic came in. And finally, no blocks can EVER be connected by an edge; they absolutly must have another block inserted to keep them touched via sides.
    Posted in: Alpha - Survival Single Player
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    posted a message on Weird Portal Occurances
    Huh, that would be neat, actually. But it would be neater if they appeared before you made one, but rarely. That way, the unknowing newbie could wander into one... :biggrin.gif:

    Also, I am terrible at working out how to compress videos. >.<

    Edit: Either that, or I'm just setting my goals too high. What is the average size of a 6 and a half minute video?
    Edit again: Blarg, I are bard eet videos. I'll just leave it, unless someone really wants to see.
    Posted in: Alpha - Survival Single Player
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    posted a message on Weird Portal Occurances
    So, I've been playing on my single player world (the first one I ever made, still love it, even though I mostly play multiplayer now) and noticed while digging up some sand what looked like a portal in the distance. On approaching, it turned out it was.

    I've made a number of portals, trying to correct the "going-through-and-ending-up-facing-the-wall-or-side-of-portal" orientation problem, but none have come out on that island. Going through took me to what I think was near the roof of the nether, and when I came back out, I had the usual portal placement glitch and it took me a hundred meters away. Which is odd, as it already had a safe place to come out.

    Is this a new portal glitch? Did some freak chance magma and water happen to make a portal? (Unlikely, the portal was on an island, and magma doesn't generally appear in mid-air). Is it Him? (Also unlikely, not yet implimented). Is it a part of the land gen to make random portals appear now? (Possible, Notch may have added it? Dunno.)

    Editing a fraps video I made of it now, just to stop the "OMG ITS HEROBRINE/God shut up he made it himself he's a troll" thing that tends to occur with every weird thing in Minecraft ever. Also, apoligies in advance, I tend to blabber on a bit when playing MC, if I think someone is listening.

    Till the video is up, let the troll accusations, flaming, and rare-as-diamond intelligent responses begin.

    Edit 1: I really have no idea how to edit videos. This could take longer than I originally thought. :sleep.gif:
    Posted in: Alpha - Survival Single Player
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    posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
    HALLOWEEN COMPATIBLE WOO!

    That is all.
    Posted in: Minecraft Tools
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