Just started using this mod yesterday. Have to say, it's good to see you're finally back and even better to see and experience how well the project is doing! Keep up the good work!
Added a configuration file and fixed several important bugs and crashes. The configuration file contains a ton of options, though more are expected to be added overtime.
Changelog:
+ Added configuration file.
* Fixed some more naming "Error" issues.
* Fixed crash when using weapons with +elemental damage.
* Fixed modded monsters not getting levels/rarities applied to them. Monsters which implement IMob will work by default - this includes monsters which extend EntityMob. Monsters which don't implement IMob will not work and may need custom integration.
* Fixed issue with mana resetting to zero when re-loading a world.
* Fixed some naming "Error" issues which slipped through the previous hotfix.
* Fixed crash when the game tries spawning certain entities.
* Fixed staves disappearing when used in the offhand. Staves used in the offhand will now fire correctly.
* Fixed bug where staves could block all incoming damage when in use.
* Potentially fixed bug where elemental damage blows won't give the player experience for the kill.
* Fixed some stats not updating correctly. The entire system of how it gets updated and how stat bonuses apply will be re-written in the near future. I'll be adding all of the stat bonuses and balancing the current ones as well.
* Fixed randomly generated items having "Error" names.
* Fixed bug where players could hurt themselves when using a staff.
* Fixed server-side bug causing modded containers to not open.
I'm going to be working on re-working the thread slightly to include some more information about the future of the mod. Since the mod is only an Alpha, we have a TON of ideas and features we're currently working on. I'll post a Planned Features section/link in the near future which will outline many of the things you'll be able to expect in the next few Alphas.
As far as some of those things go, I'm going to be working on getting a configuration file/Gui up and running. I'll also add in a few commands, primarily for my debugging purposes, but some people have expressed interest in testing out features that way.
Mod content-wise, Ithryonar is working up some improvements to the boss structure, which will include custom modeled loot chests, different decoration blocks which can be smashed to find loot, and other blocks and improvements which also may generate loot. We'll also eventually convert all of our structures to use our own Dungeon Blocks, which will allow us to implement features like regenerating dungeons as well as different tiered dungeons.
We're also working on getting a new dungeon algorithm working to spawn sprawling, procedurally generated dungeons underground, which will typically be more difficult than towers and contain more loot too! To go with it, we'll be prototyping an ability system, allowing you to perform a variety of actions to help you out in combat as well as a few different scenarios. Pictures and updates of progress on these new systems will be posted here as they become available.
I'm trying to get it to work - hopefully, it will update in the next 30 minutes or so. If not, it might be an issue on CurseForge's end, in which I'll have to message some people to try and get it worked out.
I'll add a link to the CurseForge page under it in the meantime.
For those of you who are interested in the other project I am developing, I've publicly released the alpha of the mod. It's called Loot Slash Conquer, and you find the thread here.
As far as Levels goes, I'll look to update it as soon as possible.
Loot Slash Conquer is an immersive, action-RPG mod inspired by the legendary Hack/Mine mod. Explore large, randomly generated towers and dungeons, collect many different kinds of loot, and experiment with thousands of different weapon possibilities as you conquer the world of Minecraft.
Loot Slash Conquer adds in many new features, including procedurally generated dungeons, randomly generated weapons and armor, player classes, stats, and abilities, custom monsters and bosses (with custom AI!), and tons and tons of loot, plus much more!
Note: Loot Slash Conquer is currently in an Alpha state, and therefore is a work-in-progress mod. However, many of the features listed below have already been implemented and work properly.
Features
- Player classes and abilities, allowing you to diversify your playstyle.
- Player stats which influence many different things, such as damage, health, attack speed, movement speed, mana, health regeneration, criticals, and much more.
- Player leveling and experience system, allowing you to gain power as you level up.
- Randomly generated weapons and armor, including levels, rarities, customized damage and armor values, and attributes.
- New types of weapons and armor, including daggers, maces, staves, light/heavy armor, bows, and much more!
- Custom monsters, each with their own unique attack, AI, and abilities.
- Complex bosses with unique stages and abilities.
- Procedurally generated dungeons and towers, offering truly amazing places to explore, loot, and conquer.
- Massive hand-made boss dungeons, requiring you to traverse the entire dungeon before fighting the boss.
- Tons of new items, such as scrolls, glyphs, and more.
- Complex loot system, allowing you to find randomly generated loot all over the world, regardless of where it comes from.
- Area leveling system - the world becomes much more difficult, but equally rewarding, the farther out you travel from spawn.
- Randomly generated stats for all monsters which spawn in the world, which scale in difficulty according to the Area level.
- Mod compatibility - modded weapons/armor will naturally work with LSC's randomization and modded monsters will also get scaled with a level and tier.
- Plus much more!
Download
Dependencies:
- Loot Slash Conquer will always use the recommended Forge version.
- Requires Baubles 1.5.x.
Useful Resources
Discord - join our Discord server to chat with the developers.
GitHub - view the source code, submit issues, contribute, and much more.
I would encourage you to update to 1.12 for a few reasons.
One, you will get a lot more support if you are using the most recent of Forge. You have to remember that 1.6.4 is years old, and therefore, the modders who were around during that time likely aren't here anymore (I'm probably one of the few who is still active on the Forums that modded 1.6.4). Two, in 1.10, Minecraft introduced Structure Blocks, which allows you to build a structure inside of Minecraft and save it to NBT. You can load structures in with a single line of code by loading the structure from NBT, which makes creating structures in Forge 10 times easier.
Because 1.6.4 is such an old version, you probably won't get any help - look at how Vanilla spawns structures or look into old mod code from 1.6.4 mods to replicate it. It should be fairly similar to 1.7 tutorials as well. But I HIGHLY recommend you update, as you'll get access to a lot more support as well as new features like Structure Blocks.
Check to make sure your mob has an attack target (getAttackTarget != null) if so, apply a modifier to the attribute. For a reference, I do this with one of my monsters here.
Also, you're targeting AI tasks need to be apart of the targetTasks list - not the normal tasks list. This could be the reason your mob is slowing down when targeting. You might not even need the above then.
On a Mac, Minecraft's game files are located in /Library/Application Support - is that the minecraft folder you are accessing? The mods folder will always be generated there. If you don't know how to access your Library folder (since it isn't visible by default), hit Command+Shift+G and enter ~/Library/ - this will take you to the Library folder.
Thank you so much for your quick response! Is there any way to obtain a deobfuscated version from an obfuscated version? I thought I read somewhere that forge does this on the fly to jars in the mods folder in a dev environment?
Yes and no. IIRC, If you're installing normal mods in your run/mods folder, they won't be deobfuscated automatically. To get them to work, you need to add them to your build path, or just use deobf/dev versions in the run/mods folder.
If you can run MCreator, you can run an IDE. Why don't you post about getting help figuring out a solution to the issues you stated? Furthermore, why the hell would you want to use MCreator, knowing it's limitations, yet want to make a more complex mod and are willing to use MCreator's built-in environment to add such complexity? Makes absolutely no sense.
If you want to make a simple mod for personal use/for friends, you can use MCreator, nothing is stopping you. But if you want to add any sort of complexity to your mod (outside of the basics), learn how to program your own mods - it's not that hard to get started with the number of resources available.
2
Alpha 0.6.1.2 has been released.
Fixes some more bugs and crashes.
Changelog:
+ Added Chinese and Russian translation files.
* Fixed stats glitching health/mana when switching weapons/tools (not all cases were handled last update).
* Fixed weapon attributes not firing correctly when attacking.
* Small miscellaneous tweaks and fixes.
The download can be found here.
-----
Glad you enjoy it
2
Alpha 0.6.1.1 has been released.
Fixed a few crashes and bugs, as well as added a few new config options.
Changelog:
+ Added config options for Area Level.
+ You can now specify the starting Area Level of the three vanilla dimensions, plus a default value for modded dimensions.
+ You can make a specific dimension have a static level, so that the Area Level remains the same throughout.
* Fixes crash when crafting a weapon when you haven't selected a class yet.
* Fixes stats glitching health/mana values when switching weapons/tools.
* Fixed issue with the max mana multiplier causing you to have massive amounts of mana when upgrading Wisdom.
Download can be found here.
2
Alpha 0.6.1.0 has been released.
Added a configuration file and fixed several important bugs and crashes. The configuration file contains a ton of options, though more are expected to be added overtime.
Changelog:
+ Added configuration file.
* Fixed some more naming "Error" issues.
* Fixed crash when using weapons with +elemental damage.
The download can be found here.
-----
Glad you enjoy it
1
Alpha 0.6.0.2 has been released.
Fixed several more bugs and issues.
Changelog:
* Fixed modded monsters not getting levels/rarities applied to them. Monsters which implement IMob will work by default - this includes monsters which extend EntityMob. Monsters which don't implement IMob will not work and may need custom integration.
* Fixed issue with mana resetting to zero when re-loading a world.
* Fixed some naming "Error" issues which slipped through the previous hotfix.
* Fixed crash when the game tries spawning certain entities.
* Fixed staves disappearing when used in the offhand. Staves used in the offhand will now fire correctly.
* Fixed bug where staves could block all incoming damage when in use.
* Potentially fixed bug where elemental damage blows won't give the player experience for the kill.
The download can be found here.
1
Alpha 0.6.0.1 has been released.
Fixes several bugs and issues.
Changelog:
* Fixed some stats not updating correctly. The entire system of how it gets updated and how stat bonuses apply will be re-written in the near future. I'll be adding all of the stat bonuses and balancing the current ones as well.
* Fixed randomly generated items having "Error" names.
* Fixed bug where players could hurt themselves when using a staff.
* Fixed server-side bug causing modded containers to not open.
The download can be found here.
-----
I'm going to be working on re-working the thread slightly to include some more information about the future of the mod. Since the mod is only an Alpha, we have a TON of ideas and features we're currently working on. I'll post a Planned Features section/link in the near future which will outline many of the things you'll be able to expect in the next few Alphas.
As far as some of those things go, I'm going to be working on getting a configuration file/Gui up and running. I'll also add in a few commands, primarily for my debugging purposes, but some people have expressed interest in testing out features that way.
Mod content-wise, Ithryonar is working up some improvements to the boss structure, which will include custom modeled loot chests, different decoration blocks which can be smashed to find loot, and other blocks and improvements which also may generate loot. We'll also eventually convert all of our structures to use our own Dungeon Blocks, which will allow us to implement features like regenerating dungeons as well as different tiered dungeons.
We're also working on getting a new dungeon algorithm working to spawn sprawling, procedurally generated dungeons underground, which will typically be more difficult than towers and contain more loot too! To go with it, we'll be prototyping an ability system, allowing you to perform a variety of actions to help you out in combat as well as a few different scenarios. Pictures and updates of progress on these new systems will be posted here as they become available.
1
The widget has been fixed in the thread.
A small bugfix update will be released later today to fix a few issues that have come up, primarily dealing with how stats are updated.
0
I'm trying to get it to work - hopefully, it will update in the next 30 minutes or so. If not, it might be an issue on CurseForge's end, in which I'll have to message some people to try and get it worked out.
I'll add a link to the CurseForge page under it in the meantime.
1
For those of you who are interested in the other project I am developing, I've publicly released the alpha of the mod. It's called Loot Slash Conquer, and you find the thread here.
As far as Levels goes, I'll look to update it as soon as possible.
2
New weapon types:
Special weapons:
Baubles jewelry:
Scrolls:
Weapons and Armor with randomly generated stats:
Player Information GUI:
Randomly generated tower dungeon:
Tower dungeon room variants:
Tower treasure room:
Hand-made boss dungeon:
Custom monster leveling and tiers:
A couple custom monsters:
0
I would encourage you to update to 1.12 for a few reasons.
One, you will get a lot more support if you are using the most recent of Forge. You have to remember that 1.6.4 is years old, and therefore, the modders who were around during that time likely aren't here anymore (I'm probably one of the few who is still active on the Forums that modded 1.6.4). Two, in 1.10, Minecraft introduced Structure Blocks, which allows you to build a structure inside of Minecraft and save it to NBT. You can load structures in with a single line of code by loading the structure from NBT, which makes creating structures in Forge 10 times easier.
Because 1.6.4 is such an old version, you probably won't get any help - look at how Vanilla spawns structures or look into old mod code from 1.6.4 mods to replicate it. It should be fairly similar to 1.7 tutorials as well. But I HIGHLY recommend you update, as you'll get access to a lot more support as well as new features like Structure Blocks.
0
It’s the same website.
0
Check to make sure your mob has an attack target (getAttackTarget != null) if so, apply a modifier to the attribute. For a reference, I do this with one of my monsters here.
Also, you're targeting AI tasks need to be apart of the targetTasks list - not the normal tasks list. This could be the reason your mob is slowing down when targeting. You might not even need the above then.
1
On a Mac, Minecraft's game files are located in /Library/Application Support - is that the minecraft folder you are accessing? The mods folder will always be generated there. If you don't know how to access your Library folder (since it isn't visible by default), hit Command+Shift+G and enter ~/Library/ - this will take you to the Library folder.
0
Yes and no. IIRC, If you're installing normal mods in your run/mods folder, they won't be deobfuscated automatically. To get them to work, you need to add them to your build path, or just use deobf/dev versions in the run/mods folder.
0
If you can run MCreator, you can run an IDE. Why don't you post about getting help figuring out a solution to the issues you stated? Furthermore, why the hell would you want to use MCreator, knowing it's limitations, yet want to make a more complex mod and are willing to use MCreator's built-in environment to add such complexity? Makes absolutely no sense.
If you want to make a simple mod for personal use/for friends, you can use MCreator, nothing is stopping you. But if you want to add any sort of complexity to your mod (outside of the basics), learn how to program your own mods - it's not that hard to get started with the number of resources available.
Edit: More information about why not to use MCreator.