• 0

    posted a message on [1.6.4 - 1.8.9] Dynamic Sword Skills (updated 3/11/2017)
    great mod!

    should add tconstruct support
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10][Forge][WiP] BrainStoneMod v2.48.1 BETA release - Update
    could you put up the 1.6.4 version (the previous one) as a separate download?
    Posted in: WIP Mods
  • 1

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from MohawkyMagoo

    Hey Gnomeworks, I know you absolutely detest it when people make suggestions for mobs to add to Dungeon Mobs, and I've seen you drag a few suggesters out back and beat them to a bloody pulp with that baseball bat you have, the one that has "O'le grumpy" scrawled on it. But I'd like to make one.

    And, I know you are really busy with RL stuff, so don't take this as a must do now suggestion, maybe something for the future?

    Dragons.

    I can see you reaching for that bat, but wait, hear me out.

    Its the one thing missing from a Minecraft D&D style mob experience in Dungeon Mobs, and for that matter any other mod. Sure there's been a couple of attempts at Dragon mounts, and a couple of copies of ender dragons that spawn in world - and cause huge amounts of world destruction that make creepers look like kittens. MineFantasy mod did some dragons that were pretty close, but to use those you have to accept the whole MineFantasy system, which most players don't like the complexity of.

    But no-one, that I know of, has done the D&D style dragon experience of Red, Black, green dragons breathing fire and stuff, to be encountered in underground lairs etc.

    Would be a great addition to Dungeon Mobs.

    Ok, beat me now.
    could not agree more.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Can you make the mobs individually disable-able in the config? as much as I love this mod I feel as though there is no way of avoiding the devious Rakshasa's. :feather:
    Posted in: Minecraft Mods
  • 2

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    is this mod still being worked on? wanted to know because this mod is one of my favorites and is outdated. I don't really need to know when, just IF.
    Posted in: Minecraft Mods
  • 0

    posted a message on sheep wool drop increase?
    If I were to increase the wool drop of sheep (by shears only) how would I go about doing this? Is it defined in the shears code, or sheep's code?

    I would think it would be this, but with mcps note it says "drop 0-2 of this living's type" I don't think so because sheep in minecraft drop 1-3 wool:
    protected void dropFewItems(boolean par1, int par2)
    {
    	 if (!this.getSheared())
    	 {
    		 this.entityDropItem(new ItemStack(Block.cloth.blockID, 1, this.getFleeceColor()), 0.0F);
    Posted in: Modification Development
  • 0

    posted a message on [WIP] Brickcraft (the name may change)
    V1.1: fixed the tools and armor not working in multi player
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Brickcraft (the name may change)
    v1 for minecraft 1.5.1:
    adds all the stones and cobble, the ores, tools, ingots, and armor. utilities, structure, basalt, magic tools, and plants will come in future updates.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.2][Forge] AlcheMine 1.2.1 - Magic Differently - Research added! Magic scrolls added!
    This is a great mod idea and i love everything about it, but i think the spawn rate for the ores are a bit high and overpowered. just IMO.
    Posted in: Minecraft Mods
  • 0

    posted a message on mud generation[forge]
    bump
    Posted in: Modification Development
  • 0

    posted a message on [WIP] Brickcraft (the name may change)
    Interesting mod for sure! It is cool to have more variety!
    Also, please don't bump topics if you have nothing to add, that may get you infractions (Discovered the hard way, but learnt the lesson

    Thanks, and ill make sure not to bump lol
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Brickcraft (the name may change)
    ever grown tired of the boring 1 type of stone in minecraft? well, this mod adds at least 6! this mod will also add bricks, and all of the blocks will have a stair, and slab form. also, this mod will add more ores, tools, plants, utility, and even structure!

    v1.1 for minecraft 1.5.1:
    adds all the stones and cobble, the ores, tools, ingots, and armor. utilities, structure, basalt, magic tools, and plants will come in future updates.


    client: Brickcraft V1.1client.zip - Dropbox
    server: Bricraft V1.1 server.zip - Dropbox

    Stones:

    Limestone:
    spawns at layers 50-60 in stone (close to surface) limestone is less resistant then stone, and can be obtained with any pickaxe. drops limestone cobble when broken, and can be crafted into limestone bricks.


    Slate:
    spawns at layers 50-100 in stone, and it breaks almost immediately. it can be obtained with any pickaxe. when it is broken, it drops 1-2 slate shards, which can be crafted X4 to make 1 slate cobble. slate can also be crafted into slate bricks.


    marble:
    spawns at layers 30-70, but also spawns at a bit of rarity. has slightly less resistance then stone, and it drops itself when broken. it can be crafted into marble bricks.


    Yellowstone:
    yellowstone spawns at layers 14-30, and has more resistance then stone. it drops yellowstone cobble when broken, and can be crafted into yellowstone bricks.


    Granite:
    granite spawns at layers 4-26, and has almost three times more resistance then stone. it drops granite cobble and can be made into granite tools and even armor (but it takes the smooth version and not the cobble version)



    Basalt:
    (will) spawn around lava, drops its cobble form and can be crafted into its brick form.


    fireclay: found like clay, can be smelted to firestone, then either a crystalizer or firestone bricks. firestone puts out fire around it.

    all bricks can be seen here: http://imageshack.us/user/ALEX9322

    I dont feel like explaining how the tool sets are in power because it may change, so heres the gist of it:
    wood<stone<granite<iron<crystal<molth<kookabarewood<diamond<adamantium<mythril.

    ores:
    molth: spawns at layers 30-60, and is as rare as diamond
    adamantium: spawns low, and is slightly more rare then diamond
    mythril: spawns low, and is more rare then diamond.

    utility:
    crystalizer: takes 4 adamantium ingots, and 4 firestone to make.
    takes lava buckets to power, you can place any of the new stones in to get a crystal color equivalent. you can craft those into shards to make crystal tools. just think of having a spiral-crystal staircase in your tower!

    plants:

    kookabar tree: spawns very rarely on the surface, usually in jungle biomes. its logs require an iron axe or higher to obtain, and its wood can be made into tools that are about as good as molth, but are about as resistant as diamond tools. its saplings hardly ever drop, and a magic sheer is very recommended for farming it. (and even then its a hard drop.) breaking the trees logs will severely damage your axe, cutting iron axes health down by 40%.

    ahriyan blossem: a flower that spawns very rarely, it lights any vanilla monsters that come within 10 blocks of it. it also gives off a light level equivalent to glowstone. when it is broken, it drops 1-2 ahriyan blossom seeds, which can be planted in dirt (and take a long time to grow). also when it is broken, it drops 1-2 ahriyan blossom petals. these can be crafted with a redstone lamp to make an ahriyan lamp, which works as a redstone lamp, but is 3 times brighter (and orange!).

    poison thistle: spawns very rarely, when an entity walks over it, it will break itself and poison the victim.

    structure:
    Granite dungeon: is just like a dungeon, but has different loot items, and is made out of granite cobble, aswell as having odd mob spawners.

    special tools:
    Magic sheers: made with 2 mythril ingots, leaves broken by this will have a 800% higher chance of dropping saplings, and even has chance of dropping multiple saplings at once. it also can be used on sheep for 2 times as much wool.

    magic bucket: made with 3 molth ingots, use it on source lava and water and this bucket will never fill!

    exp grinder: made with 4 admantanium blocks, and 4 diamonds. place items inside to convert them into exp! only certain items will work.

    scrap table: crafted with 4 molth blocks, 4 diamonds, and 1 crafting table. place an item in, and it will give you at least 50% of the items recipe back, taking that and exp as a cost.

    This mod will have more to it in the future, and not all of the things above have even started being developed yet. we are about 25% to the first release.

    this mod is currently only worked on by alex9322 and sam9322, if you would like to help us, we will accept a limited number of coders, and pixel artists :Notch: !

    donate to help me build this mod!: https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif
    Posted in: WIP Mods
  • 0

    posted a message on mud generation[forge]
    I am trying to make a mod that adds mud, I thought I would be able to take the clay generation and just swap where it says "clay" with "mud." I would like to know why this is not generating and/or what I could do to fix it.

    package mods.stone;
    import java.util.Random;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.world.World;
    import net.minecraft.world.gen.feature.WorldGenerator;
    public class MudGen extends WorldGenerator
    {
    private int MudBlockId;
    private int numberOfBlocks;
    public MudGen(int par1)
    {
    	 this.MudBlockId = mods.Mud.blockID;
    	 this.numberOfBlocks = par1;
    }
    public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
    {
    	 if (par1World.getBlockMaterial(par3, par4, par5) != Material.water)
    	 {
    		 return false;
    	 }
    	 else
    	 {
    		 int l = par2Random.nextInt(this.numberOfBlocks - 2) + 2;
    		 byte b0 = 1;
    		 for (int i1 = par3 - l; i1 <= par3 + l; ++i1)
    		 {
    			 for (int j1 = par5 - l; j1 <= par5 + l; ++j1)
    			 {
    				 int k1 = i1 - par3;
    				 int l1 = j1 - par5;
    				 if (k1 * k1 + l1 * l1 <= l * l)
    				 {
    					 for (int i2 = par4 - b0; i2 <= par4 + b0; ++i2)
    					 {
    						 int j2 = par1World.getBlockId(i1, i2, j1);
    						 if (j2 == Block.dirt.blockID || j2 == mods.Mud.blockID)
    						 {
    							 par1World.setBlock(i1, i2, j1, this.MudBlockId, 0, 2);
    						 }
    					 }
    				 }
    			 }
    		 }
    		 return true;
    	 }
    }
    }

    there is no errors, nor is there when the game starts, it simply just does not generate. Am I going to have to make a new WorldGenerator class?
    Posted in: Modification Development
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from Malkierian


    As a caveat to the caustic reactions being back, for some reason Minecraft's createExplosion doesn't actually destroy blocks. It merely creates the explosion force and smoke. I'm hoping they fix that soon, but I don't know why the heck it's broken like that in the first place.


    I would assume this is because the water absorbs the explosion.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from Malkierian

    If you went to the older threads you may be able to find the older downloads. 0.2.8 is actually for either 1.2.3 or 1.2.4.
    I looked, all thats there is a "moved to this thread"
    Posted in: Minecraft Mods
  • To post a comment, please .