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    posted a message on Can't connect to servers (any server)
    With a pretty big list of servers, none of them seems to connect, instead the red text message "can't reach server" appears in each one of them.

    My friend confirms his server is open and yet it also does not connect.

    Firewall is off, version is 1.5.2.
    I reseted my wi-fi device, router, modem, computer, minecraft, completely reinstalled minecraft. Nothing seems to solve it.

    What could be wrong?
    Posted in: Server Support and Administration
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    posted a message on [1.5.2] Audiotori r6 - Cascading sound pack manager
    I would like to give a suggestion to the mod creator.

    Adding commands that can toggle on/off your soundpacks. For example:
    /Play [soundpack-names] (toggle on soundpacks)
    /Stop [soundpack-names] (toggle off soundpacks)
    /Xplay [soundpack-names] (toggle on soundpacks and turn off everything else)

    This could be controlled with command blocks, thus, this mod would allow players to create atmospheric backgrounds with music, etc. to custom maps and such. (Only desert themes play while you are in a desert area, while cold/frost themes play while you are in tundra, etc)

    Nothing to complain btw, this is just a suggestion, the mod is GREAT so far, but I think it could be improved with what is said above, thanks for creating this mastery, cheers! :D
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] RealLan (Better Lan Servers) More Commands and fixes!
    I definitely LOVED this mod, finally I can play coop Lan maps, without accidently hurting my buddy. Also, if you don't mind, I would REALLY love if you added a command like "/adventurer <playername> <on/off>", which would stop player x from breaking/placing blocks in the world (similar to WorldGuard).

    Consider myself with the cursor closer to the donate button if you do! :D
    Posted in: Minecraft Mods
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    posted a message on [Developer] [RAM] Request A Mod here! [Need Modding Team]
    Name of Mod: AdventureGriefing Gamerule
    When do you want it done by?: 20 days or less, if it's not possible, tell me.
    Forge? Only ModLoader
    Description of mod: I need a mod that aids in custom maps, it just adds a new Gamerule that influences players with their Gamemodes set on Adventure. It will completely stop "adventure players" from breaking blocks, regardless of tools.
    Things that you want be added to the game:
    This command:
    /gamerule AdventureGriefing <true/false>

    Expect this mod to get a lot of downloads from people playing maps that will depend on this.


    Edit: Expect a donation from me if you do it right and quickly! :)
    Posted in: Requests / Ideas For Mods
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    posted a message on [Req] Gamerule: adventureGriefing <true/false>
    Editted this by the roots, a new gamerule seems to fit way better than a gamemode (which was previously asked).
    Posted in: Requests / Ideas For Mods
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    posted a message on RIP Adventure gamemode.
    Quote from Drago9889

    No support. No need to add ANOTHER gamemode just because of two things being able to be broken. Adventure mode is completely fine.



    So 4 gamemodes instead of 3 will definitely ruin the whole game? Seems legit.
    And no, the Adventure mode is not working fine, there is way more than two things being broken, read the facts in the Mojang.Atlassian url I posted and in this topic, this proves with solid facts that Adventure is NOT fine for purposes it was meant to.
    Alright, maybe for some isolated cases, that's why I'd vote for an extra gamemode, not replacement.
    Posted in: Suggestions
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    posted a message on RIP Adventure gamemode.
    Quote from deathzaplin

    i think there should be two adventure-modes, one old style no break anything, and one need a tool to break because both have their advantages and it is best to leave the choice of what they want to the map makers rather than forcing them to use the new adventure mode


    That's what I'm talking about!
    Posted in: Suggestions
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    posted a message on RIP Adventure gamemode.
    As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click.
    Why anyone would remove torches and face monsters when they wouldn't have to is rather beyond my comprehension, so I see no problem.
    By accidently clicking on it, specially on a fight, that is extremely easy to happen.

    And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks
    What? No, of course not. It's solved by using a block they can't mine with the tools given. So if I'm giving them a stone pickaxe as the highest tier, then they cannot mine through gold blocks, or obsidian. If I want to make a room made of stone, I use command blocks to /clear the inventory of all pickaxes. If I make a room made of wood, I /clear the player of all axes.
    That is indeed a use of 1.4 Adv, congratulations you actually proved it to me, now as you can see, I'm not really against it nor I'm asking to remove the new Adv, but bringing back the old one in 1.3.2 as an additional gamemode, this will not grief any present projects (like yours).
    Either about using /clear, that won't work if you have a jungle, forest or a tree in your map, you can make any tool with one. Oh then you set tiledrops off, good idea, no wait, bad idea, torches become tinder which wear off by accidently snapping your fingers with the left click. If you can make a map with these circumstances weighting on your back, that's okfor me, I won't bother it, I'm just asking for a new gamemode, not replacing the current one.

    this problem is about, for example, a rpg map where the world should stay the way it is
    Still no problem. The player can't break things except glass and redstone. And as I said, glass is somewhat important but not the most important block (breaking it would be just childish, not exactly ruinous to the map) and redstone (should, usually) be hidden.
    Puzzles that requires sight through glass gets griefable again, and this was not the case on the firsts releases of 1.4.
    About breaking redstone, oh my spine... Let's not talk about how "good" is making this a possibility for adventure, right?

    and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems.
    And explain, please, how this shovel would be crafted. You can't harvest wood without an axe, so you can't craft a crafting table, let alone a shovel out of two sticks and a wooden plank. The only way they can make a shovel is if you, the map creator, gave them the materials yourself or through command blocks.
    This won't break puzzle maps (that probably will avoid glass), but if you have combat in your map (common aspect), you may face zombies, which drop iron, with 3 in which allows you to craft an axe, boom we just found a flaw in many maps. And this definitely ruins open world maps.

    Also, tell me one use this new Adventure mode gives you?
    I did, locks and traps. I'm making something with them right now, but I have to finish the texture pack to give it aesthetics.
    Salutes! You probably implemented this idea after they did these "tool only" changes, well, good job!

    Everyone stopped making maps to be played with Gamemode 2, because it became useless
    Proof? Off the top of my head, isn't Herobrine's Mansion played in gamemode 2?
    True, yes, but I remember I could fight in this map without being worried about breaking torches on 1.4.2, now, in 1.4.5 thought...
    Fortunately Hypixel made monsters there a constant entity (they won't despawn), and he deactivated spawning, that was wise. However, there are similar maps which depends of monsters spawning naturally.
    Let me also enhance a fact; Hypixel is not stupid, if we had this "gamemode 3" I mentioned, he would indeed use it rather than Gamemode 2, it stands to reason.

    look around you, it's better to just play on Gamemode 0 on your said circumstances.
    No, then players can cheat.
    So they can't in adventure? Correct hmhm, but keep in mind that all map makers around are limited to not let people have an axe, that will make a chain reaction to turn adv to survival.
    Oh and zombies drop shovels, so zombies + organic terrain = griefable adventure map.

    You're assuming players magically get shovels and picks to perform the said cheating. If you build your map properly and don't give them access to an axe for wood or a village library's crafting table (which is easy to get rid of while building the map), then they will never get any tool unless you /give it to them with a command block.
    It's not about making maps properly in a limited way, it's about having much more freedom in having your systems being functional by merely adding a gamemode, not replacing a current one.
    With some support (instead of argumentable correction), things tends to happen.

    Now read this, you will see I am not the only person looking for restricted block management mode.



    Obs: I found out there is a paragraph just for you:
    Some people may suggest the map maker must simply prevent players from acquiring tools and blocks, and the problem is solved. However, it is not simple to do this at all. Spiders, a common hostile mob, drop string, which may be used to craft wool which can then be used to cheat in parkour or escape the map's boundaries. Maps which allow the player to craft weapons must inadvertently also give them the power to create tools which can break the map. In fact, even swords can be used to break a variety of blocks. Thus, there is no way to escape having to put the "you may not place or remove any blocks" rule in such a map, and such a map is doomed to fail on larger SMP servers unless plugins which specifically prevent block removal/placement are used.
    Posted in: Suggestions
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    posted a message on RIP Adventure gamemode.
    Quote from Neospector

    It's absolutely perfect for me. If I want, I can give the player an almost broken axe and have them mine a single tree, or give them a shovel for a puzzle and they have to mine out specific blocks.
    What's wrong with breaking glass and torches anyway? That wont exactly effect much, unless, for some reason, you're covering important redstone with glass. If you don't want players cheating in a dark hallway, place the torches in lighted areas out of reach, or use redstone lamps or glowstone. It hasn't broken anything important that I can think of. You can't break dirt with your hand, or clay, which is important for covering treasures in some maps. And despite it taking such a long time, it's very likely for players to break through a stone frame to get through a locked door. Players still can't destroy wool without shears, nor the gravel and/or sand in a suffocation trap without a special shovel. I could probably use this to make a lock-and-key system where the player requires the key (pick) to open the lock (stone block) and drop the door (sand blocks). In fact, I think I will.

    There's nothing broken, show me one thing that's absolutely broken and cannot be fixed.



    As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click.

    And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks, this problem is about, for example, a rpg map where the world should stay the way it is, and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems.

    Also, tell me one use this new Adventure mode gives you? Everyone stopped making maps to be played with Gamemode 2, because it became useless, look around you, it's better to just play on Gamemode 0 on your said circumstances.


    Quote from ImagineIt

    You can't play a survival world with it... Where are you going to get wood?


    Sir, read what I said: "Custom Maps", it's not about a general survival world you play daily, it's about a player created map where sometimes the landscape is not supposed to be changed, that's why the old (1.3.2) Adventure mode was perfect. Try to stop thinking only about the classic Survival gameplay and read with more attention the thread, that will clear things out for you.
    Posted in: Suggestions
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    posted a message on [Req] Gamerule: adventureGriefing <true/false>
    I need someone to make a mod that adds this gamerule to the game, which in turn restricts block breaking and placing to players with their gamemodes set to adventure. The way 1.3.2 used to.

    Mojang broke pre 1.4 maps with their Adv mode updates, I need the old one so I can keep the functionality of my map on.

    Whoever do it may have his/her name in the credits room of my map!

    Also, all guests may bump this thread by giving your support on a mod that brings old Adventure back. I'm sure many map makers are in need of it.
    Posted in: Requests / Ideas For Mods
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    posted a message on RIP Adventure gamemode.
    When Mojang first released the Adventure mode of minecraft, I weeeeee-ed, I got really happy, I could make and play maps without being worried about breaking a block when a rule said I should not. And let's be honest, at least 40% of the custom maps today have this "do not break/place blocks" game rule.

    Then Mojang released a 1.4 snapshot update which stated that you can break blocks with corresponding tool. Okay, Adventure mode just got to look a little more like survival, but it's ok, we still can play custom adventure maps.

    Then November, 19. Adventure mode just got "destroyed", you can now break torches with your hand, and glass too! So this means I can just go and play a generated survival map in adventure mode because it's the same thing, the only difference is that you can't break a stone block with hand, OH WAIT! Who does that in survival? See? It would be just the exact same thing.

    Lets look at this example, you have a map with tiledrops gamerule off (blocks won't drop itself), and the Gamerule is set to Adventure. There is a custom village in this map, with some torches in houses and in streets so monsters won't spawn in it, then you accidently left click a torch, yeah just do it, a simple an inofensive left click on a torch... Boom! This torch will break and not drop itself, monsters are now able to spawn in this village, kill the villagers, and the map is literally destroyed by hostile mobs, all because of a left click on a torch.


    If someone at Mojang is reading this, then please, PLEASE, if this new (and in my point of view, useless, sorry) adventure mode is intended, at least make a "Gamemode 3", which would have the same properties of the 1.3.2 "Adventure Gamemode". I'm sure many map makers around here, including me, are being forced to use bukkit plugins and/or mods to make their maps functional the way they should.

    Thank you for reading, and if you agree, please drop your support, and upvote this.

    Have a good week, everyone.
    Posted in: Suggestions
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    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Map update!
    Check changelog! ;)

    Texture update: Priest villagers are supposed to be females, so their textures are different. Created a panorama background of Ashndar for the pack.
    Posted in: Maps
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    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Quote from ScorpioDan

    Liking the new updates :)


    Thanks, but you will mostly like the great new update that I and Wolfie are creating; it's a teleportation system, an altar that you activate permanently. Once it's on, beacons suddenly activate, really cool. Oh and it's not free, the teleportation asks for a minimum level and spends part of it.

    I created the altars and basic design, Wolfie is adjusting it and adding a very stylish "vortex of teleportation" when you do teleport. Anyways, stay tuned! =D


    (Yeah big spoil... sorry XD)
    Posted in: Maps
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    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    October 30, map updated, check Changelog for details.
    Posted in: Maps
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    posted a message on [ADV/1.4.2]The Forbidden Dungeon of Ashndar - Open world by Arkantos War (indev, but stable)
    Texture is now updated, include some ores editted for future usage, armor and weapons now have unique designs depending on their tiers, make sure you check it out! ;)

    Posted in: Maps
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