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    posted a message on Jelly Beans - Sugar Rush!!!

    ##Version 1.3.0 adds new Jelly Beans with unique effects

    Posted in: Minecraft Mods
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    posted a message on Jelly Beans - Sugar Rush!!!

    ##Updated to Minecraft Version 1.11##


    Accidentally updated old thread earlier

    Posted in: Minecraft Mods
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    posted a message on JellyBeans - Updated to 1.11

    Mod has been updated to Minecraft version 1.11

    Posted in: Minecraft Mods
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    posted a message on Changing the direction of my mod

    I recently decided to come back to modding after seeing my previous mod getting downloaded quite a bit but it was nowhere near completed. (https://mods.curse.com/mc-mods/minecraft/222854-runecraft-2) It's a mod based on Runescape, which is where my dilemma lies. I have spent the last week updating and improving Runecraft 2, it is not up to the same functionality of Runecraft 2 yet as i'm upgrading from 1.7.10 straight to 1.11. After a curious google search earlier I discovered that since I started development on Runecraft several years ago there is a new mod on the scene RSMC. This mod looks amazing and is what I had dreamed of achieving, but it would be futile trying to develop a mod of such scale to compete with a team of modders that have been creating the mod for three years.


    Seeing how large RSMC is and how long it took I now have no desire to make a mod so heavily based on Runescape. I would however not let my efforts go to waste code and modding knowledge wise, my main problem is I have been very blinkered and don't really have any ideas that aren't just copying Runescapes already existing mechanics. In available build of Runecraft 2 there is functionality to craft runes at altars and use those runes to cast some basic spells, altars are generated in the world and can be found in their own structures.


    Instead of developing all areas of Runescape the magic/runecrafting system interests me the most, the mod could keep it's original name as it would still reflect the content of the mod. I was curious if anyone had any opinion or ideas of directions I could take the mod, how the system can change from the original Runescape design to make it better? Experience and levels are an integral part of the Runescape system and I had it working in Runecraft 2, I don't know whether this should exist now that I have some creative freedom. I felt it hindered and slowed the usual progress of Minecraft.


    Basically any ideas/suggestions?

    Posted in: Requests / Ideas For Mods
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    posted a message on Runecraft 2 - Runescape in Minecraft - Looking for Testers

    Versions 0.1.15 is out now


    Have been updating every other week, I have been forgetting to post on here.

    At the moment there is no major new features, just a lot of refinement and fixing.

    The modpack doesn't crash servers when launched althought the experience system is broken in multiplayer.


    Looking at the numerous Runescape themed mods and plugins that have been started or developed since began this I am considering deviating from an all out Runescape clone. If people have suggestions for where I could take the mod they would be greatly appreciated, if you make what players want you know they'll like it.

    Posted in: WIP Mods
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    posted a message on Advanced Inventory - Updated to Minecraft 1.9.4

    AS a mod developer when I try and retrieve something out of the entity.inventory this mod makes the game crash. Do you know how I can set my mod correctly to function with your mod.

    Posted in: WIP Mods
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    posted a message on Runecraft 2 - Runescape in Minecraft - Looking for Testers

    Thanks, I haven't done much on it recently but clearly I need to get my ass into gear.

    Posted in: WIP Mods
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    posted a message on Runecraft 2 - Runescape in Minecraft - Looking for Testers

    Checked my setup and I don't have files for 1.7 anymore they are upgraded to 1.8 so next update will be 1.8

    Posted in: WIP Mods
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    posted a message on Runecraft 2 - Runescape in Minecraft - Looking for Testers

    I probably won't be able to fix that error cause I assume you are using 1.7.10, the reason there haven't been any updates recently is because I'm overhauling to 1.8. I'll have a look in the morning if I can sort it though

    Posted in: WIP Mods
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    posted a message on Should I be developing for 1.7.10 or 1.8?

    I'm not new to java or modding, my main thought is that I want my mod to be used with others. Hence why i would make it for 1.7, but thinking about it my mod is so early on that by the time its at a level of release people will have moved onto 1.8

    Posted in: Modification Development
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    posted a message on Should I be developing for 1.7.10 or 1.8?

    Titles basically says it. 1.8 has made modding a pain therefore most modders are staying on 1.7. Without the community all moving on to 1.8 i'm undecided whether I should bother spending time all that time converting everything to new format.

    Posted in: Modification Development
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    posted a message on Custom model rendering

    Yeah there is so much less code now once you have all the JSON files setup, no more messing with proxies as well. I can do it with 2 classes.

    Posted in: Modification Development
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    posted a message on Custom model rendering

    return type 3 renders a cube, I must return -1 to render the model. Putting the defaultstate is good aslong as i knew how to load the model and texture to the state.


    Edit: returning 3 in render type is right, i now have my model rendering in inventory and world.

    Posted in: Modification Development
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    posted a message on Custom model rendering

    I need to know what code is needed in the actually mod, not the assets section.

    Posted in: Modification Development
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    posted a message on Custom model rendering

    I have several custom models to render, I have a load of code from 1.7.10 that is kind of working.

     ClientRegistry.bindTileEntitySpecialRenderer(); 
    is still working but it is using the old java class model files. I have created JSON model files but the only guides tell you where to put them in the assets folder for resource packs. I need to know what code and where I need to put it to be able to load my custom model (block), thanks.

    Posted in: Modification Development
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