I have just finished it and it was truly amazing. You have worked so hard on this. It was balanced. I mainly knew exactly what to do. The texture pack worked perfectly. The design was brilliant. The story made sense and the characters acted vaguely like they would in the real game. The energy rod and the teleportation device were original. Overall, a great map. If this was translated to an actual game, I think it would work well. Congratulate yourself. I would give a 10/10. The best portal minecraft map I have seen. Even if it is back in 1.4.5.
Oh, and when (and if(most probably as I saw the phrase 'Portal Gun 3 mod')) the mod updates to a new version, would you update the map? I do not mind whatsoever if you update it or not, but it would be easier to install and many more people may see it and try it. I don't mind if you don't though. Your choice.
Anyway, great map, love it and goodbye
- hugobdesigner
- Curse Premium
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Member for 11 years and 25 days
Last active Sat, Jul, 28 2018 16:10:07
- 1 Follower
- 148 Total Posts
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1
user-13714189 posted a message on [1.4.5][SSP][ADV/PUZ] Portal 2: The Return [PortalGun mod map][UPDATE 2]Posted in: Maps -
6
col6y posted a message on Quantum Conundrum in Minecraft Mod - QuantumCraftPosted in: Minecraft ModsQuantumCraft Mod: Quantum Conundrum in MinecraftSee below for other downloads.(For build 40 for MC 1.5.2, thanks to ThePredictableChaos/Lucario41893!)NOTE: THIS MOD IS CURRENTLY NOT MAINTAINED.See the most recent pages for more info.Introduction:
QuantumCraft introduces four new "dimensions" from Quantum Conundrum:
- Fluffy
- Heavy
- Slow-Mo
- Anti-Gravity
Each dimension affects the world in some way while it is active.
QuantumCraft also adds ways to switch between dimensions both locally and remotely.
Dimensions:
Added Content:
Keep in mind that these dimensions are hard to capture in screenshots.
The normal dimension:
This dimension is exactly like normal Minecraft. In fact, it IS normal Minecraft! There are no physics changes here.
The first dimension: The Fluffy dimension!
This dimension makes all non-bedrock blocks 100x easier to break and makes them always drop an item.
The second dimension: The Heavy dimension!
This dimension has two primary effects:- All blocks are unbreakable (as if they are bedrock)
- All non-player entities are invulnerable.
The third dimension: The Slow-Mo dimension!
This dimension slows down everything except for the player.
The last dimension: The Anti-Gravity dimension!
This dimension flips gravity for every entity except the player.
Crafting:
IDS Containers
IDS Batteries
Right-click on IDS Containers to insert or remove IDS Batteries.
Drop an IDS Battery nearby to insert it.
Power them to switch into the battery's dimension.
IDS Gloves & IDS Linkers
(see below for Science Juice recipe)
Right-click on the ground to place IDS Battery entities.
Right-click on a battery to pick it up.
Left-click on a held battery to throw it.
Left-click on a dropped battery to break it.
IDS Glove Unlinkers and IDS Glove Relinkers
Right-click to bind a held glove to a linker.
Press Z, X, C, or V to move power to the corresponding side of the linker.
Press the same key again to turn off power.
Attach IDS Containers as shown at the right to make a simple dimension switcher.
Quantum Items: Safes & Boxes
Walk over an IDS Glove Unlinker to unlink all held IDS Gloves.
Walk within a few blocks above an IDS Glove Relinker to relink all held gloves to the contained glove.
Right-click on a Relinker to change the contained glove.
Dynamic Object Linear Ligation Interface (DOLLI)
Right-click to pick up.
Left-click while held to throw.
Left-click while not held to break.
Safes can only be picked up in the Fluffy Dimension.
Boxes cannot be picked up in the Heavy Dimension.
Safes and Boxes can be stacked and stood upon.
Safes will trigger stone pressure plates outside the Fluffy dimension.
Boxes will trigger stone pressure plates in the Heavy dimension.
Safes will always trigger wooden pressure plates.
Boxes will trigger wooden pressure plates outside the Fluffy dimension.
Throw safes and boxes into glass to break it.
The safe or box must be going fast enough and be heavy enough to break the glass.
Conveyor Belts
These act like dispensers, but destroy Science Juice instead of the dispensed items.
Place a science juice pipe behind the DOLLI to provide the needed juice.
Dispensers and DOLLIs can spit out boxes and safes as entities instead of items.
DOLLIs will remotely despawn previously-launched boxes and safes when they launch more.
DOLLIs will launch up to nine items at a time - one per slot.
The speed of any launched safe or box depends on the slot.
Gravity Doors
Self-explanatory.
Science Juice & Buckets & Tubes
These look like trap doors, but change their state based on the dimension.
Ceiling Pressure Plates
Science Juice acts like more dangerous lava.
Touching it will kill you instantly without armor.
Science Juice will flow through Science Juice Pipes.
Science Juice will enter any pipe that it is above.
Science Juice will not exit pipes of its own accord.
Science Juice Pipes will conduct redstone power like a solid block when full.
When a repeater points at a Science Juice Pipe, the pipe will act like a 0-tick repeater.
Laser Beams and Light Beams
Pressure plates, except on the ceiling.
Quantum Wires
Most entities can break light beams.
Light beams emit redstone power into any hit block.
Light beams can be used to detect when an entity crosses the beam.
Laser beams will damage any touching entities.
Laser and light beam generators can be pointed any direction and enabled by redstone.
Quantum Electricity -> Redstone Converter
These are special wires that can be placed on the ceiling, floor and walls.
They do not operate like redstone, and special converters are required to move signals between Quantum Wires and redstone.
Redstone -> Quantum Electricity Converter
This will convert power from a Quantum Wire into redstone power.
Electric AND Gates
This will convert redstone power into Quantum Electricity.
Electric Buttons
This will output electricity only when both inputs receive electricity.
Pressure Plate Addition
Right-click an unlocked button to open the control GUI.
Click on the red button to activate the button.
Click on the up and down arrows to change the time that the button stays on for.
Click on the lock button to lock the button.
Right-click a locked button to activate it without opening the GUI.
Light Beam Catchers
Normal pressure plates have the additional ability to produce electric power.
A light beam catcher will produce electric power when a light beam hits it.
NOTE: A light beam catcher will not produce redstone power! Blocks hit by light beams receive power from the beam.
The crafting recipes can be found above under Added Content.
All crafting recipes are subject to change - please tell me what is unbalanced or odd, and preferrably what the recipes should be.
Some recipes are missing - hopefully I've noticed, but please let me know if it's not on the bugs list!
Other Downloads:
Changelog:
Releases from release 18 onward
Download build 16 for 1.3.1
Download build 16 without adfly
Download build 15 for 1.3.1
Download build 15 without adfly
Download build 14 for 1.3.1
Download build 14 without adfly
Download build 12 for 1.3.1
Download build 12 without adfly
Download build 7 for 1.2.5
Download build 6 for 1.2.5
Download build 4 for 1.2.5
Non-Forge Installation:- In build 6:
- Changed all non-player entities to not take damage in the heavy dimension.
- Falling sand no longer falls up in Anti-Gravity. This is for consistency because still sand does not fall up in Anti-Gravity.
- In build 7:
- Animal legs do not have the annoying jitter effect in Slow-Mo.
- You no longer fall through pistons in Slow-Mo.
- IDS Glove Linkers now output redstone correctly!
- Here's why they didn't: Notch decided that if a block is a solid block, it cannot directly output redstone to adjacent blocks...
- This was fixed by having the block claim that it isn't rendered as a normal block (renderAsNormalBlock())
- In build 8:
- Started 1.3.1 rewrite
- Rewrote IDS Containers and IDS Batteries
- Rewrote dimension switching
- In build 9:
- Added a configuration file
- Rewrote Fluffy and Heavy dimensions
- In build 10:
- Rewrote Anti-Gravity
- Heavy now stops items from being picked up.
- Partially rewrote slow-mo
- In build 11:
- Finished Slow-Mo
- In build 12:
- Fixed falling sand glitch in Slow-Mo
- Clients and Servers now synchronize the current quantum dimension.
- Rewrote IDS Gloves to be a single item.
- In build 13:
- Made texturepacks dynamically change (see my post on page 4 for more info)
- Explained the configuration file better in config_description.txt
- Added Safes and Boxes as entities that can be picked up and thrown around.
- Added DOLLIs which are dispensers that do not use up items.
- Made dispensers and DOLLIs be able to spit out boxes and safes.
- In build 14:
- Fixed a crash with boxes and safes
- Made boxes and safes not breakable unless you can pick them up.
- In build 15:
- Added conveyor belts
- Added gravity doors
- Made lava destroy safes in the normal dimension.
- In build 16:
- Added translation for pt_BR (Brazilian Portuguese) thanks to Hugobdesigner
- Added Science Juice Fluid
- Added Science Juice Pipes
- Added Empty IDS Batteries, made IDS batteries be ingredient + Empty IDS Battery
- Fast enough Safes and Boxes will smash through glass and glass panes.
- Boxes and Safes no longer slow down too fast in air.
- Conveyors move objects faster.
- In build 17:
- Fixed battery name translation for pt_BR.
- Made mod icons change with the dimension.
- Updated to 1.3.2
- In build 18:
- Updated to 1.4.5
- Added lots of bugs (accidental)
- Removed translations (temporary)
- In builds 19-21:
- Failed exports from MCP
- In build 22:
- Most of the new bugs from build 18 are fixed.
- Translations readded
- Rudimentary translation added for es_MX (mexican spanish)
- In build 23:
- Added light and laser beams
- Made science juice pipes conduct redstone power when full
- In build 24:
- Added recipes for laser and light beam generators
- Added missing pt_BR translations.
- In build 25 & 26:
- Failed exports from MCP
- In build 27:
- Added animations for conveyor belts
- Made science juice pipes laterally conduct strong redstone power as far as needed
- In build 28:
- Worked on forge compatibility
- In build 29:
- Worked on forge compatibility
- Updated to 1.4.6
- In build 30:
- Fixed disappearing safe/box bug
- Fixed when a laser destroys something
- Fixed a bug with conveyors not affecting items, boats, and anything living
- Fixed a strange bug with the game sometimes not unpausing.
- Included recoloring of the default texture pack for other dimensions. (Thanks to Hugobdesigner)
- In build 31:
- Fixed bug where pressing buttons would print out that a button had been pressed (sorry, old debugging code)
- DOLLIs will now despawn old boxes and safes. You'll need to re-create your DOLLIs for this to work.
- In build 32:
- Updated to Minecraft 1.5.
- Fixed huge numbers of bugs.
- Texture switching, due to Minecraft's new texture system in 1.5, is now disabled by default because it severely damages performance.
- Made IDS Gloves usable from anywhere in the hotbar, not just the active slot.
- Conveyors temporarily de-animated.
- In build 33:
- Conveyors reanimated.
- Lag-free texturepack switching
- Forge compatibility (mostly)
- In build 34:
- Safes and boxes can now always be destroyed in creative mode.
- Safe and box textures are now stored in a single image instead of multiple.
- Freed up block id 184 (wasn't being used for anything important but was taking up a full ID)
- Added ceiling pressure plates
- Upgraded DOLLIs
- In build 35:
- Added IDS Glove Unlinker, pressure-plate style.
- Updated to Minecraft 1.5.1
- In build 36:
- Added missing recipe for IDS Unlinker
- Added IDS Relinker (and recipe)
- Readded a lot of missing config options.
- Changed texture for IDS Linker
- In build 37:
- Made safes and boxes collide
- Added battery entities
- In build 38:
- Added FOV coloring
- Fixed server/client desynch bugs with boxes and safes
- Quick, hacky fix for mobs not being affected by slow-mo.
- In build 39:
- Fixed Java 6 compatibility bug.
- Remade all the graphics to be much better.
- Added some missing Portuguese translations.
- In build 40:
- Added Quantum Wires.
- Added Redstone->Electricity and Electricity->Redstone converters.
- Added Electric Buttons.
- Added Electric AND gates
- Added Electricity output to pressure plates
- Added Light Beam Catchers
- Updated to 1.5.2
- In build 41:
- Added missing wire recipes & ceiling pressure plate recipes
- Added some missing translations for Portuguese
- Fixed self-removal of bent wires placed about electric source.
- Fixed a structure mismatch error in TextureMap insertion pattern matcher that was caused by Optifine.
- Fixed a crash when right-clicking on bent wire with bent wire in hand.
- Fixed infinite item duplication bug with DOLLIs
- Fixed DOLLI GUI naming error
- Improved placement of Straight Quantum Wires.
- DOLLIs autorespawn boxes and safes.
- Allowed IDS Containers to be pointed in any direction.
- Added labels to the sides of IDS Linkers
- GUI readout when a glove is active of which output is active.
- Allow IDS Linkers to be pointed in any direction.
- In build 42:
- Updated to 1.6.2
- In build 43:
- Added update notification system.
- Added warning for dimension switching with texture switching when on far distance.
- Fixed critical bug with dimension overlays.
- Added basic animated texture for science juice.
(The less buggy way)- Install Risugami's Modloader into your minecraft.jar
- IMPORTANT: INSTALL MODLOADER BEFORE QUANTUMCRAFT! (yes, someone made this mistake)
- Download QuantumCraft from the link at the top of this post.
- Place the files into your minecraft.jar
- IMPORTANT: DO NOT PLACE THE ZIP FILE INTO THE MODS FOLDER!
- Delete the META-INF folder from the minecraft.jar
- Launch Minecraft.
(The more buggy way)
DISCLAIMER: Forge compatibility is not fully functional! Please report any bugs and follow this installation guide carefully!- Install Forge by following the instructions for whichever version of forge you are using.
- Download QuantumCraft from the link at the top of this post.
- IMPORTANT: DO NOT PLACE THE ZIP FILE INTO THE MODS FOLDER!
- Place the files into your minecraft.jar (yes, I am aware that forge is supposed to make this not necessary - do it anyway)
- Launch Minecraft.
This mod edits a large number of base classes, making it incompatible with many complex mods.
This mod does not require Minecraft Forge, although it is mostly compatible.
Texturepack:
Note: Major texture changes in 1.5 have made this texture pack out of date since build 31 - sorry.
Hugobdesigner made a texturepack for this - see his thread here!
Known Bugs:- CONFIRMED IN BUILD 42 Glove keybindings don't save when you reload Minecraft. This is a ModLoader bug. I'm hoping that it will be fixed soon there, but if not I'll fix it here.
- CONFIRMED IN BUILD 42 The configuration file isn't used. Reasons currently unknown.
Not attempted yet:- Make something happen when a safe/box falls on the player
- Fans
- More Animated Textures (partially done for build 43)
- Robots (on Minecraft rails)
- GUI readout of dimension switching options
- Desmond
- Dimension region selection
- Trampolines
- Other miscellaneous puzzle elements.
- Music Disks (not being done for legal reasons)
- Fix safe/box collision so that safes can be ridden.
If you want to support this mod, please post in this thread! Doing so lets me know that people actually use the mod, and helps me get new features tested and released faster.
If I have not yet said anything about updating to the latest version of Minecraft, feel free ask me when I'll do it! Yes, this goes against what most modders ask for, but 90% of this project is motivation, and knowing that someone wants it updated will make it get updated faster.
Banners:
Banner thanks to IyellRB:
Banners thanks to Hugobdesigner:
Copyright:
This document is Copyright ©(2012-2013) of Col6y (hereafter referred to as "The Owner") and is the intellectual property of The Owner. Only Minecraftforum.net is able to host any of The Owner's material without the consent of The Owner. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. (Electronic mail is acceptable as long as you wait for a response.) If you mirror this mod page or anything The Owner has made on any other site, The Owner may seek compensation for the damages through a lawsuit.
The following things were made by other people and included (with permission) in the mod:- Translation to Portuguese (Brazilian) by Hugobdesigner (Included first in build 16)
- Recolorings of the default pack for other dimensions by Hugobdesigner (Included in build 30 and build 31)
- Battery models and textures by Hugobdesigner (Included first in build 37)
-
886
iChun posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.Portal GunPosted in: Minecraft Mods
We have moved info & content offsite!Find everything you need here!Mod support has moved to the IRC Channel, #iChun on espernet.Ask for pig.
Old topic, last updated November 2012.
NOTICE:
1.4.5v1 onwards has been documented. Read this till I can bring myself to editing the topics: http://ichun.us/port...inecraft-1-4-5/
1.4.6 mods work on 1.4.7 and vice versa.
In the first week of January I will begin to make changes to the mod page on my blog, so if you're still using the old version (pre-rewrite) I suggest you go read them up before the information gets updated.
Recommended you use Forge 482 or later, due to an important fix in FML.
==================================================
Top Issues- Crashing with: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: portalgun.common.PortalGun Please check the new installation instructions below, you no longer have to extract the mod. YOU DO NOT HAVE TO EXTRACT THE ZIP FILE.
- See through portals doesn't work right.
- If you are having issues, be sure to read the FAQ before asking something that's been addressed a thousand times.
- We now have a wiki! Feel free to contribute to it here!
- Just to clear things up, I DID NOT use the same method as the CCTV mod to make portals see through. Its a completely different way.
The old portal gun trailer back in Beta 1.3_01. Good times.
A little short I made:
Some other videos:
Here's a really good trailer made by Volxleet
Here's an awesome mod spotlight by Direwolf20, explaining what's new in v2.
Here's the sequel to his spotlight, showcasing the new features added since his last video
Here's a really awesome mod spotlight by PureSalvation17, showing off what's in the mod including turrets in 1.1.0v5!
Another one from Kane_Hart, also explaining what's new.
This here's a nice remake of the Portal 2 ending by gruntpie224
==================================================
Uses Minecraft Forge 6.0.1.339 or later.
Uses block IDs 204, 205 and 206, item IDs 13200+, net IDs 150+ by default. Can be changed in properties file.
Specific parts of the mod can be disabled to free up block/item IDs if required.
The properties file can be found in the /config/ folder.
Thanks to Valve for the original game concept and sounds.
==================================================
Server Information:
- Properties files - Dedicated server properties files come in two places. One in the world save folder, one in the /config/ folder.
- Commands - The mod adds several commands which can be listed down by typing "pg" in the server console of "/pg" as an Op.
- The difference is the one in the /config/ folder are for block/item/net IDs etc while the one in the world save folder is for directly changing (mostly) gameplay mechanics.
- These include changing mod properties in-game, as well as clearing out portals.
Content:
Mod Part 0:
Default Portal Gun
Atlas' Portal Gun
P-Body's Portal Gun
Bacon Gun
- Fire Portals with the left and right mouse buttons.
- Zoom in and out with the middle mouse button.
- Grab blocks or entities with the "G" button.
- Reset portals with the "R" button.
- For the bacon gun, the portal's colour is randomly generated. However, it can be defined in the properties file.
- This is your special set of portals on SMP. Unique per individual.
- When placed, a GUI will pop up asking you to set the colour, and if the portal stays open if redstone power is cut.
- When powered with redstone, it will spawn a portal based on the colour you set.
- Accepts any type of portal gun.
- Automatically fire portals when it receives redstone current.
- Portal Gun can be retrieved by right clicking or walking into them
- Fires only one type of portal.
- Will automatically merge with the single coloured portal gun of the other colour to form a dual portal gun.
- Can also be crafted together.
- Negates all your falling damage when worn!
NEW 1.3.2v1
- You can now enable a fuel option in 1.3.2v1 onwards in the config file.
- The fuel that the portal gun uses is in form of Ender Pearl Dust.
- One ender pearl dust is used every time you fire a portal.
- If you run out of ender pearl dust the portal gun will dim and refuse to fire.
Mod Part 1:
Weighted Storage Cube
Placing it in the world and right clicking it with a rose will transform it into a companion cube!
Whilst in your inventory, the companion cube will help heal you every 5 seconds!
Incinerating the cube (How could you!?) will cause it to leave behind a recorded message.
Smelting the disc will cause the plastic to deteriorate, changing the entire track!
Crafting two of the first discs together will also change the track.
Radio
- Plays the radio loop record repeatedly.
- Can be turned off with right click (configurable)
Weighted Companion Cube Vent
- Placed on ceilings.
- Requires redstone power.
- Cubes deployed cannot be broken.
- Redeploys new cube if redstone is still supplied and cube gets destroyed.
Right clicking the cube with cyan dye will make it bouncy! Get rid of the bounciness by putting it in water.
(Initially a request by TheFrogMC for the portal 2 gels mod, but I found it too fun to make it exclusive to that mod)
Mod Part 2:
Material Emancipation Grid
- These are placed from wall to wall, and has a maximum range of 15 blocks.
- Pouring fluid through it will disable it.
- These grids have several modes, which are configurable in the properties file.
- These grids are also configurable to have to be redstone powered.
Mod Part 3:
Sentry Turrets
(Model made in Techne)- Shoots anything, configurable in properties file.
- Has range of 20 blocks, also configurable.
- Fires 20 bullets a second.
- Will die if pushed over.
When sentry turrets get smelted, their sleek body polish melts off and their circuits gets messed up!
Mod Part 4:
Aerial Faith Plates
- Can be placed on floors, walls and ceilings.
- Wall plates can be oriented to look upwards or downwards.
- Right click to adjust the power.
- Can be set to be redstone powered to work.
- Intelligently indicates if it is indirectly being powered by redstone
- Warning: Will not increase intelligence if ingested.
Mod Part 5:
High Energy Pellet Launcher
- Launches a High Energy Pellet when powered by redstone.
- High Energy Pellets disintegrates living things on contact (Configurable to knockback)
- High Energy Pellets spontaneously combusts if it bounces too many times, travels too far or lives for too long.
- Catches a High Energy Pellet to provide redstone power.
- Can be sneak right-clicked to release caught High Energy Pellet.
Mod Part 6:
Discouragement Beam Emitter
- Forms a high powered laser when powered with redstone!
- Lasers travel 40 blocks maximum from the last object portal/cube it goes through, to a maximum of 20 objects (This is so to prevent any overloading of the game)
- Can be configured to cause damage to living creatures.
- Due to my limitation in Mathematics, lasers will only go directly vertical, even when going through a wall portal at an angle into a ceiling/floor portal. (Sorry!)
- Receives laser as its input to produce redstone power.
- Detects the presence of a laser going through it to produce redstone power.
- Refracts a Thermal Discouragement Beam to the direction it faces.
- Grabbed with the G (default) button.
- Becomes bouncy if right clicked with cyan dye!
- Check Weighted Cube Vents for info.
- Will temporarily save player status, portals, and portal entities at the moment when the player walks pass it, set in the GUI.
- Restores the above when the player dies and respawns (Note, this will move you away from your bed [if present] after you respawn).
- Also can power redstone 2 blocks below it like pressure plates.
==================================================
Installation:
Client:
1. Go to your minecraft folder. (If you don't know how to, look it up)
2. Place the zip file in the /mods/ folder and run the game.
3. If you want to change a setting (eg: a block id), go to /config/ and open "PortalGun.properties" with your favourite text editor.
Server:
1. Drop the zip in the /mods/ folder of the server root folder.
Note:
- The mod requires Forge 6.3.0.360 or later.
- The mod DOES NOT auto resolve ID issues like some other mods.
- Do check the default properties file, enough comments have been added for your understanding.
- The server only works on VANILLA server at the moment.
Video Tutorials:
>>> by stonecold913==================================================
>>> by stonecold913
>>> by futureproof101
>>> by iToastNinja
Known issues:
- If your screen turns black or freezes when there's a portal around, disable see through portals
as that is causing the issue.
- See through portals are NOT PERFECT. This means there may be conflicts with other GUIs and such.
If the issues caused by it are unbearable, turn it off or set to static image.
- Advanced OpenGL being enabled causes flickering issues with see through portals.
- The sky will flicker while you're in your inventory and looking at a see through portal.
==================================================
Changelog:
<Stripped>
==================================================
FAQ:
<Stripped> Check the more updated one, here: http://ichun.us/mods/portalgun/faq/==================================================
Wiki:
Portal in Minecraft now has a wiki! Feel free to contribute to it!
Many thanks to ALeone for starting it up.
==================================================
Mappers:
Feel free to posts your maps here!
Do note that I only accept mods that use 1.1.0v2 or later.
If you want to make a change to the the properties, use the world properties file, in the save directory! Just make sure worldOverride is set to 1 and all is good!
If you are posting in the forums, be sure to title your map with the prefix [Portal]!
==================================================
Modders:
If you feel your blockID should not be picked up by the gun, feel free to add it to the mod's block grabbing blacklist. Simply execute this function once. Can be metadata specific.
portalgun.common.PortalGun.addBlockIDToGrabList(int blockID); or portalgun.common.PortalGun.addBlockIDToGrabList(int blockID, int[] metadata);
If you feel that your entity should not be targeted by turrets, execute this function once on load.
portalgun.common.PortalGun.addEntityToTurretException(Class entityClass);
==================================================
Texture Replacements:
Don't like the textures that come with the mod? Feel free to replace them with these!
Note: I provide absolutely no support for these.
Sphax: http://bdcraft.net/forum/portal-gun
==================================================
Feel free to set this as your signature!
[url=http://www.minecraftforum.net/topic/199391-/][img]http://i.imgur.com/df7gj.jpg[/img][/url]
==================================================
Copyright Notice:
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (iChun, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, mcmodcenter.net. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission
==================================================
Please donate! I'd really appreciate it!
Donate to iChun
==================================================
Download:
If you're having issues with the download, use the mediafire mirror. If even that fails, be patient and wait for the links to be back up.
You need forge!
You need forge!
You need forge!
Downloads have moved to ichun.us!
==================================================
Many thanks to
for providing hosting!
You can still download 1.5.1 here.
-
112
iChun posted a message on [1.5.2] Gravity Gun [v1] Now with hand model!Gravity Gun for V1.5.2Posted in: Minecraft Mods
Awesome spotlight by ThnxCya!
Updated spotlight by LexLV!
Thanks to Direwolf20 for this mod spotlight!
This mod adds the Gravity Gun from Half Life 2 to Minecraft.
Congrats to L5_ for creating the texture I decided on
Requires Minecraft Forge.
Drop it into the mods folder like most other mods.
Uses item ID 13190 by default.
Usage
The primary button creates a blast that will push back entities. Entities that you throw back will be come projectiles and is likely to hurt any other entities they collide into. The secondary button will do the opposite, and pull in entities If the entity is close enough it will grab them. You can also grab blocks, but you cannot pull them from a distance.
How to get the Supercharged Gravity Gun
Good luck getting struck by lightning.
There is also a recipe… But its a secret!
Reminder: The mod needs iChun Util.
Full Info here: iChun's blog
Or download 1.5.0v2 here. - To post a comment, please login.
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Hello everyone! Today, I bring to you my simple, yet very useful, user-made coding language for Notepad++ based on Minecraft commands. It highlights most Minecraft-related tags, as well as all commands, block ids, sounds, entities, etc. Here's it in action:
Now, it also includes an auto-completion file! What that means is that, when writing your commands, you don't need to try and remember the id of that block, or how to spell an entity's name, or what the name of a certain command is: by typing in the first letters, it'll show a list of names to complete your words!
If I missed anything, should add something else or if you have any idea related to this, let me know, and I'll happily reply (and probably execute your request).
Here's the file for you guys to try out:
Download files:
mc.xml Version 1.1 [Dropbox]
Minecraft Cmnds.xml Version 1.0 [Dropbox]
(Note: for being on Dropbox, every occasional update holds the same link, so all you need to do is redownload on the same link)
How to install a user-made language:
First, once you have Notepad++ open, go to [Language], then [Define your language...].
Next, on the pop-up menu that will, well, pop up, look for the [Import] button.
Browse into the folder where you saved the .xml file, then double click the file. If you selected the right file, this should appear:
That's it! Now you'll need to restart Notepad++ for it to show up. Once you've closed and re-opened it, the custom language should show up in the [Language] tab already.
If it is there, just click it and have fun building amazing overcomplicated contraptions!!!
How to uninstall/reinstall a user-made language:
First, you're going to need to go to the [Language] option and search for [Define your language...].
Next, once the pop-up shows up, go to the "User language:" list and select the user-made language installed.
Then, you'll click the [Remove] button with the language selected.
Once a confirmation window pops up, press [Yes].
If you want to reinstall or update a user-made language, just follow the installation explanation after uninstalling.
How to install Auto-Completion files:
First, go to your Notepad++ installation file (most commonly at C:\Program Files\Notepad++). Open it and look for the plugins folder. Open it, and go to the APIs folder. Open it.
Drag the file you've downloaded for the Auto-Completion (should be named Minecraft Cmnds.xml) and drop it on the opened folder:
And that's it! Your auto-completion file is ready to go! However, you need to activate the feature inside Notepad++ itself.
Activating/deactivating Auto-Completion for Notepad++:
First, go to the [Settings] tab on Notepad++, then open the [Preferences...] option:
Once the Preferences window opens, select "Auto-Completion" in the right tab:
Once that tab is selected, mark the "Enable auto-completion on each input" checkbox. Make sure that the first option, "Function completion", is the one selected. Additionally, you may change the value of "From [N] th character" to whatever number suits your needs better:
And that's it! If you want to remove the auto-completion functionality, simply follow all these steps again, but uncheck the checkbox instead. Furthermore, if you want the auto-completion function, but in a non-invasive way, you may use the auto-completion shortcut (default to [Ctrl]+[Space]).
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Yes, I'm using an integrated graphic card, but that's not the only problem: even if my PC could run Minecraft, it would be EXTREMELY buggy, and would turn off sometimes (like what happens with Mari0).
OK. But if at some point you decide to re-implement them, just tell me. The textures are already done (most of them) since some old builds, but to me is easy to adapt them to the new texture pack system...
You're welcome. I will try to do them as soon as I can
EDIT: "As soon as I can" is now!
But don't forget: you'll need to "parent" the head, the beak, the top hat's top, the top hat's bottom and the neck to rotate, together, in an axis next to the neck's end (more or less the middle of the body).
Good luck
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(Minecraft 1.4.6/1.4.7)
IMPORTANT: Due to some computer issues, I'll not be able to update this texture pack to 1.5 and to mod's build 34 this month. So, at least for now, this texture pack is OUTDATED.
Hello, guys. I'm back now with this texture pack that I'm making to use together with Col6y's Quantum Conundrum mod (see his topic right here: [1.4.6][SSP] QuantumCraft - Quantum Conundrum in Minecraft). Well, it's still work-in-progress, but you all can help me. I am really thankful to all you guys that helped me to terminate this texture pack. I know that doesn't look much, but it is much to me!
And now, as I promissed, THIS TEXTURE PACK IS FINNALLY FINISHED! Now it has:
That's how this texture pack looks:
Screenshots:
Wools:
Original:
Blocks:
That water at the side of the glass "was" the ice block. That's how it looks:
Original:
Original:
Plants (UPDATED):
(Now the grass is darkest, then easier to see)
Original:
Oak leaves/Jungle leaves/grass:
Original:
I forgot to show the custom signs in this screenshots. That's how they look:
Original:
Original:
Mushrooms:
Original:
Redstone (UPDATED):
Original:
Wooden doors:
Stone block/Stone pressure plate/Stone button:
Ores/Mineral Blocks:
Original:
Mod things:
Normal:
Fluffy:
Heavy:
Slow-Mo:
Antigravity:
Items:
Laser/Light beams:
Normal:
Fluffy:
Heavy:
Slow-Mo:
(Now this painting is fixed. There's no more "white dots" in the image)
Antigravity:
Original:
Main Menu:
Secondary menu:
Start-Up Screen:
Dimensions (UPDATED):
Pumpkin (With "pumpkin blur" edited):
Normal:
Fluffy:
Heavy:
Slow-Mo:
Antigravity:
And here's a simple banner I made quickly, for people who likes to show other's works:
To do:
-Update the texture pack together to mod/Minecraft updates.
HBD's Q.C. pack - mod's Build 29/30/31
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Map updates:
Update 1:
> Lightning fixes;
> Some redstone signals are longest;
> Normal pistons replaced by sticky pistons (decorative floor platforms);
> Compatibility with Optifine;
> Old-Aperture chambers pre-recorded messages are played only once;
> Wheatley-meeting scene bug fixed (you'll only have to exit and open Minecraft);
> Other minor fixes;
Update 2:
>Fixed the door looping around in the first chamber;
>Added delay to the first laser chamber's door;
>Fixed button Flip-Flop in the first laser chamber;
>Other minor fixes;
Texture pack updates:
Update 1:
> Sticky pistons now have the 2x2 metal block texture;
> Improved tiles (of concrete and yellow tiles);
> Added compatibility with Optifine;
> Edited textures from mod's items (cubes, Aerial Faith Plates, fizzler...);
> Edited wheat texture for starting scene;
> Texture pack now has it's own topic.
> Other minor fixes;
Update 2:
> Edited Wheatley, GLaDOS and redstone lamps to look more clean;
> Edited redstone to look like small dots;
> Farmland blocks looks like grass;
> Grass sides looks like the Portal 1 round table;
> Edited cobweb to vertical wires;
> Added custom textures for Thermal Discouragement Beam Emitter, Catcher and Sensor;
> Other minor fixes;
You decided to back to Aperture, and GLaDOS started testing with you again. But you needed to be redirected to the "Old Aperture" chambers, because "[...]you've managed to destroy the water pipes after here.". Then, you're introduced to the "Energy Rod" and to the "Teleportation Device" (in Minecraft terms, "Fishing Rod" and "Ender Pearl"). After a lot of tests, you're redirected, again, to the normal (and abandoned) chambers, after meet GLaDOS in her reconstructed old lair. In some point, GLaDOS have the idea of recycle the "Energy Rod" and the "Teleportation Device". So, she moves you to new chambers she made. After some tests, Wheatley (who previously have send pre-recorded messages for you and GLaDOS) fall on the Earth again, right in Aperture. So, GLaDOS makes him responsible to fix the destroyed chambers. After all this, you back to the Relaxation Vault, waiting for new tests.
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Map updates:
Update 1:
> Lightning fixes;
> Some redstone signals are longest;
> Normal pistons replaced by sticky pistons (decorative floor platforms);
> Compatibility with Optifine;
> Old-Aperture chambers pre-recorded messages are played only once;
> Wheatley-meeting scene bug fixed (you'll only have to exit and open Minecraft);
> Other minor fixes;
Update 2:
>Fixed the door looping around in the first chamber;
>Added delay to the first laser chamber's door;
>Fixed button Flip-Flop in the first laser chamber;
>Other minor fixes;
Texture pack updates:
Update 1:
> Sticky pistons now have the 2x2 metal block texture;
> Improved tiles (of concrete and yellow tiles);
> Added compatibility with Optifine;
> Edited textures from mod's items (cubes, Aerial Faith Plates, fizzler...);
> Edited wheat texture for starting scene;
> Texture pack now has it's own topic.
> Other minor fixes;
Update 2:
> Edited Wheatley, GLaDOS and redstone lamps to look more clean;
> Edited redstone to look like small dots;
> Farmland blocks looks like grass;
> Grass sides looks like the Portal 1 round table;
> Edited cobweb to vertical wires;
> Added custom textures for Thermal Discouragement Beam Emitter, Catcher and Sensor;
> Other minor fixes;
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I mean, if you're in Antigravity dimension, the trapdoors goes up. And if you're in the normal dimension, they goes down. Maybe this could be adjustable in /config.
Things like:
-What block(s) can break with fluffy;
-Set the slowmo velocity;
-Set on/off the trapdoor affected by antigravity dimension;
-Set the lasers damage.
These things, maybe
You could make it configurable in the /config file. This setting starts inactive, then the player can set if sand, gravel or both should fly.
You could put it in the /config file, like "If the dimension is (dimension name), then block is (block id)". Or, also, something like "If the dimension is (dimension name), then texture pack is (texture pack name)"
Take a look in this "properties file" example that I've made: quantum_conundrum_mod.txt
Thanks for have accepted my ideas before, and again thanks for reading.