• 3

Quote from WaterTipper

I'd say no, since Vechs was the one that suggested the buffed skeletons in the first place.

But Vechs has stated many times throughout his playthrough of UT2 that he only asked for the range/accuracy buff and that the firerate buff is a bit too much.

Quote from rockenroll4life

As the the map is balances around 1.5/1.5.1 (which includes the buffs to skeletons) AND It explicitly states in the first post "I balance around vanilla Minecraft, and mods that impact the gameplay are technically cheating" I would say no, don't use mods like that one.

Of course you are welcome to play the map how you wish to, but bare in mind it wouldn't be considered a legitimate win if you complete the map with mods like that.

Okay, fair enough. But would it break the maps to actually be able to attack skeletons with a slight height advantage? Would it be a good change that would improve the balance of the game?

I suppose this is a little hard to answer without knowing exactly how the knockback is nerfed. I wrote a simple (i.e. quickly-hacked-together) mod that scales skeleton arrow knockback based on the rate the the skeleton is firing. The effect is best-explained with a table.
```     Distance(blocks)  Damage(derp.)  Firerate(ticks)  Knockback(??)
Minimum         1.5        0.2         24         .2
Maximum        15        2         60         .4```

Distance is the distance of the target from the skelly.
Arrow damage is calculated with
`(knockback + difficulty*0.11 + gaussianRandom()*0.25 + powerEnchantLevel*0.5) * arrowSpeed`
(gaussianRandom() is a Gaussian random function from 0 to 1; initial arrow speed is 1.6) Not really the most intuitive system, but I guess it works?
Firerate is the number of ticks between arrow shots. (20t=1s)
Knockback is sorta just a number. When the game applies knockback, it halves the current velocity, then applies the given amount of knockback horizontally and the same amount vertically. It also caps the y-speed at .4. I don't know what units the velocity uses, though, so I can't say what units the knockback takes either. Knockback from punch/knockback enchantments are calculated separately.
All values scale linearly from minimum to maximum with distance.

.4 is the default knockback for all (non-punch/knockback) vanilla knockback effects.
So effectively, the change halves knockback at most. Of course, to get a feeling for the physical effect, a video is probably much more appropriate... I'd upload one, but I spent too much time formatting that table.

Quote from haon7272w

I would consider that as cheating, because that is kind of part of the game. I know it is annoying, but I have yet to die from their arrow spam.

Yeah, but it bothers me that they do so much knockback that it's almost impossible to approach them. In fact, the damage they do at close range is almost negligible, except that they knock players out of melee range. Between their new range/accuracy and their knockback in close quarters, they're the most powerful (regular) hostile mobs in the game. Does nobody else find this ridiculous?

Perhaps I was being a little vague with my question, but I was aiming more for a "Would this be a good thing?" rather than "Would this give me an unfair advantage?"
Posted in: Maps
• 1

posted a message on [1.4.6] 3D Items - new update! [v1.6.2]
The latest version crashes when trying to render item frames, even after I disabled all irrelevant mods. :/

```---- Minecraft Crash Report ----
// I just don't know what went wrong

Time: 2/10/13 11:35 PM
Description: Rendering entity in world

java.lang.NullPointerException
at quintinity.mods.mod3Ditems.ItemFrameRenderer.renderFrameItemAsBlock(ItemFrameRenderer.java:50)
at quintinity.mods.mod3Ditems.ItemFrameRenderer.a(ItemFrameRenderer.java:39)
at quintinity.mods.mod3Ditems.ItemFrameRenderer.a(ItemFrameRenderer.java:172)
at bbu.a(RenderManager.java:302)
at bbu.a(RenderManager.java:271)
at bav.a(RenderGlobal.java:490)
at ban.a(EntityRenderer.java:1131)
at ban.b(EntityRenderer.java:970)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)

A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

Stacktrace:
at quintinity.mods.mod3Ditems.ItemFrameRenderer.renderFrameItemAsBlock(ItemFrameRenderer.java:50)
at quintinity.mods.mod3Ditems.ItemFrameRenderer.a(ItemFrameRenderer.java:39)
at quintinity.mods.mod3Ditems.ItemFrameRenderer.a(ItemFrameRenderer.java:172)

-- Entity being rendered --
Details:
Entity Type: ItemFrame (mc)
Entity ID: 1219
Name: entity.ItemFrame.name
Exact location: 39.50, 11.50, -1772.06
Block location: World: (39,11,-1773), Chunk: (at 7,0,3 in 2,-111; contains blocks 32,0,-1776 to 47,255,-1761), Region: (0,-4; contains chunks 0,-128 to 31,-97, blocks 0,0,-2048 to 511,255,-1537)
Momentum: 0.00, 0.00, 0.00

-- Renderer details --
Details:
Assigned renderer: [email protected]
Location: -0.67,-1.97,1.51 - World: (-1,-2,1), Chunk: (at 15,-1,1 in -1,0; contains blocks -16,0,0 to -1,255,15), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Rotation: 0.0
Delta: 0.09997833
Stacktrace:
at bbu.a(RenderManager.java:302)
at bbu.a(RenderManager.java:271)
at bav.a(RenderGlobal.java:490)
at ban.a(EntityRenderer.java:1131)

-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ays['iluvredwall'/1216, l='MpServer', x=40.17, y=13.47, z=-1773.57]]
Chunk stats: MultiplayerChunkCache: 5
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-556,4,-1377), Chunk: (at 4,0,15 in -35,-87; contains blocks -560,0,-1392 to -545,255,-1377), Region: (-2,-3; contains chunks -64,-96 to -33,-65, blocks -1024,0,-1536 to -513,255,-1025)
Level time: 13607 game time, 25749 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 27 total; [px['item.tile.goldenRail'/1217, l='MpServer', x=40.50, y=3.13, z=-1772.13], mc['entity.ItemFrame.name'/1219, l='MpServer', x=39.50, y=11.50, z=-1772.06], px['item.tile.dirt'/1218, l='MpServer', x=42.16, y=4.13, z=-1770.88], px['item.tile.dirt'/1229, l='MpServer', x=57.03, y=3.13, z=-1769.41], px['item.tile.dirt'/1228, l='MpServer', x=55.09, y=2.13, z=-1768.66], px['item.tile.dirt'/1231, l='MpServer', x=54.56, y=3.13, z=-1766.84], px['item.tile.dirt'/1230, l='MpServer', x=56.41, y=3.13, z=-1765.88], px['item.tile.dirt'/1227, l='MpServer', x=54.75, y=1.13, z=-1771.75], ays['iluvredwall'/1216, l='MpServer', x=40.17, y=13.47, z=-1773.57], px['item.tile.dirt'/1236, l='MpServer', x=50.13, y=2.13, z=-1771.44], px['item.tile.dirt'/1237, l='MpServer', x=56.25, y=2.13, z=-1770.84], px['item.tile.dirt'/1238, l='MpServer', x=57.88, y=3.13, z=-1770.22], px['item.tile.dirt'/1239, l='MpServer', x=54.97, y=1.13, z=-1770.38], px['item.tile.dirt'/1232, l='MpServer', x=52.13, y=2.13, z=-1773.75], px['item.tile.dirt'/1233, l='MpServer', x=53.38, y=1.13, z=-1771.69], px['item.tile.dirt'/1234, l='MpServer', x=52.50, y=1.13, z=-1768.75], px['item.tile.dirt'/1235, l='MpServer', x=52.97, y=2.13, z=-1773.00], px['item.tile.dirt'/1244, l='MpServer', x=56.88, y=2.13, z=-1772.88], px['item.tile.dirt'/1245, l='MpServer', x=51.50, y=2.13, z=-1768.84], px['item.tile.dirt'/1246, l='MpServer', x=54.44, y=2.13, z=-1767.50], px['item.tile.dirt'/1247, l='MpServer', x=51.03, y=3.13, z=-1769.25], px['item.tile.dirt'/1240, l='MpServer', x=53.97, y=1.13, z=-1768.19], px['item.tile.dirt'/1241, l='MpServer', x=57.56, y=3.13, z=-1772.50], px['item.tile.dirt'/1242, l='MpServer', x=48.19, y=3.13, z=-1773.88], px['item.tile.dirt'/1243, l='MpServer', x=48.75, y=3.13, z=-1769.00], px['item.tile.dirt'/1249, l='MpServer', x=50.31, y=2.13, z=-1770.59], px['item.tile.dirt'/1248, l='MpServer', x=51.19, y=3.13, z=-1767.50]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:440)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:787)

-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 135633384 bytes (129 MB) / 479002624 bytes (456 MB) up to 479002624 bytes (456 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 16577 (928312 bytes; 0 MB) allocated, 16 (896 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
LWJGL: 2.8.4
OpenGL: ATI Mobility Radeon HD 4500/5100 Series GL version 3.3.11005 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 119 (6664 bytes; 0 MB) allocated, 56 (3136 bytes; 0 MB) used```
Posted in: Minecraft Mods
• 2

posted a message on [1.4.7] More Roman Numerals v1
I made another tweak that generates roman numerals for enchantment levels (as opposed to the current method, which defines roman numerals for 1 to 10). The forumla can support roman numerals up to 400 (not inclusive), but Minecraft enchantments are limited to 127 because the level is saved in a byte.
For most people, this will be a completely useless mod.

Installation
Put the contents of the zip into your minecraft.jar or use MagicLauncher or something of the sort.

Note that this modifies Enchantment.java (xc.class) and probably won't work with any other mods that also do this.

1.4.7v1 (1/26/13)
- Updated to 1.4.7 (also compatible with 1.4.6)

1.3.1v1 (8/4/12)
- Updated to 1.3.1

1.2.5v1 (7/14/12)
- Initial release

Source
(I'm pretty sure this is the right version.)
I pretty much replace the call to the language file manager (haven't actually looked at the code in a while, so I don't remember what it's called..) with a roman numeral generator. Practically a one-line edit.
Posted in: Minecraft Mods
• 2

posted a message on [1.3.2] ShiftQQ
This is a client-side tweak that makes the drop item key only work while the player is sneaking. So basically, no more throwing swords at creepers.
I'd post a screenshot if there was a way to make a meaningful screenshot for this..

Note for anyone with a toggle sneak mod: you must be pressing the sneak key drop items; toggling sneak on will (most likely) not work.

Installation
Just drop the contents of the .zip into your minecraft.jar.

1.3.2v1 (8/24/12)
- Initial release.
Posted in: Minecraft Mods
• 3

posted a message on [1.3.2] Show All Enchantments (v1)
This mod is the simplest fix to show enchantments on all items in smp, including hacked enchantments on items that aren't usually supposed to be enchanted. (i.e. you'll be able to see enchantments on boats, doors, Zistonian Battlesigns, etc. in servers.)

Installation
Paste the files in the .zip into the .jar of the server.

Note that this edits Packet.java (db.class) and will be probably incompatible with any other mods that do the same.

1.3.2v1 (8/22/12)
-Updated to 1.3.2
Server

1.3.1v1 (8/4/12)
- Updated to 1.3.1
- Now server-only!
Server
Bukkit
Bukkit Source

1.2.5v1 (7/21/12)
Client
Server
Posted in: Minecraft Mods
• 1

Mmm.. So I made a mod to fix the enchanted items that don't show enchantments in SMP (e.g. Zistonian Battlesigns). Hopefully this helps somebody?

http://www.minecraftforum.net/topic/1367465
Posted in: Maps
• 1

posted a message on [1.4.7] Inventory Tweaks 1.50 (Jan. 17)
I crashed when I middle-clicked on the title screen, which is honestly a really random thing to do...

```Mods loaded: 2
mod_InvTweaks 1.41b (1.2.4)

Minecraft has crashed!
----------------------

Minecraft has stopped running because it encountered a problem.

--- BEGIN ERROR REPORT 23679989 --------
Generated 4/4/12 6:23 PM

Minecraft: Minecraft 1.2.4
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.2
OpenGL: ATI Mobility Radeon HD 4500/5100 Series version 3.3.11005 Compatibility Profile Context, ATI Technologies Inc.

java.lang.NullPointerException
at InvTweaksObfuscation.getPlayerContainer(InvTweaksObfuscation.java:78)
at InvTweaksContainerManager.<init>(InvTweaksContainerManager.java:50)
at InvTweaks.handleMiddleClick(InvTweaks.java:461)
at InvTweaks.onTickInGUI(InvTweaks.java:126)
at mod_InvTweaks.onTickInGUI(mod_InvTweaks.java:68)
at EntityRendererProxy.b(EntityRendererProxy.java:22)
at net.minecraft.client.Minecraft.x(SourceFile:757)
at net.minecraft.client.Minecraft.run(SourceFile:664)
--- END ERROR REPORT 251fc195 ----------```

mm yay for null pointer exceptions?
Posted in: Minecraft Mods
• 1

posted a message on [1.2.3] Tiered Golden Apples v1
Overview
This is a really simple mod that just adds two more golden apples, in case you have tons of gold to waste. On a side note, this is also my first mod! (why would there be notes in a mod about golden apples anyway?)

(For those who are too lazy to scroll down; the same links are provided in the changelog)
Client - 1.2.3_1
Server - 1.2.3_1

Description
Gold-covered apples are the second tier of golden apples, after the golden apple included in vanilla Minecraft. The recipe is below. (The apple on the left is a golden apple.)

The gold apple is the highest tier, and ridiculously expensive. Even more expensive than the original. (The apple on the left of the recipe below is a gold-covered apple.) It also happens to make you practically invincible to everything but creepers for 20 seconds, so... (I think you can see the results of the creeper testing in the background of the crafting pictures...)

After you run Minecraft with this installed, a config file should be generated inside .minecraft/config named mod_TieredGoldenApples.cfg where you can edit the item id's that the golden apples take. Yes, it takes up two item id's when it could be using damage values, but with so many item id's, I can't imagine how you would ever run out. (short of installing InfiCraft anyway) Also, remember that the actual id in game will be the one in the config + 256.

And, yes, I am aware that these names are confusing. If you don't like them, feel free to edit them yourself. (/yourselves?)

Nifty Table
```					Effect				 Hunger   Saturation
Golden Apple		Regeneration (5s)		 4		24
Gold-Covered Apple  Regeneration II (10s)	 8		24
Gold Apple		  Regeneration IV (20s)	16		 24```

1.2.3_1 - 3/17/12
Updated for 1.2.3 (Finally)
Changed versioning system to be [mindcraft-version]_[release#-for-this-version]
Client
Server

1.0.1 (client only) - 2/17/12
Fixed name of gold-covered apples. Still looking for a better/more concise one though.
Client

1.0 - 2/17/12
Initial release!
[client replaced by 1.0.1]
Server (works with client 1.0.1 too)

Installation