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    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]
    I can't wait for you to make this mod FORGE ready! This is EXACTLY what my friends and I have been looking for in Minecraft. We're tired of building a house and having the danger of minecraft end. This mod makes having layers of walls at night make sense!

    Do you have a 1.4.7 version that is forge ready? We haven't updated our main server to 1.5.x yet and I really can't wait to try this mod out!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    So what do the Obsidian Totems do? With the chest in the middle and the obsidian pillars around?
    Posted in: Minecraft Mods
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    posted a message on Liam's X-Ray Texture Pack [1.4.7]

    Dude really? Your a cheater and whoever download this are ones to.
    If you're a server-manager it's a useful tool to make sure mods like "Custom Ore Generator" worked right and so on.
    Posted in: Resource Packs
  • 0

    posted a message on [1.6.4] [Forge] [Universal] More Records Mod
    If it's not too much trouble, can you post how long each disc plays in seconds? I use ComputerCraft and I have a nifty program that plays the default music discs on loop. I'd love to add these discs to the code, however I need to know exactly how long it plays so I can issue a command to make it re-play after it's done playing.

    Thank you for your time either way.
    Posted in: Minecraft Mods
  • 0

    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    I'd love to use this mod, but I love Industrialcraft more. Think you could make your mod compatable with IC2 by (perhaps) making it so your mod will recognize the ID of different mods and the option to disable generation of specific ores?
    Posted in: Minecraft Mods
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    posted a message on Lunatrius' mods
    Quote from Lunatrius

    I'm not sure how save files would affect it. It uses the world blocks that are currently loaded to determine the light, position etc. Also, is this with ML or Forge?
    Forge. On SSP or SMP I have to make a new world for it to start highlighting blocks. Oddly enough though, when I went into the Twighlight Forest (mod for new dimension) the lighting system started working, but would not for the overworld when I returned to it.
    [[Minecraft 1.4.7, MCP 7.26, FML 4.7.4.520, Minecraft Forge 6.6.0.497, OptiFine_1.4.6_HD_U_B5]]
    Posted in: Minecraft Mods
  • 0

    posted a message on Lunatrius' mods
    Monster Spawn Highlighter Question:
    Is there any way to force it to work on an old world?

    I can get M.S.H. to work on newly generated worlds, but on my old SSP worlds and any SMP server I join I can't get it to work. I thought I didn't install it correctly for a long time, changed the hotkey, and did all kinds of stuff before making a new world and found it worked perfectly.

    So... yeah, any tips on forcing M.S.H. to do it's magic on an old save?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.

    I'm not a modder, but I really want my turrets to be my allies instead of a player dropped threat. I searched the thread (and mein gad what a long thread!) but couldn't find how to execute functions once the game loads.

    Can anyone make a 4dummies guide to do this?

    If you feel that your entity should not be targeted by turrets, execute this function once on load.

    portalgun.common.PortalGun.addEntityToTurretException(Class entityClass);


    Just now found the above (edited to avoid double posting).

    PortalGun mod has two configs, one in the usual config folder, one in the world's folder. The one in the world's folder has the turret targeting info in it.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    So what size donation would have to be made to incentivize Risugami to make his mods for SMP? Because I'm dying to use shelves on the server I play on (they would make a beautiful armory).
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    (1) The update link is down: https://dl.dropbox.c...der-latest.html

    (2) this is (i'm guessing) keeping me from running my server due to the following error:

    UpdateManager_TheWhiteWolves [Mod Update Manager] ([1.4.4-1.4.5] Mine & Blade-Commander - alpha 6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored

    MetallurgyNether [Metallurgy Nether] (Metallurgy Nether Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    	MetallurgyPrecious [Metallurgy Precious] (Metallurgy Precious Metals 2.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    	NetherOres [Nether Ores] (Nether-Ores-Mod-1.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    	MaB-Commander [Mine & Blade: Commander] ([1.4.4-1.4.5] Mine & Blade-Commander - alpha 6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
    UpdateManager_TheWhiteWolves [Mod Update Manager] ([1.4.4-1.4.5] Mine & Blade-Commander - alpha 6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
    2013-01-10 16:23:55 [SEVERE] [ForgeModLoader] The following problems were captured during this phase
    2013-01-10 16:23:55 [SEVERE] [ForgeModLoader] Caught exception from UpdateManager_TheWhiteWolves
    java.lang.NullPointerException
    	at updatemanager.common.checking.CMNumerical.isUpdated(CMNumerical.java:18)
    	at updatemanager.common.UpdateManager.loadMod(UpdateManager.java:97)
    	at updatemanager.common.UpdateManager.loadMods(UpdateManager.java:88)
    	at updatemanager.common.mod_UpdateManager.modsLoaded(mod_UpdateManager.java:69)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:601)
    	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
    	at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:601)
    	at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    	at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:601)
    	at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    	at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    	at cpw.mods.fml.common.Loader.initializeMods(Loader.java:654)
    	at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:95)
    	at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:351)
    	at ho.c(DedicatedServer.java:120)
    	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
    	at fy.run(SourceFile:856)
    2013-01-10 16:23:55 [INFO] [STDERR] java.lang.NullPointerException
    Posted in: WIP Mods
  • 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    http://divinerpgwiki.weebly.com/serenade-of-life.html

    It is NOT an infinite bonemeal supply! I used it once on grass seeds and it was consumed like bone meal!!!
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Sorry for the total noob question, but what do Ice Stones do in Divine? The website doesn't say anything...

    http://divinerpgwiki.../ice-stone.html
    Posted in: Minecraft Mods
  • 0

    posted a message on GDC video of Notch (awards and speech)
    Quote from Lurler »
    Heres full IGF video, it shows Notch.



    Tip for all :iapprove: appears in the last 3 minutes

    Quote from Lurler »
    Quote from mycathasrabies »

    also, here's gdc video also showing Notch


    :iapprove: appears at 0:37:00-0:39:00
    Posted in: Discussion
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    posted a message on (For Search purposes only) "InfDev replacing InDev"
    (This is meant to be buried to make searches easier)

    Since there are a ton of threads asking to "keep InDev" and no one seems to have the same wordage on how to say this I am making this thread.

    For the record:
    I did a search for "save indev", "keep indev", and "don't delete indev". None of these worked.
    Only "don't merge indev" and "infdev replacing indev" brought me to the threads that would answer my question.

    If you have a search that didn't work and stumble upon this thread, please add your search string to help reduce the number of "keep InDev" threads on this forum.

    I have also updated the Wiki InfDev page to reflect this information in a further attempt to reduce the number of threads about this.

    Other Threads:
    Below are some other, older, threads with more information...
    http://www.minecraftforum.net/viewtopic.php?f=35&t=12135&p=180655&hilit=don%27t+merge+indev#p180384
    http://www.minecraftforum.net/viewtopic.php?f=35&t=11811&p=171502#p171502
    http://www.minecraftforum.net/viewtopic.php?f=35&t=12141&p=180583&hilit=keep+indev#p180583
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Stackable Food
    Quote from Norix »
    Quote from kenji_03 »
    Thanks for the 2nd. I agree the timing will be something we'll have to tweak and balance, but having a cool-down would make much more sense for a game like this, instead of a lazy fix like "You can stack everything except food to make it challenging".


    What about my suggestion of making it so you can consume only a certain amount of food (based on the hearts it heals) within an amount of given time. This would represent real life more, because in real life I don't have to wait a minute to eat more food, but I can't eat any more when I'm full.

    I'm seeing the ups and downs of both our ideas, but meh, they're both pretty good XD

    I do like your suggestion of having only a certain amount you can heal, as that is a much better game mechanic, but I know that would be a complicated mess for coding. A cool-down timer is a very simple code to write and (while not perfect) is preferable to making healing items unstack able in a "I'm too lazy to flesh this mechanic out" way of making the game more difficult.
    Quote from Kokopure »
    Personally I think Food should stack in-chest, and only in-chest.

    That means you can store up all you want, but when it comes to actually going out in the field, you gotta be prepared.

    Also if it were just as simple as a timer, you could still potentially heal faster than someone/thing could attack you, if you were running away from them. And still carry like 10,000 hearts of health on you at any given time.

    While I would rather it stack in inventory, I would be happy if it at least stacked in chests. It just totally sucks to have a beautiful, massive, wheat field and not being able to make the wheat into bread (making 3 stacks into 1 stack) because of this lazy, un-fleshed out, work around.

    You are right that the timing of the healing would need to be worked on, but come on. You've played other games. They don't try and make the game difficult by not letting you heal, they try to make it difficult in other methods. The game is not even in beta yet so I think it's a valid point to say this needs to be addressed before it becomes publicly available.
    Quote from Mystify »
    Not stacking makes it so you can't walk around with all the food you will ever need for the rest of eternity in your pocket. you have to choose how much food you wan to take from base and how much free space for collection you need. Even if you could only put one at a time in your active bar, and/or had a cooldown on it, it completely changes the dynamics to support unreasonable endurance.

    I think non-stacking food is a perfectly reasonable gameplay mechanic.

    I appreciate you fleshing out why you like the game how it stands right now, I do agree that the way the game is currently made it adds a level of tactical choices to it. But you have to agree that after collecting all this wonderful food needing to make another chest just to hold it is kind of rediculous when you can stack the (literal) tons of stone inside one cell of your chest space.
    Quote from Smoo »
    Quote from Mistify »
    see above

    ...As opposed to the totally realistic ability to carry exactly 2,304 blocks of STONE around in your pockets?

    Lets say the stone is all granite, and each block is exactly 1 cubic meter. 1 cubic meter of granite weighs... 2.8 metric tons, according to a google search.

    So that's 6451.2 metric tons of rock in our pockets. And we can still jump! :ohmy.gif:

    So yeah, slap a 10-second "nom nom nom" shared cooldown timer on all healing items, and we'll be fine.

    The gameplay mechanic he was pointing out was on difficulty, not realism. But you do have a strong point that it makes little sense to be able to carry all that weight but can't stack food.

    A 10-second cool down would, actually, make it pretty difficult as your standard (jumping) spider can attack you three times in 10 seconds. So that kind of a cool down (or an even longer one) would make it so the current in-game mobs are still quite dangerous but we can manage our inventory better!
    Posted in: Suggestions
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