since your guns use the same sprite for unloaded all the way up to loaded is there a reason your not just pointing each of the items to 1 sprite instead of duplicating the same one repeatedly. seems inefficient and waste sprite indexes.
Also as a totally opposite statement to the one i just wrote, how about adding a single pixel bullet icons at the bottom of the guns to show how loaded it is and keep the multiple sprites.
just some ideas for ya. I like the mod. keep up the good work.
i dont know if it has already been suggested but:
can you make an editable config file that limits which blocks can be generated and which ones can't?
that way i can decide before hand how much i want to be able to cheat.
like: if i only want access to be able to generate stone brick, cobble, smooth stone, and all stone based blocks only, but not be able to generate just anything.
i don't know how hard that would be but i would like it. for now ill just use it as it is.
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
Caused by: java.lang.ClassNotFoundException: StoneBow
at java.security.AccessController.doPrivileged(Native Method)
... 17 more
this mod is a great idea though. i suppose ill have to use classic for now.
this one should get you some nice overhangs in 1.3.1 for sure and I doubt the map generation changed much into 1.3.2. Keep in mind though that because of the large biomes things are spread out a bit.
and some pics:
a little history for no reason in particular:
I started using the '-john crichton' seed as early as beta 1.3_01 because I discovered it tended to generate maps with crap tons of caves. Later on it always spawned me in jungle biomes which i hate so I stopped using it. I tried it again with large biomes on recently and liked it a lot so i posted it because I found it difficult to find good overhang/floating islands map seeds for 1.3.1/1.3.2. anyway if anyone tries it out, I hope you enjoy it.