I knew it was a good idea to bookmark this :biggrin.gif:
By the way, Swords+ works perfectly with the Portal Gun mod and the Smart Moving mod, but, wouldn't it be easier to list incompatible mods? There are quite a few mods out there, and most likely your mods are compatible with them. Listing them all would take a while...
{Quote of Me}
Aw, I was so excited D:
No worries, take your time with it. Quality over quantity :wink.gif:
Eh, I suppose I can change it to a list of incompatible mods but so far there are none ;D
The quoted issue has been resolved, actually, although I'm not 100% in agreement with the fix.
It's all that bloody Earth Gem's fault, heh. Basically, I wanted it fully automatic. It'd just absorb energies from nature while in your inventory and after filling up, die and replace itself with the Empowered version. Unfortunately due to one or more of 3 factors (MC, MC Creative, and my Java skills), I ended up with an item that would adamantly refuse to cooperate.
First time, it kept breaking repeatedly (because I used durability/damage to force it to "break") without actually going away and spammed the player's inventory with its Empowered form.
Second time, it decided it would ignore its stack size (I decided to decrement it by 1 to a 0 stack size) and again continue to spam the player.
Third time, it decided to pull a Time Lord and endlessly regenerate to full durability when depleted (reverted to using damage, used a larger number of damage in case the game had an issue with an item having only 1 durability) but was essentially a ghost item (it disappeared if you right clicked any block with a GUI tile entity).
At that point, I was just like "frakk it!" and gave up. Later the idea of prayer came to me. Maybe you'd have to pray to it to slowly imbue it with power. That pretty much worked flawlessly, but it resulted in either a gem that powered up too fast or so slowly the praying was too tedious to be worthwhile.
So, I reimplemented the auto-gain but prevented it from gaining any energy if it's close to full. Thus, you are required to pray to it at least once to fully power it up.
==
I'm working on an update to Mightier Mobs! at the moment. Have some teasers:
Creepers will be getting some changes, Skeletons get more changes, and possibly some new Endermen mechanics?
Woo hoo there's a change log! I can live with that. Are you going to keep working on this mod or will you focus on the other ones you have planned?
Change log won't include Seecret Updates, if any, until the criteria are met :tongue.gif:
And I'm going to do it cyclically. I just updated Swords+ so now I'm working on Mightier Mobs!. After that updates, I'll work on a new mod to upload. After that, I go back to Swords+. Rinse, repeat.
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Oh darn...actually I've discovered all the secret updates. But since you already know what they are there's really no point in me posting them. So you can go ahead and add the secret updates to the change log :tongue.gif:
Well can't wait else your working on. Are you gonna keep your mods separate from one another or are you planning to have crossover features?
I also have another idea. Don't worry its not Luke my last one. It's just an idea for a new sword. Have you ever thought about a flaming sword or even elemental swords?
Oh darn...actually I've discovered all the secret updates. But since you already know what they are there's really no point in me posting them. So you can go ahead and add the secret updates to the change log :tongue.gif:
Well can't wait else your working on. Are you gonna keep your mods separate from one another or are you planning to have crossover features?
I also have another idea. Don't worry its not Luke my last one. It's just an idea for a new sword. Have you ever thought about a flaming sword or even elemental swords?
If you don't post what you think they are, I can't confirm you know them :wink.gif:
I'm not exactly sure what you mean by crossover features.
Doesn't the Blazing Blade count as a flaming sword? I could add some "elemental" type swords but I'm not really certain what they would do.
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Ok ok you got me. I don't know what the secret updates are.
Hmm, I can't think of the right word so I'll try to explain as best I can. Are you focusing or planning on making your mods stand alone or do you want people to use multiple mods at once?
Whoops I didn't even realize it was. Actually the fire sword was the only one I cared about. Screw the other elements :tongue.gif:
Oh boy. Looks like you kinda nerfed the OP sword in the way that it kills you if you restore it to many times... Heh. Maybe if you offer this "sword" a diamond(block?) It will reset how much it takes away? It IS greedy, after all.
I'm not actually sure how to go about implementing something like that. Another idea, off the top of my head, would be some kind of item that, if in your inventory, magically restrains the blade from ever outright killing you. Or maybe the sword can be upgraded in a manner that just dulls its "bite"?
It will take a very long while (unless you use it primarily and are jumping into pits filled to the brim with mobs) to actually get the sword to kill you. I'm a bit leery of allowing the user to completely reset the blade's own "hunger", because again it's an overpowered blade and I want it to have some serious drawbacks to prevent abuse.
Creeper Sword: A unique sword that even the enderdragon himself fears. It is unique in the way that it is much harder to create than, say, A great blade.
You need to craft a gunpowder rod: Made like this:
This makes 4 Gunpowder Rods.
After this, you need a Great Blade.
At the workbench, do this:
= Gunpowder Rod
= Great Blade
= Lava Bucket
This makes a Creeper Blade.
The lava bucket is emptied on crafting.
Because it is made of unstable materials, it is highly lethal to all mobs. Causing them to explode. However, the recoil of the explosion does a lot of damage. However, due to this power, and how explosive this is, it only lasts for a short 3 Uses.
It can be recharged.... For a price. You have to cough up a hefty ammount of TNT, diamonds, and Gunpowder.
To recharge:
= Damaged Creeper Blade.
Hope you like my idea =)
That's an interesting idea. Will consider it or something similar to it when I cycle back to Swords+ development.
Ok ok you got me. I don't know what the secret updates are.
Hmm, I can't think of the right word so I'll try to explain as best I can. Are you focusing or planning on making your mods stand alone or do you want people to use multiple mods at once?
Whoops I didn't even realize it was. Actually the fire sword was the only one I cared about. Screw the other elements :tongue.gif:
It kind of goes like this:
Of all the mods (released/planned/planned without announcement), only Swords+ and Mightier Mobs! are developed, intended, and encouraged to be used together. In fact, I consider them to be two halves of one giant modification. Reason being, the extra health granted to many hostiles by the latter allows me to be more creative with weapon strength and ability in the former.
It's kind of a one-way couple, though. If you're using Swords+ without Mightier Mobs!, you end up with an overpowered arsenal that takes the danger and fun out of the game. If you're using Mightier Mobs! without Swords+, you're just giving the game a masochistic Vechs-esque difficulty boost.
As for the other mods I upload, they're all entirely standalone. They can all be used together, certainly, but it's not required.
Also, heh. Enjoy your fire sword :tongue.gif:
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Well, I think the whole praying-to-it concept is pretty original :biggrin.gif:
About the list, that's what I'm talking about. I'm pretty sure your mods are compatible with most mods, so the incompatible mods list shouldn't be very long (about two or three mods, I guess, but what do I know about mods anyway? lol). In the other hand, listing all the compatible mods... Man, that would be a huge list. I dunno if you get what I mean, blame my poor english knowledge :tongue.gif:
Downloading the update will have to wait 'til tomorrow, I don't have MC installed in my laptop :/
Oh, and I'll try the Mightier Mobs mod too, but I'm pretty bad at fighting monsters already, lol
Well, I think the whole praying-to-it concept is pretty original :biggrin.gif:
About the list, that's what I'm talking about. I'm pretty sure your mods are compatible with most mods, so the incompatible mods list shouldn't be very long (about two or three mods, I guess, but what do I know about mods anyway? lol). In the other hand, listing all the compatible mods... Man, that would be a huge list. I dunno if you get what I mean, blame my poor english knowledge :tongue.gif:
Downloading the update will have to wait 'til tomorrow, I don't have MC installed in my laptop :/
Oh, and I'll try the Mightier Mobs mod too, but I'm pretty bad at fighting monsters already, lol
At the moment, yes. However, once I start delving into more block-related things, I'm sure the incompatibilities will flare up like a bad case of the munchies.
Heh, I was absolutely terrified the first time I went spelunking with Mightier Mobs! installed. It takes seven or eight hits to kill hostiles with a basic Iron Sword and it's not hard to get ambushed by a handful of zombies or creepers.
Fortunately, I managed to collect iron and diamond quickly enough to forge a Great Blade and, later, a Calibur Blade. Difficulty eases back down at that point. I highly suggest forging a Venol Rapier ASAP. At the very least, you can hit and run hostiles and let the poison do most of the damage work. :smile.gif:
It's very Vechs-esque (I'm a Vechs Super Hostile veteran) to me.
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Of all the mods (released/planned/planned without announcement), only Swords+ and Mightier Mobs! are developed, intended, and encouraged to be used together. In fact, I consider them to be two halves of one giant modification. Reason being, the extra health granted to many hostiles by the latter allows me to be more creative with weapon strength and ability in the former.
It's kind of a one-way couple, though. If you're using Swords+ without Mightier Mobs!, you end up with an overpowered arsenal that takes the danger and fun out of the game. If you're using Mightier Mobs! without Swords+, you're just giving the game a masochistic Vechs-esque difficulty boost.
As for the other mods I upload, they're all entirely standalone. They can all be used together, certainly, but it's not required.
Also, heh. Enjoy your fire sword :tongue.gif:
Yea I figured those two mods go together. I suppose I should add Mightier Mobs to my game. Like i don't have enough mods already. Also, are you planning on adding many blocks to the mod? After I can get the Ather mod to work I will have used up all my block id's. Which isn't too much of a big deal. I can just add another mod that increases the amount of ids but I was just wondering.
Yea I figured those two mods go together. I suppose I should add Mightier Mobs to my game. Like i don't have enough mods already. Also, are you planning on adding many blocks to the mod? After I can get the Ather mod to work I will have used up all my block id's. Which isn't too much of a big deal. I can just add another mod that increases the amount of ids but I was just wondering.
At the moment, I'm only planning on adding a single block to Swords+: the Mystical Forge. However, my upcoming mods will use a few to several blocks, depending.
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you have to the delete the godess blade from zelda because nintendo has a copy right that you may not copy their blades from there games or there games
If Nintendo notifies me in some fashion that they don't like what I've added, then I will remove the offending items from the modification.
However, I highly doubt it. The Goddess Blade and Sacred Goddess Blade are parody-homages, not direct rips. As such, I do believe they are protected under Fair Use.
Legalese aside, there are many other texture packs, character skins, and modifications that borrow much more Zelda content. I don't believe any of them have been taken down due to legal action on Nintendo's behalf.
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Could you add a config file? I'm having some trouble with ID Resolver resolving id's with the Mystical Forge block
Swords+ 1.2 will probably have the config file since it's the "official" release of the Mystical Forge.
Oh, and 1.1's pseudo Seecret Update found I guess, heh.
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Hey I made a new video about how to install 6 mods and 1 of them was this mod so check it out and I showed the newest update a little bit even thought I didn't know what really was new lol but enjoy!
Hey I made a new video about how to install 6 mods and 1 of them was this mod so check it out and I showed the newest update a little bit even thought I didn't know what really was new lol but enjoy!
Video!
{video}
Woot! :biggrin.gif:
In other news, I couldn't think up a lot of ideas for Mightier Mobs! 1.1 so as an apology, I will also be releasing Earl Gray Mod 1.0 alongside it. Update should be out by Wednesday next week at the latest. Depends on how quickly I solve a tree problem.
Also, just to note, I'm on hiatus from mod development this weekend to focus on drawing my one-shot comic series. No, it's not Minecraft related (:tongue.gif:)
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(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
i love this mod so far :biggrin.gif: I would love to see new special bows just like the swords and not like wooden bows-stone bows and the other materials. maybe if possible make a slingshot? but im no modder so idk if its possible.
i love this mod so far :biggrin.gif: I would love to see new special bows just like the swords and not like wooden bows-stone bows and the other materials. maybe if possible make a slingshot? but im no modder so idk if its possible.
I have some ideas for two, possibly three new bows. It depends on if I can add them without altering base classes. Bows were apparently coded terribly, though I have not worked with them myself yet so that's purely hearsay.
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Eh, I suppose I can change it to a list of incompatible mods but so far there are none ;D
The quoted issue has been resolved, actually, although I'm not 100% in agreement with the fix.
It's all that bloody Earth Gem's fault, heh. Basically, I wanted it fully automatic. It'd just absorb energies from nature while in your inventory and after filling up, die and replace itself with the Empowered version. Unfortunately due to one or more of 3 factors (MC, MC Creative, and my Java skills), I ended up with an item that would adamantly refuse to cooperate.
First time, it kept breaking repeatedly (because I used durability/damage to force it to "break") without actually going away and spammed the player's inventory with its Empowered form.
Second time, it decided it would ignore its stack size (I decided to decrement it by 1 to a 0 stack size) and again continue to spam the player.
Third time, it decided to pull a Time Lord and endlessly regenerate to full durability when depleted (reverted to using damage, used a larger number of damage in case the game had an issue with an item having only 1 durability) but was essentially a ghost item (it disappeared if you right clicked any block with a GUI tile entity).
At that point, I was just like "frakk it!" and gave up. Later the idea of prayer came to me. Maybe you'd have to pray to it to slowly imbue it with power. That pretty much worked flawlessly, but it resulted in either a gem that powered up too fast or so slowly the praying was too tedious to be worthwhile.
So, I reimplemented the auto-gain but prevented it from gaining any energy if it's close to full. Thus, you are required to pray to it at least once to fully power it up.
==
I'm working on an update to Mightier Mobs! at the moment. Have some teasers:
[edit]
Change log won't include Seecret Updates, if any, until the criteria are met :tongue.gif:
And I'm going to do it cyclically. I just updated Swords+ so now I'm working on Mightier Mobs!. After that updates, I'll work on a new mod to upload. After that, I go back to Swords+. Rinse, repeat.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Well can't wait else your working on. Are you gonna keep your mods separate from one another or are you planning to have crossover features?
I also have another idea. Don't worry its not Luke my last one. It's just an idea for a new sword. Have you ever thought about a flaming sword or even elemental swords?
If you don't post what you think they are, I can't confirm you know them :wink.gif:
I'm not exactly sure what you mean by crossover features.
Doesn't the Blazing Blade count as a flaming sword? I could add some "elemental" type swords but I'm not really certain what they would do.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Hmm, I can't think of the right word so I'll try to explain as best I can. Are you focusing or planning on making your mods stand alone or do you want people to use multiple mods at once?
Whoops I didn't even realize it was. Actually the fire sword was the only one I cared about. Screw the other elements :tongue.gif:
I'm not actually sure how to go about implementing something like that. Another idea, off the top of my head, would be some kind of item that, if in your inventory, magically restrains the blade from ever outright killing you. Or maybe the sword can be upgraded in a manner that just dulls its "bite"?
It will take a very long while (unless you use it primarily and are jumping into pits filled to the brim with mobs) to actually get the sword to kill you. I'm a bit leery of allowing the user to completely reset the blade's own "hunger", because again it's an overpowered blade and I want it to have some serious drawbacks to prevent abuse.
That's an interesting idea. Will consider it or something similar to it when I cycle back to Swords+ development.
It kind of goes like this:
Of all the mods (released/planned/planned without announcement), only Swords+ and Mightier Mobs! are developed, intended, and encouraged to be used together. In fact, I consider them to be two halves of one giant modification. Reason being, the extra health granted to many hostiles by the latter allows me to be more creative with weapon strength and ability in the former.
It's kind of a one-way couple, though. If you're using Swords+ without Mightier Mobs!, you end up with an overpowered arsenal that takes the danger and fun out of the game. If you're using Mightier Mobs! without Swords+, you're just giving the game a masochistic Vechs-esque difficulty boost.
As for the other mods I upload, they're all entirely standalone. They can all be used together, certainly, but it's not required.
Also, heh. Enjoy your fire sword :tongue.gif:
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
About the list, that's what I'm talking about. I'm pretty sure your mods are compatible with most mods, so the incompatible mods list shouldn't be very long (about two or three mods, I guess, but what do I know about mods anyway? lol). In the other hand, listing all the compatible mods... Man, that would be a huge list. I dunno if you get what I mean, blame my poor english knowledge :tongue.gif:
Downloading the update will have to wait 'til tomorrow, I don't have MC installed in my laptop :/
Oh, and I'll try the Mightier Mobs mod too, but I'm pretty bad at fighting monsters already, lol
At the moment, yes. However, once I start delving into more block-related things, I'm sure the incompatibilities will flare up like a bad case of the munchies.
Heh, I was absolutely terrified the first time I went spelunking with Mightier Mobs! installed. It takes seven or eight hits to kill hostiles with a basic Iron Sword and it's not hard to get ambushed by a handful of zombies or creepers.
Fortunately, I managed to collect iron and diamond quickly enough to forge a Great Blade and, later, a Calibur Blade. Difficulty eases back down at that point. I highly suggest forging a Venol Rapier ASAP. At the very least, you can hit and run hostiles and let the poison do most of the damage work. :smile.gif:
It's very Vechs-esque (I'm a Vechs Super Hostile veteran) to me.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Yea I figured those two mods go together. I suppose I should add Mightier Mobs to my game. Like i don't have enough mods already. Also, are you planning on adding many blocks to the mod? After I can get the Ather mod to work I will have used up all my block id's. Which isn't too much of a big deal. I can just add another mod that increases the amount of ids but I was just wondering.
At the moment, I'm only planning on adding a single block to Swords+: the Mystical Forge. However, my upcoming mods will use a few to several blocks, depending.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
If Nintendo notifies me in some fashion that they don't like what I've added, then I will remove the offending items from the modification.
However, I highly doubt it. The Goddess Blade and Sacred Goddess Blade are parody-homages, not direct rips. As such, I do believe they are protected under Fair Use.
Legalese aside, there are many other texture packs, character skins, and modifications that borrow much more Zelda content. I don't believe any of them have been taken down due to legal action on Nintendo's behalf.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Swords+ 1.2 will probably have the config file since it's the "official" release of the Mystical Forge.
Oh, and 1.1's pseudo Seecret Update found I guess, heh.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
*Name: "BlindEarthbender"*
How DARE YOU. >:C
Lol, jk.
So, I installed Mightier Mobs... lucky me I had some diamonds left for a Calibur Blade.
Video!
Be careful not to accidentally break it, like I did... `-`;
Of course, I managed something like 22 diamonds in the ravine I spawned next to so....
Woot! :biggrin.gif:
In other news, I couldn't think up a lot of ideas for Mightier Mobs! 1.1 so as an apology, I will also be releasing Earl Gray Mod 1.0 alongside it. Update should be out by Wednesday next week at the latest. Depends on how quickly I solve a tree problem.
Also, just to note, I'm on hiatus from mod development this weekend to focus on drawing my one-shot comic series. No, it's not Minecraft related (:tongue.gif:)
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
I have some ideas for two, possibly three new bows. It depends on if I can add them without altering base classes. Bows were apparently coded terribly, though I have not worked with them myself yet so that's purely hearsay.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Does the Mystical Forge block have a glow to it?