Here's a Youtube Mod Review I have done :3
[media][media][/media[/media]]
Thank you!! Please, though, change the title for it to match the version of Minecraft the mod is for (1.6.4). I don't want a ton of people pestering me for a port.
The port attempt started on 1.6.4 and will stay on 1.6.4. Which mods haven't ported to that version anyway?
Pushed a fix for the server crash with runic scrolls. I don't have a server to test it on, but I removed all the client-only methods so their shouldn't be any problems. You don't need to update your other modules for this fix.
I'm sure someone has posted this in your previous version but . . .
runes on walls & ceilings?
Now on to the less conventional ideas
Ready made rune pages that already have the sacrifice so you don't have to lug around random items to get the uses out of it, and making the rune is a flash.
compact bomb runes? I.e. a single block instead of four (three actually)
Warp runes? I.e. walking near it spits you to the other warp rune.
Egg trap rune, mobs/monsters that walk over it are turned into their egg counterpart, destroying the rune in the process (or requiring something else, or flatout expensive to make it permanent, or lastly just a cooldown.)
Red Rune acts as a wireless redstone button from two points (or more) stepping on floor ones will activate it and cause a signal to pass to a linked rune nearby, wall ones are simply right clicked.
Multi-rune tablets, as the name suggests the tablet will be allow a mixture of runes on a single tile!
So not only if you want to compact your rune, you can now combine them for more powerful effects
Stone will simply be the allow one rune on the tablet, so for cheap compact placing
higher minerals and metals will allow for more options and more runes on a single tablet.
Disem Runes (Or Disembodied )
Placing this on a wall ceiling or floor with an additional rune against an object (i.e. literally placing this on a furnace, chest, or machine.)
allows you to activate it from the rune you place before. I.e. placing the first rune on a wall right next to you and placing the second rune next to a chest in the nether allows you to open the chest from the rune next to you.)
Placing Disem Runes in a tablet acts as a switch board for compact masterlist, so having all your machines on one tablet instead of taking up 9 spaces on a wall! (names can be placed above and an item can be placed on top to act as an icon for easier access [i.e. chest icon over a disem rune for storage.])
Pocket Runes
A further advanced Rune Tablet, but placed on a pebble or stone, that simply allows you to activate runes on your person or on the go!
Advanced tablets will open a GUI to the runes currently stored.
Hidden dust
Not a new dust altogether but a neat trick to hide your runes, simply right clicking on the rune with the dust will consume the number of dust placed and hide them!
Sentinel rune
Creates a hovering orb of light (or stone orb) out of the rune and makes it hover slightly above (or to the side or below depending on whether it was placed on a wall or the ceiling) if it detects an enemy it will activate and fire a shot of (insert sacrificial element/item here) at the target.
Certain items will determine whether it is hostile to players or friendlies, and higher tiers gives it more range and less time between shots.
Piston x Runic dust
is this available? if not this would be pretty neat in conjuncture with the sentinel rune.
Love your mod back then, still love it now.
hope to see it get even cooler runes.
I should add this to the FAQ- I am not planning on adding dusts on walls yet. Maybe, if I have to re-write the rune block placement in 1.7, I will make the drastic changes needed for it to be an aesthetic block. But it is doubtful I will ever give it more than an aesthetic purpose.
Sacrifice pages would be interesting, the implementation would be a bit tricky. The bomb trap rune, and the trap runes in general, may be changed up a bit to make them easier to hide and more practical. A wrap rune is already in the mod, and includes a multiple-channel system, and the egg rune is also implemented.
Multiple-rune tablets could make the mod more complex and could make projects more creative, I would have to think about how the player would obtain them. A way to hide dusts would be a great idea, I may experiment with that soon. As of right now, dusts are destroyed when a piston goes over it. An active protection rune should be added; Interesting that billythegoat didn't add it originally. And a remote right-click rune would be interesting, implementation would be quite difficult.
Thank you for your support, and I was not the original creator- billythegoat101 was.
By the way, the rune fixes are underway, but it could take some time since I am trying to knock out all the bugs with one release. In other news, how is the server fix working?
Shamelessly bumping the thread to announce that I have made it possible for Runic Tome entries to be localized. Check the github page for more information for how you can help.
Could you check the downloads? Both versions of the core module and the normal mod download took me to a "bad request" page, and all it says is error 400 (not 404)
Sorry for not being around here, I have had many projects in school and have not had time for modding Minecraft. About the downloads, they work fine for me. I really don't know the issue, if anyone has had trouble with either dropbox or google drive in the past, then that is the issue.
Nice mod, I'd like to try it but is compatible with 1.6.2? I'm asking because my MC crashed when launching.
And yes, in the crash report is written "dustmod".
Time: 29.12.13 14:47
Description: Initializing game
java.lang.VerifyError: (class: com/dustcore/DustMod, method: sendPlayerInventory signature: (Lnet/minecraft/entity/player/EnumStatus;)V) Incompatible argument to function
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
No, the mod doesn't work with Minecraft 1.6.2. In all honesty, it would be too big a pain to backport all the modules one version while I have a ton of work on my plate to begin with.
Thank you!! Please, though, change the title for it to match the version of Minecraft the mod is for (1.6.4). I don't want a ton of people pestering me for a port.
Website: http://lightningpig333.com
The port attempt started on 1.6.4 and will stay on 1.6.4. Which mods haven't ported to that version anyway?
Pushed a fix for the server crash with runic scrolls. I don't have a server to test it on, but I removed all the client-only methods so their shouldn't be any problems. You don't need to update your other modules for this fix.
Website: http://lightningpig333.com
runes on walls & ceilings?
Now on to the less conventional ideas
Ready made rune pages that already have the sacrifice so you don't have to lug around random items to get the uses out of it, and making the rune is a flash.
compact bomb runes? I.e. a single block instead of four (three actually)
Warp runes? I.e. walking near it spits you to the other warp rune.
Egg trap rune, mobs/monsters that walk over it are turned into their egg counterpart, destroying the rune in the process (or requiring something else, or flatout expensive to make it permanent, or lastly just a cooldown.)
Red Rune acts as a wireless redstone button from two points (or more) stepping on floor ones will activate it and cause a signal to pass to a linked rune nearby, wall ones are simply right clicked.
Multi-rune tablets, as the name suggests the tablet will be allow a mixture of runes on a single tile!
So not only if you want to compact your rune, you can now combine them for more powerful effects
Stone will simply be the allow one rune on the tablet, so for cheap compact placing
higher minerals and metals will allow for more options and more runes on a single tablet.
Disem Runes (Or Disembodied )
Placing this on a wall ceiling or floor with an additional rune against an object (i.e. literally placing this on a furnace, chest, or machine.)
allows you to activate it from the rune you place before. I.e. placing the first rune on a wall right next to you and placing the second rune next to a chest in the nether allows you to open the chest from the rune next to you.)
Placing Disem Runes in a tablet acts as a switch board for compact masterlist, so having all your machines on one tablet instead of taking up 9 spaces on a wall! (names can be placed above and an item can be placed on top to act as an icon for easier access [i.e. chest icon over a disem rune for storage.])
Pocket Runes
A further advanced Rune Tablet, but placed on a pebble or stone, that simply allows you to activate runes on your person or on the go!
Advanced tablets will open a GUI to the runes currently stored.
Hidden dust
Not a new dust altogether but a neat trick to hide your runes, simply right clicking on the rune with the dust will consume the number of dust placed and hide them!
Sentinel rune
Creates a hovering orb of light (or stone orb) out of the rune and makes it hover slightly above (or to the side or below depending on whether it was placed on a wall or the ceiling) if it detects an enemy it will activate and fire a shot of (insert sacrificial element/item here) at the target.
Certain items will determine whether it is hostile to players or friendlies, and higher tiers gives it more range and less time between shots.
Piston x Runic dust
is this available? if not this would be pretty neat in conjuncture with the sentinel rune.
Love your mod back then, still love it now.
hope to see it get even cooler runes.
I should add this to the FAQ- I am not planning on adding dusts on walls yet. Maybe, if I have to re-write the rune block placement in 1.7, I will make the drastic changes needed for it to be an aesthetic block. But it is doubtful I will ever give it more than an aesthetic purpose.
Sacrifice pages would be interesting, the implementation would be a bit tricky. The bomb trap rune, and the trap runes in general, may be changed up a bit to make them easier to hide and more practical. A wrap rune is already in the mod, and includes a multiple-channel system, and the egg rune is also implemented.
Multiple-rune tablets could make the mod more complex and could make projects more creative, I would have to think about how the player would obtain them. A way to hide dusts would be a great idea, I may experiment with that soon. As of right now, dusts are destroyed when a piston goes over it. An active protection rune should be added; Interesting that billythegoat didn't add it originally. And a remote right-click rune would be interesting, implementation would be quite difficult.
Thank you for your support, and I was not the original creator- billythegoat101 was.
By the way, the rune fixes are underway, but it could take some time since I am trying to knock out all the bugs with one release. In other news, how is the server fix working?
Website: http://lightningpig333.com
Really? I will check that...
Edit: The mirror names are messed up, but the link works. Errors fixed.
Website: http://lightningpig333.com
Repo here: https://github.com/zombiepig333/Runic-Dust-Mod-v2
Website: http://lightningpig333.com
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
Thank you!! This will certainly help some users.
Website: http://lightningpig333.com
-Kool
Augh, the files must not be generating correctly (again). I will see what the issue may be, although gradle is throwing me on a loop right now.
Website: http://lightningpig333.com
[URL=http://www.minecraftforum.net/topic/2152411-164-runic-dust-mod-v2-its-back/][/URL]
http://zombiepig333.com/
Now, to finish this organization crap and actually code.
Website: http://lightningpig333.com
No, the mod doesn't work with Minecraft 1.6.2. In all honesty, it would be too big a pain to backport all the modules one version while I have a ton of work on my plate to begin with.
Website: http://lightningpig333.com