• 0

    posted a message on Hidden Machines (and creatures to guard them!)

    So automation is a fairly ubiquitous concept in many mods. However, the industrial nature of them is completely incompatible with the survivalist ethos of vanilla minecraft. Still, I believe this can be implemented in a balanced way.


    When mining, perhaps one may come across an underground cave. In that cave, perhaps one might find a corridor with rooms, clearly built by something. Inside are diminutive cave people that are hostile to outsiders. But if you manage to kill them and clear them out, you’ll find chests with their belongings, and some strange devices! Perhaps they’re a remnant of some past civilization - The stronghold builders? The lost miners? Whoever built them must’ve been advanced!


    These machines might do anything from cutting down trees to mining to planting crops. They could save you plenty of time and labour! However, they’re old and rusted; they won’t work as well as they might have and they might break down easily.


    They would require a silk touch pickaxe to mine and take home. When a redstone signal is applied, they would be activated. They cannot be turned off, and will continue to operate until they break. They would move completely autonomously, outside of your control. For example, a lumber machine would cut down as many trees as it can within a certain radius. However, you better hope your wooden house isn’t in the way!


    These are the advantages I see in this feature:

    -Another interesting feature for the underground

    -A novel endgame tool


    And here are possible disadvantages

    -These could be used for griefing

    -These may be underpowered if used at a high tier


    Let me know what you think and how I can perhaps improve the concept!

    Posted in: Suggestions
  • 0

    posted a message on Firehazurd's Mobs

    Glad to see you've breathed life back into your creations after all these years

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on What is your favorite TV series?

    Game of Thrones, but only seasons 1-4.

    Posted in: Culture, Media & Arts
  • 0

    posted a message on Does anyone have a good book to recommend?

    I recommend A Song of Ice and Fire, an epic fantasy tale by George R. R. Martin, which served as the inspiration for HBO's godly series Game of Thrones.

    Posted in: General Off Topic
  • 0

    posted a message on Illagers Pose Too Little of A Threat

    I'd love to see cavalry, battering rams, etc. The villagers being able to fight would actually be nice as well. Maybe these illagers could have pack llamas?

    Posted in: Suggestions
  • 0

    posted a message on Crash with a few forge mods

    Crash report contained here:

    https://pastebin.com/DyK6PU9A


    What's the issue?

    Posted in: Java Edition Support
  • 0

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7

    As nice as it would be if this mod was revived, it would need to be reworked.

    The fact that banners have been implemented would mean that factions would have to change.

    Things like the crossbow, trident, and elytra may have to be taken into account.

    More dangerous and powerful mobs/enemies may need to be implemented to balance the player's powerful army, but that could come from another mod.

    I would love integration with millenaire and minecraft comes alive if possible.

    A good feature would probably be that you'd need to sustain these soldiers with housing, food, wages, etc. Don't want the game to become too easy.


    This mod seems dead in the water for now, and I have no java coding knowledge, so there's little I can do, sadly. However, as a huge fan of ASoIaF and GoT, I'm especially enthusiastic about the idea of this mod and saddened by its discontinued status.

    Posted in: WIP Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Quick question, is there any way to get the custom cultures and buildings from the millenaire library to work in the current version of millenaire?

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom modpack forge ID conflict

    Not so. I checked the directory, and neither the balkon's weapon config file nor the one for any other allows for modification of item or block ids.

    Posted in: Java Edition Support
  • 0

    posted a message on Custom modpack forge ID conflict

    Is there a way to fix the issue without removing it, or is the mod simply broken?

    Posted in: Java Edition Support
  • 0

    posted a message on Custom modpack forge ID conflict

    ---- Minecraft Crash Report ----
    // Uh... Did I do that?

    Time: 9/3/17 11:26 PM
    Description: Ticking memory connection

    java.lang.IllegalArgumentException: Duplicate id value for 27!
    at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
    at ckathode.weaponmod.PlayerWeaponData.initPlayerWeaponData(PlayerWeaponData.java:33)
    at ckathode.weaponmod.WMCommonEventHandler.onEntityConstructed(WMCommonEventHandler.java:14)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_432_WMCommonEventHandler_onEntityConstructed_EntityConstructing.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraft.entity.Entity.<init>(Entity.java:179)
    at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
    at net.minecraft.entity.player.EntityPlayer.<init>(Unknown Source)
    at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
    at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


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

    -- Head --
    Stacktrace:
    at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
    at ckathode.weaponmod.PlayerWeaponData.initPlayerWeaponData(PlayerWeaponData.java:33)
    at ckathode.weaponmod.WMCommonEventHandler.onEntityConstructed(WMCommonEventHandler.java:14)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_432_WMCommonEventHandler_onEntityConstructed_EntityConstructing.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraft.entity.Entity.<init>(Entity.java:179)
    at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
    at net.minecraft.entity.player.EntityPlayer.<init>(Unknown Source)
    at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
    at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)

    -- Ticking connection --
    Details:
    Connection: net.minecraft.network.Networ[email protected]
    Stacktrace:
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 283035960 bytes (269 MB) / 821432320 bytes (783 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_D1 38 mods loaded, 38 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA mod_ThreadedLighting{1.7.10-1.0} [Threaded Lighting] (minecraft.jar)
    UCHIJAAAA gilded-games-util{1.7.10-1.2} [Gilded Games Utility] (gilded-games-util-1.7.10-1.9.jar)
    UCHIJAAAA battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar)
    UCHIJAAAA aether{1.7.10-1.6} [Aether II] (aether-1.7.10-1.6.jar)
    UCHIJAAAA antiidconflict{1.3.5} [Anti Id Conflict] (AntiIdConflict-LATEST-1.7.10.jar)
    UCHIJAAAA nevermine{2.3} [AdventOfAscension] (AoA-2.4.B.jar)
    UCHIJAAAA XaeroBetterPvP{1.13.1} [Better PVP Mod] (BetterPvP_1.13.1_Forge_1.7.10.jar)
    UCHIJAAAA BiblioCraft{1.11.7} [BiblioCraft] (BiblioCraft[v1.11.7][MC1.7.10].jar)
    UCHIJAAAA BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1889-universal.jar)
    UCHIJAAAA milladon{1.0.0} [Millenaire Addon] (Carving.jar)
    UCHIJAAAA GollumCoreLib{2.0.0} [Gollum Core Lib] (GollumCoreLib-2.0.0-1.7.10.jar)
    UCHIJAAAA CastleDefenders{3.0.0 [Build Smeagol]} [Castle Defender] (CastleDefenders-3.0.0-1.7.10.jar)
    UCHIJAAAA BuildMod{v1.0} [Build Mod] (coroutil-1.1.3 for MC v1.7.10.jar)
    UCHIJAAAA CoroPets{v1.0} [CoroPets] (coroutil-1.1.3 for MC v1.7.10.jar)
    UCHIJAAAA CoroAI{v1.0} [CoroAI] (coroutil-1.1.3 for MC v1.7.10.jar)
    UCHIJAAAA ExtendedRenderer{v1.0} [Extended Renderer] (coroutil-1.1.3 for MC v1.7.10.jar)
    UCHIJAAAA ConfigMod{v1.0} [Extended Mod Config] (coroutil-1.1.3 for MC v1.7.10.jar)
    UCHIJAAAA ExtrabiomesXL{3.16.4} [ExtrabiomesXL] (extrabiomesxl_1.7.10-3.16.4.jar)
    UCHIJAAAA farseek{2.0} [Farseek] (Farseek-1.7.10-2.0.jar)
    UCHIJAAAA iChunUtil{4.2.2} [iChunUtil] (iChunUtil-4.2.2.jar)
    UCHIJAAAA Hats{4.0.1} [Hats] (Hats-4.0.1.jar)
    UCHIJAAAA inuitmaterials{0.0.0a} [Inuit Materials] (Inuit Materials-1.7.2-0.1.0.jar)
    UCHIJAAAA RadixCore{2.1.2} [RadixCore] (RadixCore-1.7.10-2.1.2-universal.jar)
    UCHIJAAAA MCA{1.7.10-5.2.1} [Minecraft Comes Alive] (MCA-1.7.10-5.2.1-universal.jar)
    UCHIJAAAA millenaire{6.0.0} [Millénaire] (millenaire-6.0.0.jar)
    UCHIJAAAA primitivemobs{1.0} [Primitive Mobs] (primitivemobs-1.0c-1.7.10.jar)
    UCHIJAAAA RTG{1.7.10-1.1.1.4} [Realistic Terrain Generation] (RTG-1.7.10-1.1.1.4.jar)
    UCHIJAAAA AS_Ruins{15.4} [Ruins Spawning System] (Ruins-1.7.10.jar)
    UCHIJAAAA smm{1.0} [Song Materials Mod] (Song Materials 1.0.jar)
    UCHIJAAAA streams{0.3.3} [Streams] (Streams-1.7.10-0.3.3.jar)
    UCHIJAAAA teutonmaterials{0.1} [Teuton Materials] (TeutonMaterials-0.1.jar)
    UCHIJAAAA totemic{1.7.10-0.6.2} [Totemic] (Totemic-1.7.10-0.6.2.jar)
    UCHIJAAAA tropicraft{v6.0.5} [Tropicraft] (tropicraft-6.0.5.jar)
    UCHIJAAAA TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
    UCHIJAAAA weaponmod{v1.14.3} [Balkon's WeaponMod] (weaponmod-1.14.3.jar)
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    OptiFine Version: OptiFine_1.7.10_HD_D1
    Render Distance Chunks: 12
    Mipmaps: 0
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    OpenGlVersion: 4.5.13474 Compatibility Profile Context 22.19.162.4
    OpenGlRenderer: Radeon (TM) RX 480 Graphics
    OpenGlVendor: ATI Technologies Inc.
    CpuCount: 8

    Posted in: Java Edition Support
  • 0

    posted a message on Extended Crafting! (Smithing, Apothecary,

    There’s nothing i hate more than a simplistic notion of the arcane.


    Enchanting right now is a disaster. It is a broken system of weapon upgrades. It simply utilizes this vague and overly simplistic system of "magic”. They also list the enchantments in these nonsensical runes. Why should they be in this script that is intentionally indecipherable? I know it's "magic", but it's still a craft, and shouldn't the craftsman know what he/she is doing when performing said craft?

    My solution? Remove enchanting as we know it. Replace it with Alchemy, brewing, smithing, and enchanting scrolls/gems/books

    Ordinary crafting is as it was. Used to make basic items out of nonmetal materials such as wood, stone, and the like.

    Alchemy is the use of metals, stones, and “chemicals” of a sort to transmute objects

    Apothecary is the use of minerals, mob drops, and plants to brew potions.

    Smithing is the creation of weapons, tools, and apparati from metal.

    Enchanting can be used to give effects that are sort of “elemental”; not pertaining to the item’s physical ability (smithed) or to its potion effects (alchemy).


    Durability and Effectiveness of an item should be based on how an item is smithed or crafted rather than what enchantments or potions are applied to it.


    For example, let’s say i have an iron sword. It has sharpness II and durability I, because when i smithed it, i made it that sharp and durable. It has fire aspect and bane of arthropods because it was enchanted with a fire scroll and an anti insect gem. It has poison because a potion of poison was applied via apothecary.


    These effects, physical, should be based on how something is smithed/crafted:

    Stun

    Armor pierce

    Machete (cut shrub and vines)

    Block strength

    Block duration

    Chance of random block

    Reinforced (lasts longer)

    Sharpened (does more damage)

    Knockback

    Area damage

    Quick draw


    These effects, elemental, should be based off of objects alchemically infused or enchanted into it:

    Spark/Lightning

    Blaze

    Freeze

    Heal

    Luck (extra chance of crit)

    Extra damage to specific mobs/mob types (ex: undead)

    Extra damage during day/night

    Drain Hunger

    Absorb Health/Vampirism

    Fear (causes enemies to run away)

    Frenzy (will attack anything in sight)

    Smithing

    Smithing is the type of crafting necessary to make a weapon out of the basic metals: Iron, Steel, Copper, Bronze, Tin, Gold, and Silver. Smithing should require a smelter, an anvil, and a crafting anvil.

    First you would find the ore of the metal you’re looking for. You’d smelt it and get the ingots of it. Then, you create a kiln and make a crucible. The size of the kiln determines the speed of the crucible. The crucible has 27 slots, same as one chest. Within you can place the ingots which can be either combined into an alloy or shaped into the weapon or weapon component which you want to make.

    The quality of the alloy (that is, the effectiveness in a weapon or its stats) is dependent on 3 factors; kiln size, presence of lava, and presence of water. This is very important in making melee weapons and armor, because you can make steel or bronze that ranges from barely more effective than iron or copper (respectively) to making you virtually unstoppable against moderate tier mobs.

    It is less important but important nonetheless when making bolts and arrows. It almost doesnt matter with non-weapon items, which many of ought to be made of plain iron or copper, as the benefits of using alloys are negligible or non existent.

    Copper and bronze are significantly less powerful than iron and steel (respectively) and tend to hold less of an edge, becoming duller and weaker with use. However, they last longer than iron and steel.


    Though not smithed, wooden weapons should be only training weapons, inflicting damage but not able to kill anything. Flint and Stone are the basic materials for weapons, stone for melee and flint for ranged as a general rule.

    Apothecary

    Apothecary has 3 components; a flask, an additive, and a base.


    A base would be a liquid used to make the potion, be it water, lava, or a number of new liquids. They determine what mob it will be effective against, as well as the ingredients that can be mixed in with the lowest failure rate. They are listed below.


    Additives refer to the main ingredients. Up to 3 additives can be added to one potion. However, directly adding more than 1 additive to the brewing stand will greatly diminish the time of one effecit. Instead, it is best to mix potions in a cauldron. If both potions together have more than 3 effects, then the first 3 effects will be added. Time will be averaged. However, it takes experience to mix potions in a cauldron. Rarer ingredients will be more potent. Some ingredients will negate or reduce effects or even spoil the entire potion. Spoiled potions can be placed in a filter and some of the base will come back out. The filter is crafted with dirt, coal, sand, and a bucket.


    Flasks include ordinary flask, throwing flask, placeable flask, and coating flask. Ordinary flasks are for drinking. Throwing and placeable are self explanatory. Coating allows a weapon or projectile to be coated with a potion.


    There are 6 bases
    -Water should be a sort of neutral base. It is difficult to make powerful potions with it, at a higher failure rate for potent ingredients. (Potion)
    -Lava is best for mob-based and stone-based ingredients. (stony potion)
    -Sap is best for plant-based (sticky potion). Found in cores of large trees

    -Mystic Water is best for healing (mystic potion). Found in stone brick fountains above y=150

    -Quicksilver is best for elemental and stone-based (sandy potion). Found in pockets in the nether

    -Mud should be best suited for poisoning and elemental (earthly potion). Found flowing in swamps and occasionally mountains.

    Each base pertains to different types of potion effects.
    The effects on the potions, the amount, the time, the potency, and the base are all factors that affect failure rate of a new potion. They can continue to be made in threes, or in ones to ensure that if one fails that others may not.

    Enchanting

    Enchantments can be combined. The exp cap should be infinite. Enchantments should be raised. The max enchantment level should be 5. Any enchantable item should have a max of 6 enchantment values able to be applied. For example, you could have silk touch V and unbreaking I, or silk touch IV and unbreaking II, or silk touch III and unbreaking III.


    Gems or scrolls should be imbued into the weapon or armor piece. Elemental ones should require an additional item, such as a fire charge for fire aspect. Enchantments should be elemental, but not physical. Physical effects, such as stun, should be reserved for different types of weapons, such as a hammer for stun.
    However, a single weak physical effect can be enchanted into an item if you have enough exp.
    A woodsman's axe should be crafted, while a combat axe should be smithed.

    Elemental effects should be considered a different kind of damage, just as fall or fire is. The elemental damage types are Ice, Fire, Electric. They would affect different creatures differently and different armors would protect against different types of damage differently (whew that’s alot of different). One different type of metal in a weapon would be more receptive to one type of enchantment, elemental or not, than another.

    Handles are crafted, can be made of different materials.. Gems can be inset and pommels for swords or spikes for pole-arms can be customized.


    Alchemy is summed up quite well by this post (credit to LightWarriorK):

    http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/6585-lightwarriorks-big-book-of-alchemy

    Posted in: Suggestions
  • 0

    posted a message on [1.8.9]-Medieval Craft-[Alpha] {DEAD}

    Is there a 1.7.10 version?

    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]

    Has someone continued development of this mod? If so can someone provide a link please?

    Posted in: WIP Mods
  • 0

    posted a message on Life Mod! Add new villages, structures, monsters and much more! MC:PE 0.15.X / 0.16.X

    Is there a PC version of this mod?

    Posted in: MCPE: Mods / Tools
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