Hello everybody,
the Magic Launcher is a new Minecraft launcher which can load mods dynamically without changing or patching the minecraft.jar.
No more mod installation problems, just select your mods and enjoy.
Screenshots
Features
- Minecraft - selectable minecraft.jar
- Mods - load mods dynamically without changing minecraft.jar
- Design (screenshots) - Minecraft style
- News - Minecraft
- selectable environment
- automatic version detection
- automatic library download
- configurable window size, also maximized
- selectable minecraft folder
- selectable java executable
- java memory limit
- java custom parameters
- show error log
- multiple user profiles
- remember password
- configuration profiles
- META-INF does not have to be deleted
- automatic mod compatibility checking
- external mods detection and compatibility checking
- shortcut to external mods folder
- configurable external mods
- automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)
- Blogspot ...
Download
Get all MagicLauncher versions here: magiclauncher.com
Download MagicLauncher 1.3.4 (fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu): for Windows, for Mac, for Windows/Mac/Linux
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Note for Minecraft 1.6.2+
To run Minecraft 1.6.2+ with Forge, go to Setup -> Environment and select 1.6.2_Forge_XYZ. If the Environment 1.6.2_Forge is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then use the Forge installer to install Forge and then the Environment 1.6.2_Forge_XYZ should appear in the list.
Starting
Double click the downloaded file and the MagicLauncher should start.
Older versions
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.1 (fixed Reddit RSS feed, added Searge and Grum twitter, removed Notch twitter feed): for Windows, for Mac, for Windows/Mac/Linux, Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.0 (fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.6 (added support for version specific mods, vanilla inherited profiles, updated server checks and wiki links, fixed library classpath, fixed login with migrated accounts): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.5 (added support for Minecraft 1.7.4): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.4 (updated to use the new assets structure, fixed missing sounds in 1.7.2): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.3 (fixed to correctly save login name and password): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.2 (updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.7 (fixed missing sound, fixed Forge compatibility check, fixed Twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.6 (fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.5 (updated to support newer snapshots, added search in the log window, fixed twitter feeds, many small bugfixes): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.4 (compatible with the Minecraft 1.6 launcher, added Mojang server status check, added support for multiple accounts, added option "Close after login", added support for coremods, fixed external mod handling, updated Forge support, fixed crash when parsing configuration, updated news feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.0.0 (better Forge mod detection, fixed Twitter feeds, default memory limit 512M): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.9 (fixed news to load fully in background, added multi-selection for mod list, added button Replace mod, testing in Setup uses username from login field, added warning for modified minecraft.jar): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.8 (added support for ForgeModLoader, fixed option News, fixed Forge and ModLoader detection, removed broken IGN news, equal startup and maximum memory): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.7 (added option News for faster startup, fixed Forge detection): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.6 (added custom directory for Mac/Linux): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.5 (added checkbox ExternalMods, fix for external mods after crash): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.4 (fixed offline mode): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.3 (copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.2 (added profiles, window size, window maximized, java path, java parameters and base folder, fixed external mods folder to be under custom base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.1 (added profiles, window size, window maximized, java path, java parameters and base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.0 (textured buttons, more complex checks, gray inactive mods, fixed SPC problems): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.9 (textured buttons, more complex checks, gray inactive mods): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.8 (resizable dialogs, windows exe and 64-bit java): for Windows, for Mac, for Mac/Linux/Windows
Download MagicLauncher 0.8.7 (remember me, native window style): for Windows, for Mac/Linux/Windows
Download MagicLauncher 0.8.6 (fixed startup problems): Download 1
Changelog
1.3.2 - fixed Reddit RSS feed
1.3.1 - fixed Reddit RSS feed, added Searge and Grum twitters, removed Notch twitter
1.3.0 - fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds.
1.2.5 - added support for Minecraft 1.7.4
1.2.4 - updated to use the new assets structure, fixed missing sounds in 1.7.2.
1.2.3 - fixed to correctly save login name and password
1.2.2 - updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems
1.1.7 - fixed missing sound, caused by the sound thread being interrupted while writing log. Fixed Forge mod detection when Forge is loaded as environment library. Fixed RSS feeds to use cached static files.
1.1.6 - fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links
1.1.5 - updated to support newer snapshots, added search in the log window, fixed twitter feeds, fixed crash when profile name starts with quotes, fixed crash when profile environment not found.
1.1.4 - compatible with the Minecraft 1.6 launcher, supports all Minecraft versions downloaded by the new launcher. Added Mojang server status check with fancy lights and tooltips. Added support for multiple accounts. Added option "Close after login". Added support for coremods, similar to the External Mods. Fixed external mod handling, mod activation and deactivation is done correctly now. Updated Forge support, mods are corectly reactivated after Forge has finished loading the mods. Fixed crash when parsing configuration entries ending with "\\". Updated news feeds, added Mojang news.
1.0.0 - detects Forge mods by checking for mcmod.info, updated FML detection, fixed Twitter feeds after twitter removed the old RSS feeds, default memory limit set to 512M to avoid swapping to disk
0.9.9 - fixed news to load fully in background should eliminate blocking on slow or missing internet connection; added multi-selection for mod list - group add, replace and remove are supported; added button Replace mod; testing in Setup uses username from login field - if empty generates a test username; added warning when using modified minecraft.jar as this usually leads to various problems.
0.9.8 - added support for ForgeModLoader, fixed mod compatibility detection when fields and methods are still available in the parent class (Forge), fixed ModLoader detection to also check if ModLoader is inside the mod (Forge), fixed dialog Setup not to reset option News, startup and maximum memory are now equal, removed broken IGN news
0.9.7 - added option to turn off news tabs for faster startup, fixed Forge detection, auto-resizable message dialog
0.9.6 - added custom directory support for Mac and Linux
0.9.5 - added checkbox ExternalMods to disable or enable all external mods at once, fix for external mods after a crash, fixed some hanging file locks on external mods
0.9.4 - fixed offline mode to start correctly
0.9.3 - copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI), detection of duplicate mods, detection of internal mods placed in external mods folder, detection of empty or not unpacked mod archives.
0.9.2 - fixed external mods folder to be under custom base folder
0.9.1 - added configuration profiles, window size, window maximized, java path, java parameters and base folder, fixed non-ascii paths, allows mod from jar files, "Manage" creates folder "mods" if not existing
0.9.0 - fixed some problems
0.8.9 - textured buttons, more complex compatibility checks, gray inactive mods, checkbox Check compatibility
0.8.8 - resizable dialogs, windows exe works with 64-bit java, button "Add mod" starts in minecraft folder, fixed HTML problems with Java 1.5, added failed start detection, extended logging, launcher closes only if Minecraft has successfully started.
0.8.7 - implemented "Remember me", native window style, resizable/maximizable window, .EXE for Windows
0.8.6 - colors for status fields, beter compatibility checks
0.8.5 - UI corrections, slimmer scrollbars
0.8.4 - fixed log window to terminate JVM on failed start, added search for ModLoader in minecraft.jar, java startup memory set to 128M
0.8.3 - fixed java classpath when starting from path containing spaces
0.8.2 - added incompatible mods warning, startup logging
0.8.1 - fixed NPE if folder "mods" not existing
0.8.0 - first release
Fixing common problems
2. The ModLoader has to be first in the mods list, use the button Up to move it to first position. ModLoader is not needed if Forge 4.0 or newer is installed.
3. Then come (if you need them) ModLoaderMP and Forge.
4. Then come the rest of the mods and last comes OptiFine. Only one OptiFine edition may be active as they overwrite each other.
5. Do not forget to start with a clean minecraft.jar. If it is already modified or patched, then some mods may not work correctly.
6. A mod should appear either in the internal or the external mod list, but not in both at the same time.
7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods.
8. If you get an error "No accelerated mode found" or "Bad OpenGL drivers" you may try running Minecraft with less memory. Go to "Setup -> Advanced", enter 256 in the field Memory and test again. This helps with some integrated graphics cards.
TODO
- Incremental GC (-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode)
- XX:MaxDirectMemorySize
- mcmod.info in subfolder
- Configurable news tab
- Export mod list
- Update user skin
- Auto login
- Security
- LiteLoader mods
- Drag and drop
- Languages
- Command line options
- Mods with a subdirectory root
- Detect libraries (TurboModelThingy)
- Better conflict detection
- Portable, relative paths
- Limit worlds per profile
- Minecraft font
- Backups
- Support for patchers
1
I didn't realize I left that in, it was meant as a debugger for me while I was testing radiation interactions. It'll be removed in the next update.
1
I just want to let everyone know we cracked 100,000 downloads a while back. Thank you guys so much for supporting this mod! I'm working extra hard to push out the newest version soon!
1
Hi everyone, now that I'm in college I've had a whole lot of stuff happen to me that's been delaying the updates for the mod. I've lost the source once again (long story) and have finally begun to rewrite it. I'll put out alpha builds and such as progress moves forward. Sorry for the long wait!
1
There is a thirst bar that you can view that's in the pip boy, but yes, an option for turning off thirst will be in the next patch. Thanks for letting me know about that, it is pretty unfair.
1
Yep!
More content is coming very soon! I finally got my computer back from the shop, so now I can work on the mod again.
18
THIS MOD SHOULD NOW BE SERVER COMPATIBLE. I HAVEN'T DONE EXTENSIVE TESTING BUT IT SHOULD BE WORKING.
UPON UPDATING TO A NEW VERSION I CANNOT GUARANTEE THE INTEGRITY OF THE GAME, THE GAME MAY CRASH OR YOUR OLD WORLDS MAY BECOME CORRUPTED. YOU HAVE BEEN WARNED.
The Fallout Mod, by Blfngl
Hello! Today I present to you my Fallout mod. It's been a while, I know, but I've finally garnered some free time and can begin to work on it again! I'll continue to post updates about the content and stuff here, but for now it'll just be a simple thread.
Content:
Pip-Boy 3000:
- Big updates to the pipboy recently. Instead of acting only as a backpack, you can now view your skills and general health in the "stats" tab. The data tab doesn't do anything right now. Right click to open the inventory. Multiple pipboys can exist at the same time and ARE NOT player specific. This means, on a server, if you place something in your pipboy and give it to someone else, they will receive those items. I might make it so you can only hold one pipboy in your inventory at a time in the future.
Just a warning, sometimes if you're moving armor from your player to the pipboy inventory within the pipboy, it might glitch out and not move.
Here are some pics of the GUI:
Misc:
- The empty syringe is used to craft many of the chems found in this mod.
Bottle Cap:
- The currency of the Fallout universe. However, no merchants will accept these as of right now. There is no recipe for these, however they are dropped by ghouls.
Leather Belt:
- Currently only used in the super stimpak recipe.
Sensor Module:
Jet Inhaler:
Gun Barrel:
Gun Slide:
Wood Gun Stock:
Plastic Scrap:
Plastic Piping:
Saturnite Alloy:
Chems/Food:
- There are two types of Stimpaks, the standard Stimpak and the Super Stimpak. They both will restore an amount of health, displayed on the item, to the user instantly. The heal scales off of your medicine skill as well. Stimpaks can be crafted into Auto-Inject Stimpaks, which will, when the user falls below 50% health, will activate immediately.
Med-X and Psycho:
- Med-X will increase your resistance to all forms of damage, while psycho gives you a bonus to all damage that you output.
RadAway and RadX:
- Now that radiation is *kind of* in the game, you need to be careful what you eat and drink. RadAway will remove an amount of radiation, amount displayed on the item, and Rad-X will increase your radiation resistance for two minutes.
Antivenom:
- Cures poison, confusion and weakness.
Auto-Inject Stimpak/Super Stimpak:
PEOPLE DONT GET WHAT AUTO MEANS. THIS AUTOMATICALLY INJECTS WHEN YOU'RE HURT. STOP TRYING TO USE IT.
Healing Powder/Poultice:
- Grants regeneration potion effect.
Hydra:
- Grants moar regeneration.
Nuka Cola:
- Provides a small amount of hunger, will not be like this later.
Slasher:
- This is like med-X and psycho in one stim.
Guns:
10mm Pistol:
.44 Magnum Revolver:
.45 Auto:
.357 Magnum Revolver:
5.56mm Pistol:
Ammo:
Missiles:
Case .44:
Case .45:
Case .357:
Player Status:
Radiation: You'll now get raddy (on difficulties normal and hard)! Use radaway to remove it.
All Fallout: New Vegas pistols and rifles, with their sounds, have been added. Simply right click to fire and press 'r' to reload. The missile launcher as well as the frag grenade have been added. To turn off terrain damaging explosions go into the cfg file for this mod and set the value to false.
Some chems have been added as well, to use them right click. For some stat boosting chems, like psycho, there will be a varying percent chance that you become addicted. To remove addiction, use the chem Fixer, which unfortunately is unobtainable right now. Antivenom behaves a little differently than the other chems, for some reason it can only be consumed in non-creative game modes. It will remove the potion effects of poison, confusion and weakness.
More options to control how this mod behaves are available in the cfg file.
I've begun to add some recipes for some items. Pictures will come up eventually, but the easiest way to find out is with NEI.
Some plants have been added, to get them you can break tall grass and they might drop. Mutfruit has a 10% channce to be obtained by breaking tree leaves.
More pictures and recipes coming soon!
Downloads:
These files, sounds and sprites, were taken from the video game Fallout: New Vegas using Fallout Mod Manager or from websites created, owned or related to Fallout New Vegas or Bethesda Softworks, the copyright of which is held by Bethesda Softworks. All trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks. The use of images and sound to enhance this mod concerning the subject of the images and sound in question is believed to qualify as fair use under United States copyright law, as such display does not impede the right of the copyright holder to sell the copyrighted material and is not being used to generate profit in this context.
That's all for now! Here's a download link to the stable version of the mod, for minecraft 1.8 or 1.7.10. To install, make sure you have make sure you have the newest version of minecraftforge 1.8/1.7.10 installed, and then drop the correct jar into your mods folder.
1.8 Fallout Download v0.2.2.1 for MC 1.8
1.7.10 Fallout Download v0.2.2.1 for MC 1.7.10
For some reason this link is broken, so here's the url:
http://www.mediafire.com/download/nn9sfg203qd3dc0/
Changelog:
- Corrected pewpew damage
- Corrected gauss weapon reload time display
- Corrected grenade launcher type weapons ammo capacity and spread
- Decreased missile launcher reload speed
- Added heavy weapons
- Added MFBreeder weapons
- Fixed guns returning microfusion cells on a failed reload
v0.2.1
- *IMPORTANT* Fixed guns spazzing out after firing
- Fixed grenades crashing game
- Added plasma projectile render
- Added energy rifles
- Fixed plasma setting things on fire
- Fixed transparent textures with some items
- Added the rest of the shotguns
- Fixed most weapons not rendering in 3d
- Fixed shotguns not displaying max damage output in tooltip
- Corrected SMG clip sizes
- Corrected energy pistol clip sizes
- Corrected plasma pistol/defender not firing plasma
- Corrected plasma pistol/defender, pewpew and pulse gun not consuming correct amount of ammo
- Disabled pulse gun
- Added/corrected some sounds
- Fixed weapons not reloading if they're at a negative ammo value
- Corrected weapon item HP
- Grenade max stack size now 1
- Fixed gauss rifle not reloading properly
- Added firebomb type grenades
- Fixed plasma weapons scaling off of guns skill
- Corrected reload time display
- Fixed two-step goodbye always landing a critical
- Removed two-step goodbye spawning TNT
- Lowered antenna damage
- Increased inversal axe damage
- Lowered radiation accumulation
- Fixed chamber not appearing in creative
- Reimplented workbench, used to craft some fallout gear (not mandatory right now)
- Added legion recruit armor textures
- Added all of the ammo casings along with recipes
- Added more recipes
v0.2.0
- *IMPORTANT* You will now accumulate thirst over time on difficulties easy and above
- *IMPORTANT* You will now accumulate radiation over time on difficulties normal and above
- *IMPORTANT* This will kill you if you let it get to a high level
- *IMPORTANT* SHOULD BE 100% SERVER COMPATIBLE
- HUGE code optimization
- Completely recoded weapon reload/fire code
- Corrected doctor's bag texture
- Moved extra item info behind "shift wall"
- Changed knockdown chance to 5%
- Firing a weapon now lowers it's durability
- Beginning to implement H2O bar
- Nuka cola doesn't provide hunger anymore
- Added rifle barrel texture
- Fixed energy pistol damage
- Nerfed ghouls by a lot
- Added legion recruits and NCR troopers
- Added textures for legion recruit, ncr ranger combat, recon and sierra madre armor
- Fixed ghoul movespeed
- Changed recipe of missile and rocket
- Removed heavy weapon tab
- Shotgun pellets die off after traveling a certain distance
- Lasers now travel extremely fast (does have render glitches)
- Fixed stealthboy typo
v0.1.7
- Fixed lasers always setting things on fire
- Fixed antivenom creating a negative stack on use
- Added hydra addiction chance
- Corrected hydra recipe
- Corrected psycho duration
- Fixed psycho not buffing gun/laser/plasma damage
- Weapon tooltips display increased damage when affected by strength
- Fixed dixon's jet not displaying correct addiction chance
- Changed frag grenade recipe (leather -> quartz)
- Moved rad bar to pipboy gui
- Added stats/items/data tabs to pipboy
- Fixed weird inventory render bug
- Increased pipboy size
- Reorganized creative tabs
- Fixed missile disappearing in creative tabs
v0.1.6
- *IMPORTANT* Fixed keybinds crashing servers!
- Added one handed energy weapons
- Added extra description to certain items
- Adjusted auto inject stimpak health threshold (1/2 -> 1/3)
- Removed bottle cap recipe
- Added more gun parts
- Reorganized creative tabs
- Corrected .357 magnum texture
- Added recipes for: .357 pistol, .44 pistol, .45 pistol, 5.56mm pistol, 9mm pistol, 10mm pistol, varmint rifle
- Fixed rad bar not showing up
- Added nuka cola recipe
- Rescaled T45 armor rating
- Added recon armor (no skin)
- Added radiation suit
- Readded T51 armor
- Added armor tooltips
- Added gecko hide
- Readded cave fungus
- Cleaned up some misc item code
- Added some skin info
- Removed gun parts tab
- Tweaked chem tooltips
- Added cloud kiss texture
- Added proper sounds for energy weapons
- Tweaked fire rates for some weapons
v0.1.5
- *IMPORTANT* Fixed ghouls crashing game (corrupted worlds are recoverable)
- *IMPORTANT* Cleaned up some packet code, may have broken some worlds, unknown
- Changed ghouls to feral ghouls
- Added ghoul sounds
- Fixed auto-inject stimpak duplicate glitch (max stack size is one now)
- Added ghoul roamers and reavers (visually indistinguishable from "normal" feral ghouls)
v0.1.4
- *IMPORTANT* REALIZED ALL GUNS WERE DOING HALF THE DAMAGE I WANTED, FIXED GUN DAMAGE
- *IMPORTANT* This mod is not working properly on servers right now, trying to fix
- *IMPORTANT* Fixed melee damage penetrating all forms of armor
- Added a gun parts tab
- Beginning to add gun parts
- Added workbench and reloading bench (wip)
- Ghouls will now spawn in desert biomes
- Removed broc flower block
- Added T-45 power armor
- Re-did T-45 armor texture
- Added heavy armor and light armor differences
- Cleaned up reloading code
- Fixed reloading not delaying the timer
- Corrected most reload times for guns
- Added a guns skill
- Added reload times to gun tooltips
- Made gun tooltip more readable
- Added melee weapon base class
- Fixed typo in radiation coding
- Reordered sound code so you can't spam it while reloading
- Fixed bug where players in survival can't shoot on servers
- Tweaked reload times
- Added all skills that made sense: energy weapons, explosives, melee, repair, survival and unarmed
- Added all skills to commands
- Added more melee weapons
- Can only hold 1 melee weapon in a stack now
- Added a "knockdown" effect for weapons such as Oh Baby! and Blade of the East
- Added crit chance to melee weapons
- Crit chance is actual value * 10
- Blocking with melee weapons can only be done while sneaking
- Perform a power attack by right clicking with a melee weapon (cooldown of 8 seconds)
- Power attack bugged, won't do any damage
- Added custom melee weapon sounds
- Removed music tab
- Added a bunch more recipes
- Added a bunch more sounds
- Made entities more friendly to other mod entities
v0.1.3
- Rendered and modeled ghouls (non-hostile)
- Added ghoul spawn egg
- Added more chems to dungeon chests
- Removed plastic bottles and replaced them with soda bottles and glass bottles
- Edited jet dispenser recipe
- Added bottle cap recipe
- Added bb recipe
- Added missile recipe
- Added pipboy recipe
- Added functioning radiation bar to the top right of the screen, radiation slowly being implemented
- Changed rad bar texture, using a modified version of coolAlias' mana bar texture
- Added radaway
- Some foods will give you radiation now
- Added stages of radiation and radiation poisoning effects
- Changed addiction to NBT (used to effect everyone if one was addicted)
- Cleaned up some pipboy stuff
- Moved unused tabs to the end of the creative menu
- Updated plants tab icon
- Radiation resistance potion will now actually reduce radiation intake (viewable in the console)
- Cleaned up maximum radiation cap code
- Added medicine skill
- Added a command to show your skill values
- Some chems will show you your medicine skill value
- Medicine now affects how much healing is done by chems
- Added a set skills command (must be in creative to use)
- Added scaling rad reduction based on medicine level
- Added a command to view rad levels
- Added a command to check version of the mod
- Removed cloud kiss from creative menu
- Removed plants tab
- Mutfruit now has a 10% chance to drop from leaves (down from 20%)
v0.1.2
- Added jet, dixon's jet and ultrajet
- Added jet inhaler and recipe
- Changed chems to give a return item 30% of the time
- Added empty syringe recipe
- Added jet recipe
- Added broc flower and xander root
- Added healing powder and stimpak recipe
- Broc flower and xander root have a chance to drop from tall grass like seeds, temporary until I learn how to make farmable crops
- Added a plants creative tab
- Added mutfruit
- Mutfruit has a 20% chance to drop from tree leaves
- Added leather belt and recipe
- Added soda bottle and recipe
- Added nuka cola
- Added super stimpak recipe
- Added weapon repair kit (doesn't do anything yet)
- Added nevada agave and barrel cactus fruits
- Added home brewed nuka cola and recipe
- Added chest/dungeon/stronghold item generation hooks
- Added agave and barrel cactus to grass seed drops
- Added pipboy to bonus chest
- Added bottle cap
- Chems have a chance to spawn in dungeons
- The 10mm Pistol has a small SMALL chance to spawn in dungeons
- Added sensor module and recipe
- Added auto-inject stimpak and super stimpak recipes
- Added banana yucca to grass drops
- Added slasher and recipe
- Added addiction chance to chem description
- Added an icon for rad resist potion effect but it doesnt display *derp*
- Added an early version for weapon poisons
- Added the fallout death music (can be turned on and off in config)
- Started to work on achievements
- Started work on entities
- Fixed Pipboy, it holds and saves your items now
- Added nightstalker blood and radscorpion poison gland (unobtainable as of now)
- Added antivenom recipe
- Added dixons jet recipe
- Added healing poultice recipe
- Added hydra recipe
- Changed food tab item picture to mutfruit
v0.1.1
- Added all new vegas rifles, sounds and textures
- Fixed option menu bug
- Named keybindings
- Added auto injecting stimpaks
- Added an addiction sound
- Added a becoming addicted and removing addiction sound effect
- Added a addiction potion effect
- Fixed chem bug on using chem entire stack is used
- Fixed stimpak not being consumed on use
- Added a way to change fallout potion effect id values
- Slightly fixed reloading not delaying guns (still broken but works half the time)
- Added a fire rate text to guns
- Pulled records temporarily
- Rebalanced some fire rates and damage in pistols/rifles
- Added in-game item descriptions for most chems
- Added a toggleable chat notification for when an automatic stimapk is used
- Added snakebite tourniquet
- Added stealthboy and stealthboy sound
- Cleaned up sound files
- Removed inactive chems (buffout, doctors bag) from creative menu
- Removed throwing spear from creative menu
- Added cateye
v0.1
- Introduced to the world!
Special Thanks:
Max_FF - My first and only partner, I miss ya dude.
broadcast3r - Whose public skins have become the armor for this mod.
Joey_Can_Pwn - My first artist! I wish you never went to college
All of you guys who download and use this mod!
Mod Reviews:
Version 0.1
2
Not really, but they will be implemented in trading with Fallout villagers and such. I'm pretty sure you can make nuka cola with them though.
Go ahead!
I know the NCR and Caesar's Legion troops will, but I'm working on adding implementation for most other mobs and AI's for them.
Sorry about the late replies everyone!
2
That's been my plan for textures for a while, only I'm terrible at texturing. Also, it should be compatible for all versions of 1.8.
1
As of right now, skills are leveled up in a skyrim-esque way, meaning that the more you use a medicine/fire a weapon/do various things the more the respective skill will increase. This is also in the *next* version of the mod. Skill leveling and leveling in general will eventually be moved in to the pipboy with a UI and everything.
1
I really like these builds! Nice work on them dude!