• 1

    posted a message on Need a friend!
    Quote from seshoru10

    Would be better if you did.


    I would play minecraft with you, but I don't have skype (I live in the U.S and I have Hamachi)
    Posted in: Server Recruitment
  • 1

    posted a message on Need a friend!
    Do we need skype?
    Posted in: Server Recruitment
  • 3

    posted a message on [1.1/1.2.3/1.2.5] CCF1's Mods [ClassicWater Updated to 1.2.5!]
    CCF1'S
    Mods

    This is where I post all of my mods, if you need help, have feedback, or have anything you want me to make; post it here!

    Mods:

    [1.2.5] [WIP] ClassicWater 0.2

    Description:
    This mod makes the current minecraft water resemble minecraft classic. Now you can flood caves :D (Dont use on a slow computer)
    Installation:
    1) Unzip the file with WinRAR or 7Zip
    2) Drag all the mod files (except for READ_ME.txt) into minecraft.jar
    3) Run Minecraft
    How it works:
    This mod edits the fluid files. Inside of the fluid class, there is a value thats set at 8 and everytime a liquid spreads, it subtracts 1. When it gets to 0, the liquid stops. That's how the water spreads a certain distance. I edited the fluid to make it subtract 0 and loop itself. Waterfalls still exist and don't flood the world
    Images:


    Changelog:

    Version 0.2
    Updated to 1.2.5
    
    Version 0.1
    First Release

    Does this mod require Modloader? No
    Version 0.1
    !WARNING! This is only the first version and may be glitchy!
    BE SURE TO BACKUP BEFORE INSTALLING THIS MOD!

    [1.1] LifeInHell
    Download

    Description:
    This mod makes you spawn in the nether, mods that affect the nether will still work.
    Installation:
    1) Unzip the file with WinRAR or 7Zip
    2) Run Minecraft
    How it works:
    Replaces the earth files with nether. Don't worry! You can still build a portal to go home
    Portal Design:
    A = Dirt (Optional)
    B = Dirt
    X = Portal (Flint and steel)

    ABBA
    BXXB
    BXXB
    ABBA
    Images:

    You know what the nether looks like >_>
    Recipes:

    Dirt

    Flint and steel

    Portal to real world:

    Changelog:

    Version 2.0
    Fixed bugs with portal not working correctly
    
    Version 1.0
    First Release

    Does this mod require Modloader? Yes
    Version 2.0


    [1.1]StrongPistons
    Download

    Description:
    This mod makes pistons move any block.
    Installation:
    1) Drag class into minecraft.jar
    2) Run Minecraft
    How it works:
    Removes piston's limits
    Images:
    [none]
    Changelog:

    Version 1.0
    First Release

    Does this mod require Modloader? No
    Version 1.0
    [1.2.3] CaveFinder
    Description:
    This mod makes a new block that allows you to see caves
    Installation:
    1) Drag class into minecraft.jar
    2) Run Minecraft
    Images:


    Recipe:
    :stone: :stone: :stone:
    :stone: :SPA: :stone:
    :stone: :stone: :stone:
    Changelog:

    Version 1.0
    First Release

    Does this mod require Modloader? Yes
    Version 1.0





    Videos:
    User Quotes:
    Quote from Sexyninja69

    :D

    Quote from EpicSoren

    this is a great idea! Could you make a mod that makes you able to add your own images and blocks by selecting a few parameters, to make your on mod?

    Quote from Digginthemholes

    Awesome. Now I can make swimming pools in survival without iron. :D

    Quote from Magic_Mat

    Epic Mods Downloading now!

    you could make a mod tha makes you spawnin theend with nothing but a iorn sword, some leather armor and some food!


    Banners:

    [url="http://www.minecraftforum.net/topic/1039515-11-ccf1s-mods-classicwater/"][IMG]http://i.imgur.com/dRugF.png[/IMG][/url]
    Posted in: Minecraft Mods
  • 3

    posted a message on Writable books
    I know this is coming, but I have a suggestion for it.

    Make the books (when reading) be held just like maps. And make the page turning have the same animation as the book in the enchantment table.

    (Or add a table block with writable books on top)
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Pocket Edition:Delicious Shiny Diamonds
    Quote from DoubleDragon

    Wait What?!Diamonds can be edible?!


    They come with free pain per bite :D
    Posted in: MCPE: Discussion
  • 1

    posted a message on Final Round of Giftcode Giveaway!
    "hi"

    is that even a real submission?
    Posted in: Minecraft News
  • 1

    posted a message on [1.2.3] Pentium Time Travel [Recruiting!] [NEED CODERS!!!!!!!] [WIP]
    I'm making a mod that adds Pentium. Right now I have FakeStone, PentiumShards, Pentium Torch, Pentium Block, and a Pentium Time Machine.

    I need someone to help me code the time machine and help me code with other things like blocks


    Images:




    Coming Soon:
    *This mod :P
    *A Gui on the time machine to go through time, but going to far increases the change of a malfunction (Hint in the post below)
    *More mobs
    *Other stuff

    If you would like to join fill in this application and post it here:

    *Age?
    *Proof of work?
    *What will you do?
    *Why do you want to join?
    Posted in: WIP Mods
  • 2

    posted a message on [1.1][Whitelist] Creative server! Let's code! [ComputerCraft][Mature community]
    Quote from Eryo

    * In game name: aflac6
    * Age (minimum 12 years): 14
    * Screenshot/world save/text file/anything that shows
    that you know programming:


    local tBiomes = {
    "in a forest",
    "in a pine forest",
    "knee deep in a swamp",
    
    "in a mountain range",
    "in a desert",
    "in a grassy plain",
    "in frozen tundra",
    
    --"in the ocean",
    }
    local function hasTrees( _nBiome )
    return _nBiome <= 3
    end
    local function hasStone( _nBiome )
    return _nBiome == 4
    end
    local function hasRivers( _nBiome )
    return _nBiome ~= 3 and _nBione ~= 5
    end
    local items = {
    ["no tea"] = {
      droppable = false,
      desc = "Pull yourself together man.",
    },
    ["a pig"] = {
      heavy = true,
      creature = true,
      drops = { "some pork" },
      aliases = { "pig" },
      desc = "The pig has a square nose.",
    },
    ["a cow"] = {
      heavy = true,
      creature = true,
      aliases = { "cow" },
      desc = "The cow stares at you blankly.",
    },
    ["a sheep"] = {
      heavy = true,
      creature = true,
      hitDrops = { "some wool" },
      aliases = { "sheep" },
      desc = "The sheep is fluffy.",
    },
    ["a chicken"] = {
      heavy = true,
      creature = true,
      drops = { "some chicken" },
      aliases = { "chicken" },
      desc = "The chicken looks delicious.",
    },
    ["a creeper"] = {
      heavy = true,
      creature = true,
      monster = true,
      aliases = { "creeper" },
      desc = "The creeper needs a hug.",
    },
    ["a skeleton"] = {
      heavy = true,
      creature = true,
      monster = true,
      aliases = { "skeleton" },
      nocturnal = true,
      desc = "The head bone's connected to the neck bone, the neck bones connected to the chest bone, the chest bones connected to the arm bone, the arm bones connected to the bow, and the bow is pointed at you.",
    },
    ["a zombie"] = {
      heavy = true,
      creature = true,
      monster = true,
      aliases = { "zombie" },
      nocturnal = true,
      desc = "All he wants to do is eat your brains.",
    },
    ["a spider"] = {
      heavy = true,
      creature = true,
      monster = true,
      aliases = { "spider" },
      desc = "Dozens of eyes stare back at you.",
    },
    ["a cave entrance"] = {
      heavy = true,
      aliases = { "cave entance", "cave", "entrance" },
      desc = "The entrance to the cave is dark, but it looks like you can climb down.",
    },
    ["an exit to the surface"] = {
      heavy = true,
      aliases = { "exit to the surface", "exit", "opening" },
      desc = "You can just see the sky through the opening.",
    },
    ["a river"] = {
      heavy = true,
      aliases = { "river" },
      desc = "The river flows majestically towards the horizon.",
    },
    ["some wood"] = {
      aliases = { "wood" },
      material = true,
      desc = "You could easilly craft this wood into planks.",
    },
    ["some planks"] = {
      aliases = { "planks", "wooden planks", "wood planks" },
      desc = "You could easilly craft these planks into sticks.",
    },
    ["some sticks"] = {
      aliases = { "sticks", "wooden sticks", "wood sticks" },
      desc = "A perfect handle for torches or a pickaxe.",
    },
    ["a crafting table"] = {
      aliases = { "crafting table", "craft table", "work bench", "workbench", "crafting bench", "table", },
      desc = "It's a crafting table. I shouldn't tell you this, but these don't actually do anything in this game, you can craft tools whenever you like.",
    },
    ["a furnace"] = {
      aliases = { "furnace" },
      desc = "It's a furnace. Between you and me, these don't actually do anything in this game.",
    },
    ["a wooden pickaxe"] = {
      aliases = { "pickaxe", "pick", "wooden pick", "wooden pickaxe", "wood pick", "wood pickaxe" },
      tool = true,
      toolLevel = 1,
      toolType = "pick",
      desc = "The pickaxe looks good for breaking stone and coal.",
    },
    ["a stone pickaxe"] = {
      aliases = { "pickaxe", "pick", "stone pick", "stone pickaxe" },
      tool = true,
      toolLevel = 2,
      toolType = "pick",
      desc = "The pickaxe looks good for breaking iron.",
    },
    ["an iron pickaxe"] = {
      aliases = { "pickaxe", "pick", "iron pick", "iron pickaxe" },
      tool = true,
      toolLevel = 3,
      toolType = "pick",
      desc = "The pickaxe looks strong enough to break diamond.",
    },
    ["a diamond pickaxe"] = {
      aliases = { "pickaxe", "pick", "diamond pick", "diamond pickaxe" },
      tool = true,
      toolLevel = 4,
      toolType = "pick",
      desc = "Best. Pickaxe. Ever.",
    },
    ["a wooden sword"] = {
      aliases = { "sword", "wooden sword", "wood sword" },
      tool = true,
      toolLevel = 1,
      toolType = "sword",
      desc = "Flimsy, but better than nothing.",
    },
    ["a stone sword"] = {
      aliases = { "sword", "stone sword" },
      tool = true,
      toolLevel = 2,
      toolType = "sword",
      desc = "A pretty good sword.",
    },
    ["an iron sword"] = {
      aliases = { "sword", "iron sword" },
      tool = true,
      toolLevel = 3,
      toolType = "sword",
      desc = "This sword can slay any enemy.",
    },
    ["a diamond sword"] = {
      aliases = { "sword", "diamond sword" },
      tool = true,
      toolLevel = 4,
      toolType = "sword",
      desc = "Best. Sword. Ever.",
    },
    ["a wooden shovel"] = {
      aliases = { "shovel", "wooden shovel", "wood shovel" },
      tool = true,
      toolLevel = 1,
      toolType = "shovel",
      desc = "Good for digging holes.",
    },
    ["a stone shovel"] = {
      aliases = { "shovel", "stone shovel" },
      tool = true,
      toolLevel = 2,
      toolType = "shovel",
      desc = "Good for digging holes.",
    },
    ["an iron shovel"] = {
      aliases = { "shovel", "iron shovel" },
      tool = true,
      toolLevel = 3,
      toolType = "shovel",
      desc = "Good for digging holes.",
    },
    ["a diamond shovel"] = {
      aliases = { "shovel", "diamond shovel" },
      tool = true,
      toolLevel = 4,
      toolType = "shovel",
      desc = "Good for digging holes.",
    },
    ["some coal"] = {
      aliases = { "coal" },
      ore = true,
      toolLevel = 1,
      toolType = "pick",
      desc = "That coal looks useful for building torches, if only you had a pickaxe to mine it.",
    },
    ["some dirt"] = {
      aliases = { "dirt" },
      material = true,
      desc = "Why not build a mudhut?",
    },
    ["some stone"] = {
      aliases = { "stone", "cobblestone" },
      material = true,
      ore = true,
      infinite = true,
      toolLevel = 1,
      toolType = "pick",
      desc = "Stone is useful for building things, and making stone pickaxes.",
    },
    ["some iron"] = {
      aliases = { "iron" },
      material = true,
      ore = true,
      toolLevel = 2,
      toolType = "pick",
      desc = "That iron looks mighty strong, you'll need a stone pickaxe to mine it.",
    },
    ["some diamond"] = {
      aliases = { "diamond", "diamonds" },
      material = true,
      ore = true,
      toolLevel = 3,
      toolType = "pick",
      desc = "Sparkly, rare, and impossible to mine without an iron pickaxe.",
    },
    ["some torches"] = {
      aliases = { "torches", "torch" },
      desc = "These won't run out for a while.",
    },
    ["a torch"] = {
      aliases = { "torch" },
      desc = "Fire, fire, burn so bright, won't you light my cave tonight?",
    },
    ["some wool"] = {
      aliases = { "wool" },
      material = true,
      desc = "Soft and good for building.",
    },
    ["some pork"] = {
      aliases = { "pork", "porkchops" },
      food = true,
      desc = "Delicious and nutricious.",
    },
    ["some chicken"] = {
      aliases = { "chicken" },
      food = true,
      desc = "Finger licking good.",
    },
    }
    local tAnimals = {
    "a pig", "a cow", "a sheep", "a chicken",
    }
    local tMonsters = {
    "a creeper", "a skeleton", "a zombie", "a spider"
    }
    local tRecipes = {
    ["some planks"] = { "some wood" },
    ["some sticks"] = { "some planks" },
    ["some sticks"] = { "some planks" },
    ["a crafting table"] = { "some planks" },
    ["a furnace"] = { "some stone" },
    ["some torches"] = { "some sticks", "some coal" },
    
    ["a wooden pickaxe"] = { "some planks", "some sticks" },
    ["a stone pickaxe"] = { "some stone", "some sticks" },
    ["an iron pickaxe"] = { "some iron", "some sticks" },
    ["a diamond pickaxe"] = { "some diamond", "some sticks" },
    ["a wooden sword"] = { "some planks", "some sticks" },
    ["a stone sword"] = { "some stone", "some sticks" },
    ["an iron sword"] = { "some iron", "some sticks" },
    ["a diamond sword"] = { "some diamond", "some sticks" },
    ["a wooden shovel"] = { "some planks", "some sticks" },
    ["a stone shovel"] = { "some stone", "some sticks" },
    ["an iron shovel"] = { "some iron", "some sticks" },
    ["a diamond shovel"] = { "some diamond", "some sticks" },
    }
    local tGoWest = {
    "(life is peaceful there)",
    "(lots of open air)",
    "(to begin life anew)",
    "(this is what we'll do)",
    "(sun in winter time)",
    "(we will do just fine)",
    "(where the skies are blue)",
    "(this and more we'll do)",
    }
    local nGoWest = 0
    local bRunning = true
    local tMap = { { {}, }, }
    local x,y,z = 0,0,0
    local inventory = {
    ["no tea"] = items["no tea"],
    }
    local nTurn = 0
    local nTimeInRoom = 0
    local bInjured = false
    local tDayCycle = {
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "It is daytime.",
    "The sun is setting.",
    "It is night.",
    "It is night.",
    "It is night.",
    "It is night.",
    "It is night.",
    "The sun is rising.",
    }
    local function getTimeOfDay()
    return math.fmod( math.floor(nTurn/3), #tDayCycle ) + 1
    end
    local function isSunny()
    return (getTimeOfDay() < 10)
    end
    local function getRoom( x, y, z, dontCreate )
    tMap[x] = tMap[x] or {}
    tMap[x][y] = tMap[x][y] or {}
    if not tMap[x][y][z] and dontCreate ~= true then
       local room = {
    	items = {},
    	exits = {},
    	nMonsters = 0,
       }
      tMap[x][y][z] = room
    
      if y == 0 then
       -- Room is above ground
       -- Pick biome
       room.nBiome = math.random( 1, #tBiomes )
       room.trees = hasTrees( room.nBiome )
    
       -- Add animals
       if math.random(1,3) == 1 then
    	for n = 1,math.random(1,2) do
    	 local sAnimal = tAnimals[ math.random( 1, #tAnimals ) ]
    	 room.items[ sAnimal ] = items[ sAnimal ]
    	end
       end
      
       -- Add surface ore
       if math.random(1,5) == 1 or hasStone( room.nBiome ) then
    	room.items[ "some stone" ] = items[ "some stone" ]
       end
       if math.random(1,8) == 1 then
    	room.items[ "some coal" ] = items[ "some coal" ]
       end
       if math.random(1,8) == 1 and hasRivers( room.nBiome ) then
    	room.items[ "a river" ] = items[ "a river" ]
       end
    
       -- Add exits
       room.exits = {
    	["north"] = true,
    	["south"] = true,
    	["east"] = true,
    	["west"] = true,
       }
       if math.random(1,8) == 1 then
    	room.exits["down"] = true
    	room.items["a cave entrance"] = items["a cave entrance"]
       end
    	
      else
       -- Room is underground
       -- Add exits
       local function tryExit( sDir, sOpp, x, y, z )
    	local adj = getRoom( x, y, z, true )
    	if adj then
    	 if adj.exits[sOpp] then
    	  room.exits[sDir] = true
    	 end
    	else
    	 if math.random(1,3) == 1 then
    	  room.exits[sDir] = true
    	 end
    	end
       end
      
       if y == -1 then
    	local above = getRoom( x, y + 1, z )
    	if above.exits["down"] then
    	 room.exits["up"] = true
    	 room.items["an exit to the surface"] = items["an exit to the surface"]
    	end
       else
    	tryExit( "up", "down", x, y + 1, z )
       end
      
       if y > -3 then
    	tryExit( "down", "up", x, y - 1, z )
       end
      
       tryExit( "east", "west", x - 1, y, z )
       tryExit( "west", "east", x + 1, y, z )
       tryExit( "north", "south", x, y, z + 1 )
       tryExit( "south", "north", x, y, z - 1 )
      
       -- Add ores
       room.items[ "some stone" ] = items[ "some stone" ]
       if math.random(1,3) == 1 then
    	room.items[ "some coal" ] = items[ "some coal" ]
       end
       if math.random(1,8) == 1 then
    	room.items[ "some iron" ] = items[ "some iron" ]
       end
       if y == -3 and math.random(1,15) == 1 then
    	room.items[ "some diamond" ] = items[ "some diamond" ]
       end
      
       -- Turn out the lights
       room.dark = true
      end
    end
    return tMap[x][y][z]
    end
    local function itemize( t )
    local item = next( t )
    if item == nil then
      return "nothing"
    end
    
    local text = ""
    while item do
      text = text .. item
    
      local nextItem = next( t, item )
      if nextItem ~= nil then
       local nextNextItem = next( t, nextItem )
       if nextNextItem == nil then
    	text = text .. " and "
       else
    	text = text .. ", "
       end
      end
      item = nextItem
    end
    return text
    end
    function findItem( _tList, _sQuery )
    for sItem, tItem in pairs( _tList ) do
      if sItem == _sQuery then
       return sItem
      end
      if tItem.aliases ~= nil then
       for n, sAlias in pairs( tItem.aliases ) do
    	if sAlias == _sQuery then
    	 return sItem
    	end
       end
      end
    end
    return nil
    end
    local tMatches = {
    ["wait"] = {
      "wait",
    },
    ["look"] = {
      "look at the ([%a ]+)",
      "look at ([%a ]+)",
      "look",
      "inspect ([%a ]+)",
      "inspect the ([%a ]+)",
      "inspect",
    },
    ["inventory"] = {
      "check self",
      "check inventory",
      "inventory",
      "i",
    },
    ["go"] = {
      "go (%a+)",
      "travel (%a+)",
      "walk (%a+)",
      "run (%a+)",
      "go",
    },
    ["dig"] = {
      "dig (%a+) using ([%a ]+)",
      "dig (%a+) with ([%a ]+)",
      "dig (%a+)",
      "dig",
    },
    ["take"] = {
      "pick up the ([%a ]+)",
      "pick up ([%a ]+)",
      "pickup ([%a ]+)",
      "take the ([%a ]+)",
      "take ([%a ]+)",
      "take",
    },
    ["drop"] = {
      "put down the ([%a ]+)",
      "put down ([%a ]+)",
      "drop the ([%a ]+)",
      "drop ([%a ]+)",
      "drop",
    },
    ["place"] = {
      "place the ([%a ]+)",
      "place ([%a ]+)",
      "place",
    },
    ["cbreak"] = {
      "punch the ([%a ]+)",
      "punch ([%a ]+)",
      "punch",
      "break the ([%a ]+) with the ([%a ]+)",
      "break ([%a ]+) with ([%a ]+) ",
      "break the ([%a ]+)",
      "break ([%a ]+)",
      "break",
    },
    ["mine"] = {
      "mine the ([%a ]+) with the ([%a ]+)",
      "mine ([%a ]+) with ([%a ]+)",
      "mine ([%a ]+)",
      "mine",
    },
    ["attack"] = {
      "attack the ([%a ]+) with the ([%a ]+)",
      "attack ([%a ]+) with ([%a ]+)",
      "attack ([%a ]+)",
      "attack",
      "kill the ([%a ]+) with the ([%a ]+)",
      "kill ([%a ]+) with ([%a ]+)",
      "kill ([%a ]+)",
      "kill",
      "hit the ([%a ]+) with the ([%a ]+)",
      "hit ([%a ]+) with ([%a ]+)",
      "hit ([%a ]+)",
      "hit",
    },
    ["craft"] = {
      "craft a ([%a ]+)",
      "craft some ([%a ]+)",
      "craft ([%a ]+)",
      "craft",
      "make a ([%a ]+)",
      "make some ([%a ]+)",
      "make ([%a ]+)",
      "make",
    },
    ["build"] = {
      "build ([%a ]+) out of ([%a ]+)",
      "build ([%a ]+) from ([%a ]+)",
      "build ([%a ]+)",
      "build",
    },
    ["eat"] = {
      "eat a ([%a ]+)",
      "eat the ([%a ]+)",
      "eat ([%a ]+)",
      "eat",
    },
    ["help"] = {
      "help me",
      "help",
    },
    ["exit"] = {
      "exit",
      "quit",
      "goodbye",
      "good bye",
      "bye",
      "farewell",
    },
    }
    local commands = {}
    function doCommand( text )
    if text == "" then
      commands[ "noinput" ]()
      return
    end
    
    for sCommand, t in pairs( tMatches ) do
      for n, sMatch in pairs( t ) do
       local tCaptures = { string.match( text, "^" .. sMatch .. "$" ) }
       if #tCaptures ~= 0 then
    	local fnCommand = commands[ sCommand ]
    	if #tCaptures == 1 and tCaptures[1] == sMatch then
    	 fnCommand()
    	else
    	 fnCommand( unpack( tCaptures ) )
    	end
    	return
       end
      end
    end
    commands[ "badinput" ]()
    end
    function commands.wait()
    print( "Time passes..." )
    end
    function commands.look( _sTarget )
    local room = getRoom( x,y,z )
    if room.dark then
      print( "It is pitch dark." )
      return
    end
    if _sTarget == nil then
      -- Look at the world
      if y == 0 then
       io.write( "You are standing " .. tBiomes[room.nBiome] .. ". " )
       print( tDayCycle[ getTimeOfDay() ] )
      else
       io.write( "You are underground. " )
       if next( room.exits ) ~= nil then
    	print( "You can travel "..itemize( room.exits ).."." )
       else
    	print()
       end
      end
      if next( room.items ) ~= nil then
       print( "There is " .. itemize( room.items ) .. " here." )
      end
      if room.trees then
       print( "There are trees here." )
      end
    
    else
      -- Look at stuff
      if room.trees and (_sTarget == "tree" or _sTarget == "trees") then
       print( "The trees look easy to break." )
      elseif _sTarget == "self" or _sTarget == "myself" then
       print( "Very handsome." )
      else
       local tItem = nil
       local sItem = findItem( room.items, _sTarget )
       if sItem then
    	tItem = room.items[sItem]
       else
    	sItem = findItem( inventory, _sTarget )
    	if sItem then
    	 tItem = inventory[sItem]
    	end
       end
      
       if tItem then
    	print( tItem.desc or ("You see nothing special about "..sItem..".") )
       else
    	print( "You don't see any ".._sTarget.." here." )
       end
      end
    end
    end
    function commands.go( _sDir )
    local room = getRoom( x,y,z )
    if _sDir == nil then
      print( "Go where?" )
      return
    end
    
    if nGoWest ~= nil then
      if _sDir == "west" then
       nGoWest = nGoWest + 1
       if nGoWest > #tGoWest then
    	nGoWest = 1
       end
       print( tGoWest[ nGoWest ] )
      else
       if nGoWest > 0 or nTurn > 6 then
    	nGoWest = nil
       end
      end
    end
    
    if room.exits[_sDir] == nil then
      print( "You can't go that way." )
      return
    end
    
    if _sDir == "north" then
      z = z + 1
    elseif _sDir == "south" then
      z = z - 1
    elseif _sDir == "east" then
      x = x - 1
    elseif _sDir == "west" then
      x = x + 1
    elseif _sDir == "up" then
      y = y + 1
    elseif _sDir == "down" then
      y = y - 1
    else
      print( "I don't understand that direction." )
      return
    end
    
    nTimeInRoom = 0
    doCommand( "look" )
    end
    function commands.dig( _sDir, _sTool )
    local room = getRoom( x,y,z )
    if _sDir == nil then
      print( "Dig where?" )
      return
    end
    
    local sTool = nil
    local tTool = nil
    if _sTool ~= nil then
      sTool = findItem( inventory, _sTool )
      if not sTool then
       print( "You're not carrying a ".._sTool.."." )
       return
      end
      tTool = inventory[ sTool ]
    end
    
    local room = getRoom( x, y, z )
    local bActuallyDigging = (room.exits[ _sDir ] ~= true)
    if bActuallyDigging then
      if sTool == nil or tTool.toolType ~= "pick" then
       print( "You need to use a pickaxe to dig through stone." )
       return
      end
    end
    
    if _sDir == "north" then
      room.exits["north"] = true
      z = z + 1
      getRoom( x, y, z ).exits["south"] = true
    elseif _sDir == "south" then
      room.exits["south"] = true
      z = z - 1
      getRoom( x, y, z ).exits["north"] = true
    
    elseif _sDir == "east" then
      room.exits["east"] = true
      x = x - 1
      getRoom( x, y, z ).exits["west"] = true
    
    elseif _sDir == "west" then
      room.exits["west"] = true
      x = x + 1
      getRoom( x, y, z ).exits["east"] = true
    
    elseif _sDir == "up" then
      if y == 0 then
       print( "You can't dig that way." )
       return
      end
      room.exits["up"] = true
      if y == -1 then
       room.items[ "an exit to the surface" ] = items[ "an exit to the surface" ]
      end
      y = y + 1
    
      room = getRoom( x, y, z )
      room.exits["down"] = true
      if y == 0 then
       room.items[ "a cave entrance" ] = items[ "a cave entrance" ]
      end
    
    elseif _sDir == "down" then
      if y <= -3 then
       print( "You hit bedrock." )
       return
      end
      room.exits["down"] = true
      if y == 0 then
       room.items[ "a cave entrance" ] = items[ "a cave entrance" ]
      end
      y = y - 1
    
      room = getRoom( x, y, z )
      room.exits["up"] = true
      if y == -1 then
       room.items[ "an exit to the surface" ] = items[ "an exit to the surface" ]
      end
    
    else
      print( "I don't understand that direction." )
      return
    end
    
    --
    if bActuallyDigging then
      if _sDir == "down" and y == -1 or
    	 _sDir == "up" and y == 0 then
       inventory[ "some dirt" ] = items[ "some dirt" ]
       inventory[ "some stone" ] = items[ "some stone" ]
       print( "You dig ".._sDir.." using "..sTool.." and collect some dirt and stone." )
      else
       inventory[ "some stone" ] = items[ "some stone" ]
       print( "You dig ".._sDir.." using "..sTool.." and collect some stone." )
      end
    end
    
    nTimeInRoom = 0
    doCommand( "look" )
    end
    function commands.inventory()
    print( "You are carrying " .. itemize( inventory ) .. "." )
    end
    function commands.drop( _sItem )
    if _sItem == nil then
      print( "Drop what?" )
      return
    end
    
    local room = getRoom( x,y,z )
    local sItem = findItem( inventory, _sItem )
    if sItem then
      local tItem = inventory[ sItem ]
      if tItem.droppable == false then
       print( "You can't drop that." )
      else
       room.items[ sItem ] = tItem
       inventory[ sItem ] = nil
       print( "Dropped." )
      end
    else
      print( "You don't have a ".._sItem.."." )
    end
    end
    function commands.place( _sItem )
    if _sItem == nil then
      print( "Place what?" )
      return
    end
    
    if _sItem == "torch" or _sItem == "a torch" then
      local room = getRoom( x,y,z )
      if inventory["some torches"] or inventory["a torch"] then
       inventory["a torch"] = nil
       room.items["a torch"] = items["a torch"]
       if room.dark then
    	print( "The cave lights up under the torchflame." )
    	room.dark = false
       elseif y == 0 and not isSunny() then
    	print( "The night gets a little brighter." )
       else
    	print( "Placed." )
       end
      else
       print( "You don't have torches." )
      end
      return
    end
    
    commands.drop( _sItem )
    end
    function commands.take( _sItem )
    if _sItem == nil then
      print( "Take what?" )
      return
    end
    local room = getRoom( x,y,z )
    local sItem = findItem( room.items, _sItem )
    if sItem then
      local tItem = room.items[ sItem ]
      if tItem.heavy == true then
       print( "You can't carry "..sItem.."." )
      elseif tItem.ore == true then
       print( "You need to mine this ore." )
      else
       if tItem.infinite ~= true then
    	room.items[ sItem ] = nil
       end
       inventory[ sItem ] = tItem
      
       if inventory["some torches"] and inventory["a torch"] then
    	inventory["a torch"] = nil
       end
       if sItem == "a torch" and y < 0 then
    	room.dark = true
    	print( "The cave plunges into darkness." )
       else
    	print( "Taken." )
       end
      end
    else
      print( "You don't see a ".._sItem.." here." )
    end
    end
    function commands.mine( _sItem, _sTool )
    if _sItem == nil then
      print( "Mine what?" )
      return
    end
    if _sTool == nil then
      print( "Mine ".._sItem.." with what?" )
      return
    end
    commands.cbreak( _sItem, _sTool )
    end
    function commands.attack( _sItem, _sTool )
    if _sItem == nil then
      print( "Attack what?" )
      return
    end
    commands.cbreak( _sItem, _sTool )
    end
    function commands.cbreak( _sItem, _sTool )
    if _sItem == nil then
      print( "Break what?" )
      return
    end
    
    local sTool = nil
    if _sTool ~= nil then
      sTool = findItem( inventory, _sTool )
      if sTool == nil then
       print( "You're not carrying a ".._sTool.."." )
       return
      end
    end
    local room = getRoom( x,y,z )
    if _sItem == "tree" or _sItem == "trees" or _sItem == "a tree" then
      print( "The tree breaks into blocks of wood, which you pick up." )
      inventory[ "some wood" ] = items[ "some wood" ]
      return
    elseif _sItem == "self" or _sItem == "myself" then
      print( "You have died." )
      print( "Score: &e0" )
      bRunning = false
      return
    end
    
    local sItem = findItem( room.items, _sItem )
    if sItem then
      local tItem = room.items[ sItem ]
      if tItem.ore == true then
       -- Breaking ore
       if not sTool then
    	print( "You need a tool to break this ore." )
    	return
       end
       local tTool = inventory[ sTool ]
       if tTool.tool then
    	if tTool.toolLevel < tItem.toolLevel then
    	 print( sTool .." is not strong enough to break this ore." )
    	elseif tTool.toolType ~= tItem.toolType then
    	 print( "You need a different kind of tool to break this ore." )
    	else
    	 print( "The ore breaks, dropping "..sItem..", which you pick up." )
    	 inventory[ sItem ] = items[ sItem ]
    	 if tItem.infinite ~= true then
    	  room.items[ sItem ] = nil
    	 end
    	end
       else
    	print( "You can't break "..sItem.." with "..sTool..".")
       end
      
      elseif tItem.creature == true then
       -- Fighting monsters (or pigs)
       local toolLevel = 0
       local tTool = nil
       if sTool then
    	tTool = inventory[ sTool ]
    	if tTool.toolType == "sword" then
    	 toolLevel = tTool.toolLevel
    	end
       end
    	
       local tChances = { 0.2, 0.4, 0.55, 0.8, 1 }
       if math.random() <= tChances[ toolLevel + 1 ] then
    	room.items[ sItem ] = nil
    	print( "The "..tItem.aliases[1].." dies." )
    
    	if tItem.drops then
    	 for n, sDrop in pairs( tItem.drops ) do
    	  if not room.items[sDrop] then
    	   print( "The "..tItem.aliases[1].." dropped "..sDrop.."." )
    	   room.items[sDrop] = items[sDrop]
    	  end
    	 end
    	end
      
    	if tItem.monster then
    	 room.nMonsters = room.nMonsters - 1
    	end
       else
    	print( "The "..tItem.aliases[1].." is injured by your blow." )
       end
      
       if tItem.hitDrops then
    	for n, sDrop in pairs( tItem.hitDrops ) do
    	 if not room.items[sDrop] then
    	  print( "The "..tItem.aliases[1].." dropped "..sDrop.."." )
    	  room.items[sDrop] = items[sDrop]
    	 end
    	end
       end
    
      else
       print( "You can't break "..sItem.."." )
      end
    else
      print( "You don't see a ".._sItem.." here." )
    end
    end
    function commands.craft( _sItem )
    if _sItem == nil then
      print( "Craft what?" )
      return
    end
    
    if _sItem == "computer" or _sItem == "a computer" then
      print( "By creating a computer in a computer in a computer, you tear a hole in the spacetime continuum from which no mortal being can escape." )
      print( "You have died." )
      print( "Score: &e0" )
      bRunning = false
      return
    end
    
    local room = getRoom( x,y,z )
    local sItem = findItem( items, _sItem )
    local tRecipe = (sItem and tRecipes[ sItem ]) or nil
    if tRecipe then
      for n,sReq in ipairs( tRecipe ) do
       if inventory[sReq] == nil then
    	print( "You don't have the items you need to craft "..sItem.."." )
    	return
       end
      end
    
      for n,sReq in ipairs( tRecipe ) do
       inventory[sReq] = nil
      end
      inventory[ sItem ] = items[ sItem ]
      if inventory["some torches"] and inventory["a torch"] then
       inventory["a torch"] = nil
      end
      print( "Crafted." )
    else
      print( "You don't know how to make "..(sItem or _sItem).."." )
    end
    end
    function commands.build( _sThing, _sMaterial )
    if _sThing == nil then
      print( "Build what?" )
      return
    end
    
    local sMaterial = nil
    if _sMaterial == nil then
      for sItem, tItem in pairs( inventory ) do
       if tItem.material then
    	sMaterial = sItem
    	break
       end
      end
      if sMaterial == nil then
       print( "You don't have any building materials." )
       return
      end
    else
      sMaterial = findItem( inventory, _sMaterial )
      if not sMaterial then
       print( "You don't have any ".._sMaterial )
       return
      end
    
      if inventory[sMaterial].material ~= true then
       print( sMaterial.." is not a good building material." )
       return
      end
    end
    
    local alias = nil
    if string.sub(_sThing, 1, 1) == "a" then
      alias = string.match( _sThing, "a ([%a ]+)" )
    end
    
    local room = getRoom( x,y,z )
    inventory[sMaterial] = nil
    room.items[ _sThing ] = {
      heavy = true,
      aliases = { alias },
      desc = "As you look at your creation (made from "..sMaterial.."), you feel a swelling sense of pride.",
    }
    print( "Your construction is complete." )
    end
    function commands.help()
    local sText =
      "Welcome to adventure, the greatest text adventure game on CraftOS. " ..
      "To get around the world, type actions, and the adventure will " ..
      "be read back to you. The actions availiable to you are go, look, inspect, inventory, " ..
      "take, drop, place, punch, attack, mine, dig, craft, build, eat and exit."
    print( sText )
    end
    function commands.eat( _sItem )
    if _sItem == nil then
      print( "Eat what?" )
      return
    end
    local sItem = findItem( inventory, _sItem )
    if not sItem then
      print( "You don't have any ".._sItem.."." )
      return
    end
    
    local tItem = inventory[sItem]
    if tItem.food then
      print( "That was delicious!" )
      inventory[sItem] = nil
    
      if bInjured then
       print( "You are no longer injured." )
       bInjured = false
      end
    else
      print( "You can't eat "..sItem.."." )
    end
    end
    function commands.exit()
    bRunning = false
    end
    function commands.badinput()
    local tResponses = {
      "I don't understand.",
      "I don't understand you.",
      "You can't do that.",
      "Nope.",
      "Huh?",
      "Say again?",
      "That's crazy talk.",
      "Speak clearly.",
      "I'll think about it.",
      "Let me get back to you on that one.",
      "That doesn't make any sense.",
      "What?",
    }
    print( tResponses[ math.random(1,#tResponses) ] )
    end
    function commands.noinput()
    local tResponses = {
      "Speak up.",
      "Enunciate.",
      "Project your voice.",
      "Don't be shy.",
      "Use your words.",
    }
    print( tResponses[ math.random(1,#tResponses) ] )
    end
    local function simulate()
    local bNewMonstersThisRoom = false
    
    -- Spawn monsters in nearby rooms
    for sx = -2,2 do
      for sy = -1,1 do
       for sz = -2,2 do
    	local h = y + sy
    	if h >= -3 and h <= 0 then
    	 local room = getRoom( x + sx, h, z + sz )
    	
    	 -- Spawn monsters
    	 if room.nMonsters < 2 and
    		((h == 0 and not isSunny() and not room.items["a torch"]) or room.dark) and
    		math.random(1,6) == 1 then
    	  
    	  local sMonster = tMonsters[ math.random(1,#tMonsters) ]
    	  if room.items[ sMonster ] == nil then
    		  room.items[ sMonster ] = items[ sMonster ]
    		  room.nMonsters = room.nMonsters + 1
    		
    		  if sx == 0 and sy == 0 and sz == 0 and not room.dark then
    		   print( "From the shadows, "..sMonster.." appears." )
    		   bNewMonstersThisRoom = true
    		  end
    	  end
    	 end
    	
    	 -- Burn monsters
    	 if h == 0 and isSunny() then
    	  for n,sMonster in ipairs( tMonsters ) do
    	   if room.items[sMonster] and items[sMonster].nocturnal then
    		room.items[sMonster] = nil
    		   if sx == 0 and sy == 0 and sz == 0 and not room.dark then
    			print( "With the sun high in the sky, the "..items[sMonster].aliases[1].." bursts into flame and dies." )
    		   end
    		   room.nMonsters = room.nMonsters - 1
    		  end
    	  end
    	 end
    	end
       end
      end
    end
    -- Make monsters attack
    local room = getRoom( x, y, z )
    if nTimeInRoom >= 2 and not bNewMonstersThisRoom then
      for n,sMonster in ipairs( tMonsters ) do
       if room.items[sMonster] then
    	if math.random(1,4) == 1 and
    	   not (y == 0 and isSunny() and (sMonster == "a spider")) then
    	 if sMonster == "a creeper" then
    	  if room.dark then
    	   print( "A creeper explodes." )
    	  else
    	   print( "The creeper explodes." )
    	  end
    	  room.items[sMonster] = nil
    	  room.nMonsters = room.nMonsters - 1
    	 else
    	  if room.dark then
    	   print( "A "..items[sMonster].aliases[1].." attacks you." )
    	  else
    	   print( "The "..items[sMonster].aliases[1].." attacks you." )
    	  end
    	 end
    	
    	 if bInjured then
    	  print( "You have died." )
    	  print( "Score: &e0" )
    	  bRunning = false
    	  return
    	 else
    	  bInjured = true
    	 end
    	
    	 break
    	end
       end
      end
    end
    
    -- Always print this
    if bInjured then
      print( "You are injured." )
    end
    
    -- Advance time
    nTurn = nTurn + 1
    nTimeInRoom = nTimeInRoom + 1
    end
    doCommand( "look" )
    simulate()
    local tCommandHistory = {}
    while bRunning do
    	write( "? " )
    	local sRawLine = read( nil, tCommandHistory )
    	table.insert( tCommandHistory, sRawLine )
      
    	local sLine = nil
    for match in string.gmatch(sRawLine, "%a+") do
      if sLine then
       sLine = sLine .. " " .. string.lower(match)
      else
       sLine = string.lower(match)
      end
    end
    
    doCommand( sLine or "" )
    	if bRunning then
    	 simulate()
    end
    end


    * Additional anything:
    print("I know LOTS OF Lua.")
    if answer == "wow" then
    print("EPICNESS")
    end

    Wow... you just copied a program made by computercraft and pasted it.
    Posted in: PC Servers
  • 1

    posted a message on TechGuy's Modding Tutorials
    Quote from DesertHawk978

    eclipse keeps giving me these errors:

    -The method addOverride(string, string) is undefined for the type Modloader
    -The method addName(item, string) is undefined for the type Modloader
    -The method addRecipie(ItemStack, Object[]) is undefined for the type Modloader

    Please halp! :steve_rage:


    Did you correctly install modloader?
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on MCP help mod works in mcp not in minecraft.exe


    How to Get a Crash Report

    Windows:
    • Make a new text file, and open it.
    • Save the file with a name that can be easily recognizable and quickly found.
    • Put the following code into the file:

    java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\*" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft
    • Save the file, but as a BATCH/bat file, or in windows 7, hit start then paste the code into the search bar, in windows XP go to your start menu and hit run, then type in the code above.
    • Run the file (if you saved it as a batch file). This will make the game run in offline mode, but should get you the error.


    Mac OSX (Method A):
    • Open mcpatcher.
    • Click "Test Minecraft"
    • Go into a singleplayer world or multiplayer server
    • Commit a bug that crashes the game somehow.
    • You should now get the error.


    Mac OS X (Method B):
    • Go to Macintosh HD/Applications/Utilities and open Console.app
    • Run minecraft and when it crashes the java log will be added to the console, which you can then select and copy

    Linux:
    • Open a terminal (xterm/gnome-terminal etc.)
    • Run

    java -Xms512m -Xmx1024m -jar minecraft.jar and watch the console output. You can select and copy it after making the game crash.


    From:

    http://www.minecraftwiki.net/wiki/Crash
    Posted in: Modification Development
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