Quote from Mc_dragonSlayer jump
Over used joke. None of those are reliable sites. I want one from the real source.
This 'over used joke' is normally made when someone is aking for something very simple to basically be spoon fed to them.
The second and third links on that page are to curse forge, you know that 'unreliable site' that hosts probably 90% of minecraft mods out there including the 1.6.4 version of this mod...
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No. Right now, I have no plans to move any of my mods to any version past 1.7.
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THIS MOD REQUIRES MINECRAFT FORGE - DOWNLOAD THE APPROPRIATE VERSION AS SHOWN IN THE TITLE
Download below (please use CurseForge links if you can):
GuffCore for MC 1.7.10 on DropBox
Plunder Rummage for MC 1.7.10 on CurseForge
GuffCore Util (for generating JSON files for my various mods!) on DropBox
Introduction:
Process: Hunt mobs, obtain a treasure map, right click the map, chest is created, player hunts for chest.The chests contain various things. There are three types of treasure hunts: instant gratification, partial encouragement, and extensive searching.Types of Treasure Hunts:
Logic:
Chests are created based on the position their map is dropped from. For example, creating a chest from the origin (0, 0), the chest's position will be relative to (0, 0). The numbers are manipulated based on that. The chest's search region will be created within a certain range of xz coordinates of the creation position. However, the chest's -real- position will be somewhere within the search region. Maybe your map creates a chest from (0, 0) and it puts the search region a distance of (152, -452) blocks away from that position. Quite a large distance, eh? Anyway, that is the center of the search region. The search region is just a small area where the chest -might- be. I say small meaning the chest's position is within a radius of (5-45 blocks in both x and z directions) of the search region.
Biome logic:
Several of the vanilla biomes have special spawning specifications that can make the hunt easier (or harder!) and more aesthetically pleasing. For example, when a chest spawns in a forest, it spawns inside of a hollowed out tree which generally stands out fairly well among the shorter trees, but not so much against the taller, larger trees.
Map types:
So far there is only a coordinate-based mapping system, but I would like to add other types of map hints, such as biome-based hints or others.
Rewards:
Items added thus far
Blocks
Screenshots of Items in Action:
Videos:
OUTDATED - Big thanks to PopularMMOs for his mod review, first one I've seen so thanks a bunch!
API:
I will release this upon request from a modder that wants to use it.
Adding Rewards:
Adding new rewards is very simple. First, create a new file in .minecraft/PlunderRummage and give it a name, depending on what level you want your reward to be. For explanation purposes, I will call the file "customrewards.easy.txt".After you have you reward file(s), open the one you wish to edit (.easy.txt will designate easy rewards, .med.txt will designate medium rewards, and .hard.txt will designate hard rewards).The syntax for adding a new reward is:Name, id : #, min : #, max : #, weight : #ORName, id : #&meta, min : #, max : #, weight : #Names are optional, but you must still have the first comma after Name, otherwise the reward will not load correctly. Also, meta is optional if your reward has a metadata value (for example, brown dye as 351&3). Min and max are the number of items the stack will range from (for non-stackable items like tools, min and max should both be set to 1). Min should not be lower than 0 and max should not be higher than 64. Weight is the item's likelihood of being spawned as a reward; higher weights have a higher chance of being picked. Weights are never decimal values, and should not be lower than 1.If you need help, read through the default reward files and use them to get a feel for how to add rewards and generally how weighting works. You'll notice that the default weights are generally not very high. Take note that very uneven weights will cause that item to be picked almost all of the time, highly out-valuing the other items. For example, if you have one item with a weight of 1 and another with a weight of 20, the item with the weight of 20 will be picked nearly 100% of the time. If you have an item with a weight of 20 and another with a weight of 21, the item with weight 21 will only be picked slightly more often than the 20, as these weights are closer than 1 and 20. Using higher numbers could allow you the flexibility to use "fake" decimals. Whether or not it actually makes a huge difference, I do not know.To remove a reward, just delete the line from the file it belongs to. If an item is not enabled in PR.cfg, then it will not show up in chests, but you can still delete it if you want to.
Mods made for each other:
Ideas:
Randomized difficulty is an idea that I adapted from a simple mathematics principal. The idea involves adding a new map "difficulty" that, instead of being marked by 'Easy', 'Medium', or 'Hard', it is simply marked by a number (default 1 to 25, would be configurable). The difficulty marker is basically an inexact reference to several things: the number of stages in the map, the distance placement of the chest, the loot, preliminary loot chances, among other things. Just because the map has a marker of 15 does not necessarily mean it will have 15 stages - it is simply a guide plugged into a formula where it will receive the amount of stages. 15 could mark 20 stages, for example, while 1 could simply mark 4.
The loot list used for these treasure hunts will be the hard loot, and the higher the marker is on the map, the more likely you are to get the better loot (treasure with lower weights). The distance will most likely be a rooted scale, meaning that the bigger the difficulty marker gets, the less the increase in distance. It will not level off, but the distance becomes less and less greater. The difference between 1 and 2 would be maybe 50, while between 2 and 3 it might be 43, etc. Don't take that to be exact because it is still random, and might be more or less, depending.
Along with this will be a difficulty interface (for modders) in order for them to create their own difficulty settings and adjust the specifics of the hunts, if they so choose. The hierarchy for map difficulty and treasure map generation will be changed to accommodate such things, along with a few other details like being able to specify which type of chest is placed with a specific map - yes, that means new chest blocks will be introduced with this update! So cast your votes now!
Luck
Luck is a system that revolves around the treasure hunter getting better loot when he gets worse loot. What? Look from another angle; when you get dirt in a treasure chest, you will get a luck boost. When you get a diamond, you get a luck drop. The higher your luck is, the better chance you have to get better stuff. So essentially, in short, when you get bad items, you get more luck, and when you get good items, you lose luck (negative).
Along with this update, there will be the option to increase your luck by using items, such as consumables, equipped items (perhaps a lucky helmet?), etc. The luck values of these will be randomly generated and will decrease as they are used. It's a simple idea but it can reduce your odds of doing three hard treasure hunts in a row and ending up with a bunch of monster eggs and some cobblestone. So cast your votes now!
Tool Modifications
Tool modifications is just a simple way of saying damaged items and enchanted items. During reward generation, items might be damaged or enchanted. It's a simple system but will be configurable to be disabled (one or both) and alter the chances of getting enchanted or damaged items in your chests. So cast your votes now!
Mod packs:
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https://www.reddit.com/r/rsmcmod/
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A Collaborative Mod by Guff1118, ahorner, and Angellus_Mortis
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If you have any questions, feel free to leave them here!
If you would like to report a bug, please use the reddit on the website!
Bug reports and crash reports will NOT be replied to here!
First, take a look at this video by Dume85, very informative and covers everything there is to know about the mod!
The original RSMC was great fun, but I'll be honest: it could be messy at times. Minecraft updates were consistently breaking the mod, and it was becoming increasingly difficult to keep the mod up to community standards. However, I myself started a completely revised and rewritten version, and in time, the old mod will, with any luck, be lost in the shadow of what RSMC2 will become.
Development Media
ahorner has uploaded the Mining skill guide video below. Be sure to take a look at it to learn more about the Mining skill!
The Woodcutting skill guide video has been uploaded by ahorner. It contains everything you need to know about the Woodcutting skill!
The Team:
ahorner - Co-lead, programming
Guff1118 - Co-lead, programming
Your Name Here - Minion, programming/art/publicity/tester/possibly anything!
So what does this mod have to offer? It may be better to list the things it doesn't offer. Open the spoiler to see!
Things RSMC Does Not Offer
-Automation
Now that you have a general idea of what not to expect from this mod, let's explore the possibilities. RSMC merges many RPG features and elements into the worlds of Minecraft. Not only will you be able to get your hands on new items and blocks, you will experience progression in a game that has very little. You will train and perform various activities to gain experience (exp or xp) and level your skills (24 of them!), craft items in ways you never thought possible, cast magic spells, brew useful potions, among many other things.
Skills Available in RSMC
Attack
Strength
Ranged
Magic
Defence
Constitution
Prayer - Coming soon!
Summoning - Coming soon!
Agility
Thieving
Mining
Woodcutting
Smithing
Firemaking
Fletching
Fishing
Cooking
Crafting
Construction
Runecrafting
Hunter - Coming soon!
Farming
Herblore
Slayer
Each skill affects some aspect of the game that improves your ability to create items, your ability to gather resources, or your ability to defend yourself. To find out more about each skill and its use, download the mod!
Want to be a part of the team? Show us what you have to contribute (and don't just say "Because I've never tested anything and I am good at finding bugs" - we know better) and we'll let you into the system where you have access to the test server with the developers. We want you to contribute in some way (videos, art, models, publicity, etc.) and if you can do that, we're very likely to accept you! Send me a private message if you want in!
Stay tuned for updates, we want this mod to be the best it can be, but we can't do it without the support of the community!
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Hello everyone! ahorner has uploaded a great skill guide video for the Mining skill. Be sure to take a look at it here or in the main post. Expect to see more videos in the near future!
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Hey everyone, we've completed the base skill guide framework and will continue to populate it as new content is developed. For now, ahorner has made this great video to demonstrate the skill guides and how they are utilized.
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Hello everyone!
I hope all is well. We have been hard at work on the in-game skill guide feature. This tool will include useful information on all of the content the mod provides (and trust us, there is A TON) and will help you become successful in reaching higher skill levels. Previously, as ahorner mentioned, the guides were shown, poorly, on our wiki. The worst part is that if we made an alteration to the mod, we would have to address that on the wiki, so naturally, things could easily get mismanaged. This feature should document all of the changes automatically. Here is a screenshot of a section of the Smithing Skill Guide.
On the right side, you can see all of the different categories for the skill guide you are viewing. The box on the left shows all of items that belong to that category. Holding shift while hovering over an item will display its tool tip. For crafted items, such as those on an anvil, have the recipe displayed in the tool tip. The purpose of the in-game guides is to make clear what may not be initially, such as crafting runes or training agility. In the future, we plan on creating video guides, and those can be accessed directly by clicking on the "Video" button at the bottom.
Thanks to everyone for their continued support! We hope this interest continues so that we can bring more great content!
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This issue is already known and has been addressed as unsolved for the time being. Previous page should contain some information as well as the first post.
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I sent you a message so we can discuss this more conveniently. We would be grateful if we could communicate that way!
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Links should be on the first page there.