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    posted a message on The Gotei 13 - Minecraft bleach clan [New! VPS]
    Quote from last couple posts »
    Online stuff





    I feel like I need an update on what's going on so when I get back to SMP i'm not causing a mutiny.

    Like, are we all building squad bases again? Cuz I don think that worked too well on that prospect RPG server. (if anyone still remembers that).[/quote]
    Posted in: Clans
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    posted a message on The Gotei 13 - Minecraft bleach clan [New! VPS]
    Quote from name=last couple posts »
    Online stuff





    I feel like I need an update on what's going on so when I get back to SMP i'm not causing a mutiny.

    Like, are we all building squad bases again? Cuz I don think that worked too well on that prospect RPG server. (if anyone still remebers that).
    Posted in: Clans
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    posted a message on The Gotei 13 - Minecraft bleach clan [New! VPS]
    Quote from Mystic-poot »


    I expect they'll turn up at some point. We see a few old members back every month or so.




    Yeah, major absence...Sorry about that but when you're broke you're broke, and to put it lightly I couldn't afford interwebz. >.> ****'s been rough to say the least.

    Anyways, I'm over here trying to make a comeback. Somehow lost all .minecraft files so i'm havin a bitchin time getting all the old mods and stuff back.

    **** though, I need to get my ass back on this SMP stuff. What's the word on that anyway? we doin ****?

    Well, I hate to bounce out for an eternity and then only come back with just this, but i'm tired and don't feel like typin anymore quite right now.

    Oh, though, before I forget, i'm touched you guys think i'm a cool enough guy to disappear and still be cap'n. Looks like ima have to redownload skype and blow a few people off IRL tomorrow. :iapprove:
    Posted in: Clans
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    posted a message on [MOD] Battle Towers BetaV1 - New Rarity Patch available.
    The Golem had one weakness...

    Egg arrows. :iapprove: I tip my hat to you.

    Seriously, this mod is beyond awesome, and fits in with the "MineCraft Plus" Binge i've been lately.
    Posted in: Mods Discussion
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    posted a message on A MINOR bug fix update ruin ALL mods ROFL
    I do wonder how many out there are catching the "more tomorrow" at the end of his post.

    On the plus side I have re-discovered the miracle of vanilla minecraft.
    Posted in: Mods Discussion
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Nice, I'm excited for all the guns, but i'm still probably the only guy whos number one reason for visiting is the grappling hook. (all the others are just too OP.) Either way, im still watching. :biggrin.gif:

    Also, my name has an "n", not an m. :iapprove:
    Posted in: Minecraft Mods
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    posted a message on <<Request>> Shops!
    Hmm...I wonder if my mind can break this down. Mind you, I don't mod, but I would like to see if its possible.

    TL;DR: Merchant chest. Using store on contact, random placement, dungeon-chest randomosity, and a need for gold; this addition would allow for random benifits or a little highway robbery depending on the items available.

    Full Version:So first things first, hiding the trader. From my knowledge, there is a mod floating around the forums called "spider nest". It takes a wool block and places it randomly in newly generated caves, and when the player gets close enough, the nests act like spawners for mini spiders and one big spider. My point here is that we know that people have the knowledge to safely place blocks and subsequently entienties underground while at the same time allowing said block/entity to react to the players presence.

    Second, we need a way to trade the trader :3. This could be established by simply throwing gold blocks at the trader. Same way as a mod on the forums called "Chests - Store on contact". It allows the chest to store items simply by touching them. It may be possible to give this ability to a different block. If so, then we have a way to pay the trader.

    Now, say the trader needed a random amount of gold ingots to trade; perhaps 5 gold ingots before the trader will offer you 1 item. A mod called "Pet Mod" Allows the player to give their newly aquired pets commands by cycling with E. Now, say this code was converted so that one gold block would cycle to the next command one time. Also assume that the 5 commands are: No Trade > No Trade > No Trade > No Trade > Trade. This would mean that, after 'paying' the trader 5 gold ingots, it will "Open" and allow you to take one item.

    Now, How to establish which trader has what. We already know that items can be randomly generated inside of chests via dungeons, So I think that is rather self explanatory. By randomizing items and with the need to pay first, this could be a direct homage to the few traders in the first LOZ that always felt a bit...con-artist-ish. :iapprove:

    Finally, Aesthetic value. The mercant needs some way to differentiate itself from other blocks/entities, and could also use a change in art once payment has been made. In this sense, we know it is possible to add new blocks to the game using their own art, (SDK does this with tnt, as an example.)and that it may be possible to change art depending on the circumstances. (see: Ghast firing animation.) Say that, for example, the trader simply starts out as a red chest, but upon reciving 5 gold ingots it's skin will swap over to a green chest skin, allowing the player to recognize the open chest and trade. The skin could revert back to red once the player has withdrawn an item from the chest.

    All in all, It sounds possible in my head, but i'd like to state again that I know nothing of modding IN THE LEAST, and that all I was doing here was recognizing what people have already done and trying to convert those mods into one big mod that works together to get a desired result. That said, If it is possible, I sincerly hope someone picks this idea up. It would go a long way towards the LOZ-geekdom everyone around here has. :3
    Posted in: Mods Discussion
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    posted a message on Somthing very odd just happened
    Inb4itwas'him'

    On topic: Weird! Do you have any fire or explosion related mods installed? If not, the only thing I can think of is that either A) Furnaces and/or torches now create fire (which hasn't happened to me...yet) or :cool.gif: You just got ninja-dragon'd.
    Posted in: Discussion
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    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Awesome mod with the cactus doug! I can't believe it took only 8 minutes. XD Probably woulda taken me a week, and then I would have had bugs, everywhere.

    Anyways, I'm definately watching your thread. If I ever have ideas, I think i'll see what you can do first. :iapprove:
    Posted in: Mods Discussion
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    posted a message on Yet ANOTHER [REQUEST]: Limitless Cacti.
    Quote from RiverC »
    Kin, do you do programming at all?


    I can safely say that i've done no programming whatsoever before. I think maybe the closes I've ever gotten to that is screwing around with Ayutashi's Prefix skeletons.

    Anyway, I dig the whole "cacti growing formula" due to the simple fact that it would allow a player to control where the cacti did and didn't grow. :iapprove: Cacti farms would be left intact while players could still slap down cacti barricades like nobody's buisiness.

    Really though, when I request a mod I don't like being choosey, so I leave the details like that to whoever does the mod.
    Posted in: Mods Discussion
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    posted a message on Yet ANOTHER [REQUEST]: Limitless Cacti.
    Who here remembers the first few days of cacti? When one could place them blocks practically anywhere with a sand block, and boom! Insta-barricade.

    I dunno about you guys, but I miss those days. Granted, they haven't changed much, but that whole "needs sand and open space" thing still kinda urks me...

    That's why i'm asking, AGAIN...Can someone change the cacti code so that they can be placed on any block?

    ...Now that I think about it, if someone feels like babying me with this...maybe they could help me get into modding with this? (I know absolutely nothing about it tho, so its probably a lost cause. :\)
    Posted in: Mods Discussion
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from mubarak345 »
    sorry for double post. reason are bumps and i have the mod but i cant order the animals at all (i keep pressing e and nothing happens.)


    Right click them after you have selected the desired order. If all goes well, It should tell you the order has been issued. It's hard to notice because the mobs have a tendancy to wander, but stay works perfect.

    Btw, does this mod make anyone elses game crash upon selecting "Save and Quit" from the menu?
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from Hoodwink »
    Quote from Kin_Sokat »
    XD Nobody ever replies to the "The-rod-won't-show-for-me" comments.

    On that note, I downloaded everything and placed it where it goes. Just like other people, The rod will be created but won't show. Do I actually have to place the image in my items.png file?

    No, in the root directory of the minecraft.jar.


    Doh! I see what i've done. I'm using a texture pack, so I had to drop the dominationrod folder into the .zip of the texture pack instead of the minecraft jar.

    ...now I feel stupid...
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    XD Nobody ever replies to the "The-rod-won't-show-for-me" comments.

    On that note, I downloaded everything and placed it where it goes. Just like other people, The rod will be created but won't show. Do I actually have to place the image in my items.png file?
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Pikablu wrote :
    > > Download: http://www.mediafire.com/?tepn1732d99tedv
    > >
    > > Note: If you downloaded 1.1, download this file
    > > http://www.mediafire.com/?tepn1732d99tedv and copy into minecraft.jar, I
    > > accidentally included that sheep mod i made (it will cause slowdowns). Oops
    > > :biggrin.gif:
    >
    > shouldn't these be different links or do i really only need bw.class?

    I'm questioning the same thing. I downloaded the file and placed it where I should, but it won't let me craft the control stick. I'm also noticing there's no nightmare mode installed either. (not that I want that, just saying :3)

    Did I pass something up?
    Posted in: Minecraft Mods
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