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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from WGSXFrank
    Hey man! This is a fantastic mod, and I'd like to include it in my private/semi-public Steampunk/Magipunk modpack which I'm working on. The way the ships work almost perfectly with archimedes ships (with a slight "fixing" of the sails) is just awesome. My livestream viewers really like this mod as well! However, I do have a suggestion. I wanted the pirates to actually look like pirates, and not zombies (except for the ghost pirate obviously). So I created more fitting textures for them to be included in my modpacks resource file. I just feel undead pirates spawning on non-sunken ships seemed a bit silly. However, I just found out there is no way for me to alter their sounds in a resource pack unless I change the base zombies as well. Is there any way you can alter the pirate's class files to use sounds in the mod's assets folder? This way, resource pack makers can created different sounds. Alternatively, maybe just include more "pirate" like sounds in the mod? I'd be more than happy to provide some custom sounds as I've already recorded them. I'd just love to be able to use them.

    Firstly, thanks :)
    Secondly, as far as sounds go, I think I can change them to use the same sounds with a different location (so that you can change them if you like, though, generally speaking, I will probably wait till I release a new version that includes other changes as well (though, to be honest, I an not sure when that will be) but I can work on that, also, if you like you can pm me the textures and/or sounds and I can put them up as options once the change to the code is made (if you don't want that, then do nothing :P ). As for including more pirate like sounds, I am not sure what you have in mind, but I would be willing to think about it, as i personally don't much care about sounds, but I understand that other people do.

    Quote from Jackman2013
    help i loaded this mod, but it dosn't work. i only have half the items and there isnt a ship in my inventory. (also could you please tell me how to load the musket) Other wise this is a cool mod

    Kinda hard to say what is going on here. As for the items it might be an ID conflict, however, there is not suppose to be a boat in your inventory (as this mod doesn't add that type of thing). As for loading the musket (and the other guns) you just put shot (the item, see the OP) in your inventory and hold right click with the gun in your hand for several seconds, and then release it
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from killerroon2100

    Hey I'm liking this mod. Could I use it in a private ftb modpack?

    Sure, go ahead :)
    Posted in: WIP Mods
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    posted a message on Disappointed with 1.8
    Just saying, the fact that they didn't release much new (complicated) content for survival likely means they will hold it for 1.9, because, if you think about it, why would anyone be silly enough to add a potentially bug ridden feature a week before the release? No, you release the big features early in the snapshots so that you can find bugs, granted, Mojang might add a few nominal things to survival, but I doubt this update will be very significant to the average survival player.

    Though, to be honest I kinda stopped caring, because the only thing Mojang really does in new updates is force modders to update, oh yeah, and add a tiny amount of semi-ok (and sometimes cool) items/blocks/entitys/whatevers that you could have likely gotten from a mod anyways (oh, and pretend to work on some API to help modders out, lols)
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.10][Forge] KoadMasters Pirates

    That's sad. I wanted to use it in my modded survival series but have to wait till some other mods update and I switch over.

    Well, sorry about that :/

    Hello mighty KoadMaster,

    a pint of groll to the sky for you! I've sent you 2 pm asking about permissions for our pirate themed modpack and we are waiting patiently for your answer

    Greetings from italy.

    Oh, sorry about the wait, I have replied

    On a unrelated note, I am really busy with school at the moment, so I am not able to really work on updating this mod, hopefully I will find some time soon, but don't hold your breath.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates

    You wouldn't happen to have this mod for 1.6.2?

    Um, no, the 1.6.2 version never worked, though it was released for a time, it was never functional (game crashed on start)
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from MohawkyMagoo

    Where has all the rum gone?

    This mod is brilliant!

    But I'm getting quite few pirate ships spawning in the same place. 4 or 5 of them at a time really close together. is there a way to prevent that?

    Uh, at the moment... Probably not, I will likely try to work on that after I get the 1.7 version out, and I will hopefully make the spawn rates configurable.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from darthvader45

    Well since this is a pirates mod, it'd be good to have some pirate clothes to wear so we look the part, savvy?

    Well, I get that, but I am not really 'in' to making things just to look nice, though I would like to add these things, I would like to be able to make them do something that was useful :3
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Prisoner0912

    Hi again! :)
    I just wanted to know when the cannons will be out because I'm on a huge server project with your mod, but I need cannons :/
    Thanks for your time!

    Um... Hard to say, they are kinda complicated things, and I really need a model for them, and no one I know does minecraft models very well, otherwise I think I could get it done relatively quickly, but I am not really planing on updating till after the 1.7 version of this mod is out, lest I get it working only to find that 1.7 changes some key things about how it will need to work
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from WolvesAreMC

    looks great but i have a suggestion, you should add eye patches and hidden treasure around Minecraft.

    Thanks.
    Eye patches? Not exactly a bad idea, but I have no idea what good it would be.
    Hidden treasure? I will likely add something that deals with this at some point
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Endguy14
    Looks cool I'll have to see how it goes for survival it will be interesting using it with other ocean mods. Good job!

    Thank you :D
    Quote from PolluxStar
    Hey Koadmaster, just wanted to let you know I did a spotlight on your mod. If you like it, please feel free to use it on your main post. Thanks for the awesome work!

    Very nice job :), I will add it to the main post later.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Prisoner0912

    Thanks! Happy New Year in advance! :)

    No problem :)
    Quote from Sigma85

    This is actually pretty epic. It wont work with my current setup, but i am making a new profile/pack just for this mod. A pirate/ocean themed pack will be pretty cool. Its private (just for me actually), but I will let you know how it turns out, right now, I am thinking: Archimede's Ships, UgoCraft (have you SEEN that video !?! its ALL pirate, lol ), Mariculture and Aqua Culture. Hmmmm what else....???

    Thanks, hope it works well for you
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Prisoner0912

    I really appreciate your work! I am currently setting up a server with your mod as the main one. Here's a link to the site (Temporary! I honestly find it ugly for the moment ^^ The real one will be created in 2 weeks, but all the informations are there) : www.mcpirate.mpresence.net

    I wish I could have your permission to use it since I'll build a custom launcher to make it ez-access for everyone (it will update automatically the mods when an update is out.)

    Thanks in advance,

    Prisoner0912

    Firstly, thanks :D
    In other news, you can set up your launcher to auto update if you need to, you have my permission.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Prisoner0912

    Ships mod is a mod that allows to select blocks (ships) and to direct them on water which is really usefull on a pirate server :) . However, did you add a defined a cannon to your mod? Like the form of a real one that you can charge with stone balls and that you light with flint and steel? If not, could you? I could tell you the recipe if you like. Thanks again for your time.

    Ps : If stone balls are too complicated or demands too many work to insert in the mod, we can use the grenades that you already insert ;)

    Yeah, I know what ships mods do, and this should be compatible with any of them, if you know of one that isn't you can feel free to tell me, but it should be fine.
    As for cannons, they are kinda in the works at the moment.
    Quote from LtGreeneyes

    Looking forward to being able to use a stable server build! ((Hopefully for 1.6.4, as I do not plan on upgrading any time in the near future.))

    I'll be watching,
    Llurendt

    Hopefully the server test that I just uploaded will be compatible, I there is one server that I am pretty sure uses it, so I am pretty sure it works, but perhaps not the best, if there is a problem I will try to address it quickly
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Prisoner0912

    Hey man! I really like the idea of your mod and you seem to be a great person. I read all the comments and some had great ideas and you all listened to them. I got 2 questions. I have a question though. Is it now compatible for servers and with ships mod?

    Thanks :D
    As to your questions, I just added a version that should be server compatible. However, I am not entirely sure what you mean by 'ships mod' but I think that this mod should be compatible with basically everything that uses forge.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from steampunkmage

    I really love this mod especially how well it works with the archimedes' ship mod and I was wondering if I add a link to this mod may I use it in my modded pirates vs ninjas survival series.

    plus the ghosts are to OP while I was making a mod showcase I tried to cage it and when it escaped I tried to kill it with lava harming potions health potions and a fully enchanted diamond sword

    Yeah, you can feel free to use it in your survival series.

    And yeah, the Ghosts are kinda op, however, they are suppose to be really hard, the trick is to not drown while fighting them, because they don't really hurt you to bad otherwise (though the do hit you if you run into them, but they do not move towards you... On purpose) I may nerf them somewhat in the future though, thanks for the feedback
    Posted in: WIP Mods
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