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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Nealm15
    Well what if there was a potion for water walking?

    Well, I guess that would be cool, not perhaps the most in theme, but I will think about it
    Quote from dp10poke12
    can i add this to my mod pack?

    Sure
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Nealm15
    I know that you are not interested in food items, but what about a new potion?

    Well, that would be fine, but I will likely not add things just to add them, they need to serve a purpose, and at least vaguely fit with the theme
    Quote from Invus_Richie
    I'm not totally sure if the nets work as intended, I walked into some net blocks and I didn't notice any real speed difference, the only thing I did notice was my inability to jump. P.S Why not add buried treasure? Spawning below sand or dirt (a few blocks down) is a chest containing various stashed goods, whether it be emergency supplies for someone preparing to be marooned or a chest full of gold. As a slight indicator to them there could be an "X" block at the surface looking largely like the surrounding grass/sand but with an indented "X" on the top, to mark the spot.

    I'm not really sure that it works as intended either, I was planing on reworking it at some point, but I have not had tons of time :/
    Well, the idea is good, and I will likely try something to that effect, but it could work somewhat diferently
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Nealm15

    Maybe you can add a NPC village that are near to oceans with unique buildings like lighthouses and shipyards with boats in them

    To be honest, that is a future plan, but it will come later.
    Honestly, I have not had very much time to work on this mod, as finals are coming up for me, but winter break may lead to some new stuff coming out :3
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from PlaysWithFire
    For worldgen, it just slows down MC. When this happens, I pause the game to let it save everything and then restart MC. Though now that I think about it, I have a few mods that could instead be causing this issue (worldgen that affects oceans), I'll have to track it down when I have a chance. (BoP, ATG, EXBL, and Mariculture)

    Well... it my be helpful it you went to the cords in your log, and see what is going on at the location that it told you it was having issues with, that might help to identify the problem.

    Quote from omnf98
    Yay!!!! Pirates in minecraft!

    :)
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from PlaysWithFire

    I notice that I get the following error frequently in my Forge logs:

    2013-11-28 08:59:49 [SEVERE] [Minecraft-Server] Wrong location! EntityItem['item.tile.seaWeed'/17080, l='Middle Earth', x=-123.56, y=47.17, z=-159.86]
    2013-11-28 08:59:49 [INFO] [STDERR] java.lang.Exception: Stack trace
    2013-11-28 08:59:49 [INFO] [STDERR] at java.lang.Thread.dumpStack(Unknown Source)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:908)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75823_a(AnvilChunkLoader.java:414)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75822_a(AnvilChunkLoader.java:103)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75815_a(AnvilChunkLoader.java:83)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73239_e(ChunkProviderServer.java:182)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:118)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72964_e(World.java:529)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72798_a(World.java:414)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72208_o(BlockFlowing.java:350)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72206_n(BlockFlowing.java:314)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_71847_b(BlockFlowing.java:158)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:617)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

    Another thing that I've noticed is that whenever I open a world in MCEdit, the map has parts that shoot off toward the north west. (The red circle is where I have explored.) In one map that I had the branch towards the NW went on for 10x the length of this world. I might be mistaken, but this only seems to occur when KoadMasters Pirates is installed.


    Hum... Interesting, I have never had this issue. Does it cause any real problems during play? Either way, I will try to see what is causing it
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from jokeb4serious

    i can turn off the guns or features i dont want right?

    Uh...No... Most things you can just not use if you don't want to, but you can't turn them off, that is something that may be added in the future (mostly with world gen) but it is not in the mod at the moment.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Ok, so over the past few weeks I have been making some cool things, and I was going to wait for 1.7, but I decided that I would let you guys have it a bit early.
    It adds a bunch of new content that you should check out in the Op, please give feedback, most notably on the ghost pirates :D
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from PlaysWithFire
    opps, I forgot to say that the zombies shouldn't drown.

    I guess that would make sense, but I will probably address this problem in a different way
    Quote from dssuppermc
    i think i'm going to lp this mod

    Cool, have fun
    Quote from sulpvex

    Hi, I'm trying to run this on a 1.6.2 server of mine(I know, really should update lol) but everytime I try and run the server, I get this error:

    -snip-

    If anyone can help me, I'd appreciate it greatly!!

    I am not really even sure the 1.6.2 version ever worked :/ so that likely is your problem. However, I am not even sure this mod works on servers, so far no one has told me that they got it working on a server
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from kokiboki

    Congratulations on being featured in the Minecraft Monday show.
    Also great mod I am having alot of fun

    Thanks :D

    Quote from PlaysWithFire

    I thought of a suggestion or two for your pirate zombies.

    -----

    1) A pirate zombie that can't swim but can move and jump like the normal pirate zombies do on land. They would spawn at the underwater shipwrecks (at half the spawn rate of the floating ships since they would be harder to kill while swimming). You could also have a chest on the ships that either have better loot or double loot since the fight would be harder (though the spawner and chest should be closer to each other).

    2) A different approach would be to have all of the pirate zombies unable to swim but can still move and jump the same while they are in the water. In this option, the underwater ships would have a separate spawner that was slower than the normal ones. While you can jump off a ship to escape the zombies, you are only really safe until you reach land, then the fun begins.

    In both scenarios, they would need the spider's ability to climb when they are in water.

    -----

    3) A more devious version would be one that also doesn't suffocate from sand or gravel and randomly spawns in beaches two blocks deep (they would need to spawn rarely). They only 'awaken' when one of the blocks they are resting in or a block next to them is disturbed or walked on. They also wouldn't make sounds until after they start attacking.

    1) Well, I kind of have something like this done, I haven't released it yet, but I do have it working, more or less. It doesn't do what you suggest, but it does add some cool things to the water.
    2) This I feel wouldn't really work, because the zombies would all sink to the bottom and then drown, but I am planing on adding something that allows for the zombies to come after you when you are under water, but I am not sure what it is going to be.
    3) This would be cool, however, I feel that it doesn't really add to the theme of pirate zombies, rather to a general theme of undead. Though this mod does add a bunch of zombie, I want to stay away from making it some kind of undead mod.
    Posted in: WIP Mods
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    posted a message on Is the game boring and frustrating during the first moments of play?
    Quote from Aadvaki
    Which can be expected for a game that is purely about creativity. I admit I am a skilled player at the game, able to build, able to wire redstone, able to fight, but at the end of the day you have a bunch of people who rely solely on server commands to get anything done in the game or MCEdit to create their massive structures. Why people need artificial help is beyond me. If a player needs help in Minecraft, there should be help available help within the game. Also, there's just a lot of people who don't want to be clueless and frustrated, maybe even bored. Now, you see those guys at Mindcrack, and they're seemingly never bored, because they don't have a lack of creativity.I definitely think Minecraft should have some sort of optional tutorial system. Yes, cheaty cheaty. However, there are too many people who can't play the game, constantly get trolled, or worse, banned because they didn't understand something. I reckon that if Mojang wants more players, they have to introduce them into the game. That's not PaulSoaresJr's job, not the Yogscast's job, that is Mojang who should be providing the best content and hardest work for their own creation.

    Firstly, non-standard font (or bold) on a forum really annoys me.

    In other news, it is simply untrue to say that minecraft is "purely about anything" as many people play it for different reasons. I am not going to go into this much, but it is true.

    And honestly, the game isn't super hard to figure out most of the basics, of course people need to have access to the wiki, but basically everyone does, and those that don't are going to have a hard time of it. Additionally, I don't really think Mojang is to concerned with getting new people to buy the game, and frankly, the opinions of people in the community (such as you and me) likely do not take into account what really needs to be done because we simply do not understand what we are talking about. That said, seeing as how word of mouth is basically there only advertisement, I would say that most people have easy access to someone who knows better.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from XerainGaming
    Hey! Great mod! Definitely a lot of fun, can't wait to see when the Ghosts [and] Cannons are full working. I personally love the fish traps! No more standing there for hours fishing XD -snip-

    Thanks, I'll add it into the op
    Quote from ProPhantom
    Hey I love the mod and wanted to know if I could add it to my upcoming modpack!

    If you want to you can, as stated, it is preferred that you link to the main page, but you can feel free to use it.
    Posted in: WIP Mods
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    posted a message on Is the game boring and frustrating during the first moments of play?
    Quote from KyoShinda

    I do tend to forget about new players. When I start a game I haven't played before though, I tend to value games that are difficult. The line between frustrating and difficult is very hard to define.

    ----I was very against everything that dinnerbone added until I started playing, because I always felt you should at least have to spend a day or three having to collect food to survive for a while. I thought the regeneration consumption was a bad way, but it does a great job of making low-sat foods short-term and giving you more reason to use potions and other things that actually heal you. I also thought the zombie spawn groups were bad but that was mostly due to the 40 block follow range zombies had which was dropped.

    ----I know everyone cringes whenever I say this but, they should buff mob damage. The counter to that is usually 'you can still kill them the same way and not get damaged'. The thing is, when they hurt you more, you can't just run in the middle of them, because when you do, one is bound to hit you and that's when things start getting difficult.

    ----My main point I try to get across is that enchants cause a huge problem for sp. They need to make higher tier mobs that can take large chunks out of you even when you have an enchanted iron set, but that would drop more exp. I also feel repairing on enchanted equipment is steep. I shouldn't have to get a mob grinder just to repair a full set of diamond equipment (like 100 levels worth), that just turns me off to all of it, but the lvl1 enchants make mobs look like babies.

    ----All they need to do is make sure the higher tier mobs CAN hit you and that they do decent damage to enchanted armor and to make repairing enchants cheaper. Then the later game would feel more natural.

    The truth is, new players are always going to have a really hard time, and, even if they play peaceful, they will probably still die, so not much can be done. In more helpful news, most people start playing minecraft because their friend play it, so they can generally get help, and even if they can't, it rather quickly becomes clear that dieing really will not lose you anything unless you die miles away from home.

    What I would go with to fix the easiness late game would just be the reduction of the damage that armor reduces (perhaps add a ton the the condition of the armor to make it worth making), so when you were in full diamond, you would still take 1/2-1 heart, as opposed to 1/2 heart every three hits or so. I say this because I modded a mob to do like 6 hearts of damage, and with full diamond, you still take almost nothing from it. Additionally, enchantments really put it over the top, even with very small enchants, you can increase the effectiveness of armor a ton, so a nerf to protection enchantments might be good too. This is especially notable because of the relatively low cost of enchanting, seeing as once you have the table, you have nothing else to spend XP on, so you might as well enchant things.

    Additionally, Mojang could add some mobs to the over world that do part of their damage (or all of it) through armor (similar to wither skels) so that armor would not be as powerful. Currently, with the exception of the witch (which spawns very rarely, and is rather easy to kill if it is alone) and the cave spider (the reason it is one of the most feared mobs, but still spawns only in certain, controllable, places) all the mobs that do this are in the nether (blaze, wither skel, ghast(kinda)). This causes me to never use armor in the nether as it simply doesn't help enough to outweigh the cost of making it, but no such mobs really occur on the over world in any amount worth noting. So a new mob that did something of this nature (and spawned normally) could really aid the game. The nice thing about mobs like this, is they wouldn't be too hard in the beginning, but they would never really get easier.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Jack_Kenseng

    1) You're moving this mod in the right direction. If my private modpack was 1.6.4, I'd definitely use this mod. But it is 1.6.2, and I don't like the older version of the mod. Reduced spawns, reduced speed, fewer but better looking ships that don't always face the same direction...you fixed everything I did not like. I made an endless ocean survival map, and your concept was perfect.

    What I would like to see...
    2) I never got any good loot in the chests. Buckets, cucumbers, medallions, rinse and repeat. Can you improve on this?
    3) More variety to ships. Some tiny ships, some epic ships, and various designs in between. You could make a pirate ship a dungeon in itself, complete with a boss. That'd be cool.
    4) More mobs, and type-specific spawners to go along with them.
    5) Configuration that lets you adjust possible loot, spawn rates of ships, appearance of "iceberg like" rocks, and chances for different ship types if you add more.

    1) Thanks :D
    2) erm... I suppose I could add a bit... I guess I never really thought that they needed more variation, but I am open to the idea, do you have any ideas about what I should add?
    3) To be honest, I do plan to do this, but I have not had tons of time, and it would be rather time consuming to do, but at some point I likely will.
    4) This is more or less planed, but if you like you can offer your own ideas.
    5) I suppose this is a good idea, I will try to add at least some of these things in the future.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from PengoPenguin
    It would just be for convince. But if you want to do it soon, i sugest not AP is working on allot of changes. I just requested it as an idea to keep in mind

    Well, I will think about it, but don't count on it.
    Quote from Polifroeg
    Thanks for replying The modpack is based on the four elemental armies (water and ice, fire and darkness, air and lightning and earth and nature) It will be set in medieval times There will be a big server (the official one) which we will actually have the 4 armies and will have large scale wars shops, tournamets(jousting gladiator fights, horse racing.) and much more Of course we will provide a link to here and give u the credit in the post Thanks again

    Ok, cool, I should mention however, that I am not sure if this mod even works on servers, so you may want to test that out first...
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from PengoPenguin

    I have a question. Could u use the mine fantasy API to allow it's forged iron to work to craft ur items?
    Here's the mod link: http://www.minecraft...sy-version-181/
    It is not 1.6 yet but could u just keep this as a possible idea

    Um, I believe that I could, however, I don't feel that it would make much of a difference, and it would be a great deal of work.
    Posted in: WIP Mods
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