• 0

    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
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    So, as stated in the first post, I released a new version of this mod, still for 1.6.4, but it fixes/adds a few cool things that might be of use. Feel free to download it.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Polifroeg

    Can I use this for my public modpack? On the official server there will be a building showcasing the mod and if you want a description on what the mod packs about I'll gladly give you one
    Thanks Love the mod

    A bit more information would be great :)
    Preferably you would put a link to here, but if you really want to you can just include it in the download.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from TheZopilote

    Great job with the mod! I am enjoying the aspect of a truer-to-life form of smithing and reloading, and I created an account just to comment on this mod because I see a big potential here!

    1) Using snowballs as a stackable fuel in the chilling block like coal is to a furnace instead of having to cart water around all the time. The convenience would be great, but it's something not too easy to get (depending on the biomes around), so it still maintains a level of difficulty. In 1.7+ packed ice may be an alternative to snowballs.

    2) A use for kelp: sushi! As Japanese cliche as it is, hear me out.
    -snip-

    3) As a thought: How about using salt to increase the food value of all cooked meats? Salt+Random cooked meat = Seasoned random cooked meat. Example: Salt + Cooked Porkchop = Seasoned cooked porkchop worth 1.5 to 2 more food than normal. Also, how about using cucumber as a 50% chance to cure poison when eaten that also gives 0.5 food (1.5 food if turned into a pickle). I know, everyone hates nerfing, but sometimes it is necessary to maintain order. To encourage crafting sushi over eating pickles, make the yield of cucumber plants fairly low (2 norm, 3 max), so pickles aren't just made due to their higher poison curing percentage. (Making them easy to find on pirate ship chests would balance this out.)

    4) Also, underground salt mines could be cool, rare things to find. (I envision a couple skeleton spawners and a treasure chest being involved) Large, natural deposits of salt are mined every day. (Fun fact: One of the largest nuclear waste storage facilities in the USA is in a depleted Utah salt mine)

    5) Add the eating animation and delay mechanic for your food. As nice as an instant effect is, it's too unbalanced and feels less wholsome than the normal eating and food mechanic. It feels... well, cheap to put it bluntly. That is really my only major bone to pick with the mod.
    -snip-

    Firstly, Thanks for the feedback :)
    1) This idea I rather like, I will likely add a few new fuels to the cooling rack in a future update.
    2) I hate sushi, As much as it isn't a bad idea, minecraft really doesn't need more food, it has plenty, even the cucumbers I debated adding.
    3) I think it does do that already... Salt can be used with steak, pork, and fish (all cooked) the get better foods, and pickles currently cure potion effects when you eat them...
    Edit: additionally, I would say that the cucumber gives about 2-2.5 on average, generally they give one, and I think I have gotten as many as 9.
    4) This idea I honestly like, something of this nature will likely be added.
    5) Going back to point two, minecraft doesn't need more food, so I wanted to add something different that would be useful, but not OP, the cucumbers do feel rather unwholesome, but they really are, they are slightly better then melons I believe, and the instant eat it what sets them apart. Otherwise there would be no reason to collect them as any other food is just as good.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Jimmykong
    http://imgur.com/pAdERkK Link to a rat reskin that i made I hope you like it! Also in-game screenshots: http://imgur.com/bCbE4DR,Yu9EUd2#0

    That looks pretty nice, I may add it as a optional download, or I can make rats spawn in different colors

    Quote from Myelecor_Fireson
    Not bad, it looks like you put some serious effort into it, but my mod count is already too high (45 mods and counting), so another mod like this may cause unthinkable glitches and lag issues. Perhaps after 1.7 I may download it, though. Keep up the good work!

    Thanks :D
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Added a new version, it adds some rather unneeded things, but some of it is rather handy, most notably the rats should now be usable. Feel free to download it if you like :D
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Jimmykong

    Sorry, i ment only on beach biomes.

    I suppose that would make sense, that will likely be added when I add manufacturing salt as an option.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Miller786

    Thank you for the awsome mod,
    What about boats that you can sail with?

    Thanks, as for moving boats, you should look at the 'A few notes' spoiler in my first post

    To everyone: I have been really busy will school lately, but I may but out a new version this friday that will include some handy stuff.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Jimmykong
    Amazing mod. Great work. Just one note shouldn't salt spawn in beach biomes? Other than that keep up the good work! :P

    Uh... I think it does... It is programmed to spawn in sand so it should spawn anywhere that sand is present.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from ZeroLevels

    No worries. If you do begin working on trying to get it working and such on servers, feel free to contact me (post quoting or PMing) if you need guinea pig to help test server stuff. :)

    Keep up the great work. :)

    Ok, if I ever get around to making it SMP, I will let you know.
    Thanks :D

    I have added somewhat of a balance update, it probably makes the pirates a bit more powerful, but their should be less of them. The guns are less OP so as to not make all normal mobs... Lame. Feel free to download it if you like, but know that you really don't need to.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from ZeroLevels

    Heh, I switched to imgur when my photobucket started doing that to me. Seems you'll be needing a new image host as they all seem to be busted with "Look who's popular". In any case, since I have seen you around plenty, and have occasionally spoken with you, I feel assured enough that it's safe to go ahead and add your mod to the list regardless.

    Just need to run a quick test and will add it. Good day! :)

    EDIT: So far, the only trouble is trying to get it to work on a server. Not sure if it was you who sent a request for its addition to the mod list, but the request said Universal. Going to have to mark it on the list as SSP and LAN for the time being. If you get it working on server, please let me know (by quoting my post or PM) so I can update it on the list for you.

    Thanks for the tip, I have now fixed it, at any rate, it is totally fine that you added it to your list, as far as SMP goes, I guess I have never tested it for it, but it works on LAN, so it is probably best to post it as such, I may work on getting it SMP compatible at some point.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from steambot88

    I just wanna say that this mod is the sooooo COOL! but it nead something... maybe... A BOSS ON A GIANT SHIP! And if you can, a new mob! The kamikaze pirate! I realy looking forword to play minecraft with this mod :D :D

    Boss mob, planed.
    Giant ship, planed.
    Kamikaze pirate, probably not.

    Quote from TheFinalWolves

    Maby can you make a Ship Cannon or someting like that!
    But nice work man
    And some Trading ships would be nice too i think!

    If you are implying a cannon on a moving boat... Maybe at some point. If you mean a block like cannon, I am working on it.
    Trading in some why will likely be added, trade ships are a cool idea though.

    Also: Updated to 1.6.4, and I fixed and added a few things.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Ok, everything should now be working properly for 1.6.2, feel free to say otherwise.
    Posted in: WIP Mods
  • 0

    posted a message on I keep getting a error when I boot minecraft with my mod, it works fine in eclipse, but not in minecraft
    I guess that I should explain a little more, the public class... line looks like this:
    public class EntityTest extends EntityTestContainer

    with EntityTestContainer public class line like this:
    public abstract class EntityTestContainer extends EntityTameable implements IInventory

    Basically it is a tamable minecart chest.
    So, seeing as how the error has something to do with duplicate method names, I feel this may be helpful.
    Posted in: Modification Development
  • 0

    posted a message on I keep getting a error when I boot minecraft with my mod, it works fine in eclipse, but not in minecraft
    That did work, same thing happened, and yes I believe I have a sided proxy... Something like this yes?
    @SidedProxy(clientSide="kodithemaster.Pirates.client.ClientProxy", serverSide="kodithemaster.Pirates.CommonProxy")

    Thanks for the input though
    Posted in: Modification Development
  • To post a comment, please .