BACK STORY:
You are a new Prisoner. Trapped, Sentenced for life, but when you arrive at you're new cell the place looks worn down and abandoned. You must find you're way out by collecting keys, and reading guides left by prisoners and escape before escape isn't an option anymore.
Hey guys! This is my second Adventure map! We worked so hard on it and additional credit goes to LMDjaydog,EasyVegas, and Zombiesgotheat for making this challenging adventure!
I hope you all like and more info like rules and the objectives can be found at spawn in game! Please leave a diamond or vote because we worked hard on this and we really think all this work deserves a little shout out! Enjoy!
Hey guys! This is my second Adventure map! We worked so hard on it and additional credit goes to LMDjaydog,EasyVegas, and Zombiesgotheat for making this challenging adventure!
I hope you all like and more info like rules and the objectives can be found at spawn in game! Please leave a diamond or vote because we worked hard on this and we really think all this work deserves a little shout out! Enjoy!
DOWNLOAD
MediaFire: http://www.planetmin...el-solving-152/
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Member for 12 years, 8 months, and 29 days
Last active Wed, Apr, 12 2017 00:20:44
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1
CalliCat7 posted a message on Abandoned Prison Adventure Map [Mob fighting, Parkour, Puzzel Solving] [1.5.2]Posted in: Maps -
2
GreenGorilla8 posted a message on [Surv] Surviving Two-gether [Original and amazing concept]Surviving Two-getherPosted in: Maps
A new and original survival mapwith a deadly twist that involves you and your friend working together on either side of an unbreakable wall, with limited resources split between both sides. You and 'That Other Guy' with you will have to learn to survive together on either sides of the unbreakable wall to complete the map.
No other survival map involves you and your friend cooperating together in two different areas to survive as one.
How this map works
Each player is spawned on either side of a massive bedrock wall, so they can't go into the other player's area.
Each side has specific resources that the other side doesn't have.
There will be a large gap in the wall that you are able to use to throw resources to the other player. You can also attack mobs through the slit to help defend your friend.
There are dungeons and areas to explore on either side.
The rules1. You can craft and place blocks. (pretty much what you do in normal minecraft)2. Don't use any cheats to break through the bedrock barrier or teleport to the other side3. Make sure you start the map at day, due to the high frequency of mobs spawning4. You may throw any items through the gap in the bedrock.
The challenges
There are over 60 challenges in the map, which can be achieved through working together.These range from:- Finding all the hidden records
- Completing the block monument
- Finding all the hidden heads
- Finding hidden loot
- And many more...
Pictures
-
15
mrjohnson5 posted a message on [1.5.1][Adv] The Misty Skull [UPDATED] [1200+ downloads]Posted in: Maps
Its Finally Completed! The Misty Skull Adventure Map! [represent]
It took me over 13 Months to Create this map. Lots and LOTS of effort went into this Adv map.
I hope you give it a diamond and download to see how it looks.
STORY:
You start out the map in a small town called Fenton Town. After Exploring the town for a little bit you find out that Strange things have been occurring. Then you later find out from a villager that The Misty Skull Cathedral is Housing Thousands and Thousands of Undead Warriors. Being Brought back to life by the so Called Lord of the Undead, The Misty Skull Himself. It is your job to Vanquish him and Save Minecraftia!
RULES:
1. No breaking Blocks
2. No Placing Blocks
3. No Going outside the map
4. If you do go outside the Map, Make your way back in creative mode.
5. No cheats or mods.
6. Try to Follow the Storyline. (Read Books and talk to Villagers)
7. Have fun. (Compulsuary)
Pictures and Video:
I also have a Thread on the Yogscast Forums for this map.
My goal is to get the Yogscast to play this!
I believe it is a Yogscast worthy map.
Downloads:
Planet Minecraft: http://www.planetmin...he-misty-skull/ -
301
Starches posted a message on [1.5] The Runic Dust Mod [Mar14]45 runes and counting.Posted in: Minecraft Mods
Thank you for the video Direwolf20
If you have any servers running this mod and would like a little publicity, pm me and I might just add them to this post
Modpack requests: chan If you want to add this to a modpack there are only three rules: Post it here, credit this thread, and make your pack cool.
So this mod allows you to draw runes on the ground physically and outside the crafting gui. Depending on what pattern you draw and what you give as a sacrifice, something magical will happen.
Please do read the Getting Started section for a more detailed description on how to do everything.
To see all the possible runes, download the mod and flip through the Tome! There are a lot of them!
Major Changes in v1.3.1
-(UPD) Updated to MC1.5
-(TWK) Ruts glow when filled with light-emitting blocks
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(ADD) Added Leap I, Leap II, Void I, Bounce I, Blink I, Blink II, Foresight I, and Return I Inscriptions to the official release.
Make sure you check out the testpack! Some cool stuff has been added there too!
-Split off the mod's default runes!
Note that now there is a core download as well as a few others. This is to make it easier to use rune packs especially if you want to get rid of mine. It isn't difficult at all, you just have to install Both the CORE and the DEFAULT downloads. The core has all infrastructure and mechanics for the mod while the Default Pack has just all the standard runes and things that you know and love.
Basics:
The Runic Tome:
The Runic Tome can be crafted by putting any dust on top of a book.
The dusts' recipes are shown in the video above
Crouch + Right-Clicking will allow you to view all the runes and their information.
It should provide you will all that you need to know to use the runes properly, but if they don't you can always check back here.
Right-Clicking with the tome on the ground in creative mode will place the rune of your current page.
Right-clicking on dust on the ground will activate its rune (if there is one)
In order of least valuable to most valuable:
2xTall Grass or Saplings or Leaves or Seeds + 1xCoal = 8xPlant Runic Dust
2xPlant Runic Dust + 1xGunpowder = 12xGunpowder Runic Dust
3xLapis + 1xCoal = 8xLapis Runic Dust
3xLapis Runic Dust + 1xBlaze Powder = 12xBlaze Runic Dust
To craft a tome, just put any dust onto a book.
Place dust by right clicking.
Remove it by left clicking.
Remove all dust in a square at once by holding down left click.
You can place 16 (4x4) dust pieces onto a single block
You do not need to worry about rotation or orientation, you should just be able to plop down the pattern anywhere you want
When throwing sacrifices onto a rune, the items will stick to it, you have to be a lot closer to pick it up
This is to reduce the frequency of accidentally picking up items you are trying to use as sacrifices
To activate a rune, either right click it with a Runic Tome, or supply a part of it with a redstone signal
When a rune is activated, it will glow white while it starts up. If you have the sacrifices right, it will turn red and continue with its functions. If you get the requirements wrong, it will quickly just turn to grey after activating.and let out a puff of smoke.
If you activate a rune and it goes straight to grey, then you got the design wrong.
Runic Lexicon:
The Runic Lexicon is a way to read the runic tome and the list of runes without needing to return back to this forum page
I plan to add a way to right click with paper to get a single use instant-rune-writing scroll but as of right now that is not implemented
Right Clicking turns the page, Left Clicking turns it back
Hammer & Chisel:
Certain runes require an area to be specified so the rune knows what to affect. Right clicking on any normal block (modded or not) will carve it. Use the hammer&chisel to etch out these areas.
Blocks can be carved into on all faces in a + pattern. By etching on many blocks, you can draw out a line of connected etched-blocks.
Etched blocks can also be filled with certain materials. These include everything as hard or less than gravel (dirt,sand,clay blocks, etc). Note they cannot be filled with things like stone or wood.
Soft materials can also be taken back out of an etched block by right clicking with the shovel to retrieve it. However, don't expect after being used by a rune that ever etching will retain the material that filled it.
You can also fill them with fluids, water and lava. Note that water and lava will flow to fill up adjacent empty etches. Also note that if an etched block filled with water or lava comes into contact with an outside source of water or lava, they may react.
Placement Scrolls:
Update v0.6: Scroll paper required to make scrolls. Make it by combining 2 gold nuggets with a piece of paper.
Scrolls are a way for you to remember all those runic patterns without actually remembering anything.
Right clicking on the ground with one will draw out the rune for you (assuming you have the dust)
To make one, simply choose the page of the rune you want on the Runic Lexicon then right click it with a piece of Sroll Paper in your hand.
You may also notice when placing down some runes that they will appear in this strange pinkish purple color. That is not a dust, that is a placeholder to guide you into finishing the rune. It is there for when a rune is actually a variable, allowing you to choose which type of dust to place there.
When destroyed it does not drop anything and you can actually place dust over it without the need to break it. Like it isn't even there!
The Sacrifice Negator:
Creative only item, use in place of a rune's sacrifices and it will let you go free without them.
It is not consumed.
Runes that require the sacrifice as a form of variable (like bait rune to tell which mob to attract) will not work.
Creative only means there is no way to obtain it through legitimate gameplay means. ie, no crafting recipe.
Dust Pouches:
Pouches are an item designed to lessen the hassle that comes with carrying around dust. Some runes may require more dust than you want filling up your inventory, so in that event this nifty little device is here to help.
It holds 100 stacks of dust, so 6400 dusts per pouch, though if you lose the pouch, the dusts inside are lost forever.
To put dust inside it, simply drop the dust on the ground, and pick it up with an appropriate pouch in your inventory.
To get dust out, place the pouch in a crafting grid. Dust will come out one at a time and will not use up the pouch.
Pouches are designed to completely take over the place of individual dusts. Everything you can do with a single piece of dust you can do with these pouches. Placing, crafting, using scrolls, it is all automatically taken out by the pouch. So to take it for a test drive, just fill it up and right click on the ground. Voila.
Inscriptions:
Inscriptions are the ancient art of carrying those magical runes with you. They have there whole own set of powers and abilities but the nice thing is, you wear it around your neck and it will constantly bring you its effects.
To make an inscription you need a couple parts:
-A blank inscription to write on
-Ink to write with
-Time. Once you have drawn your inscription you must wait for it to dry.
-an Inscription Enchating rune to imbue it with power.
Blank Inscriptions
A blank inscription paper is what you use to draw out your inscription. It requires 2 sheets of placement scroll paper and a piece of string.
Right clicking with this in hand will bring up a GUI that will let you draw on the inscription with whatever inks you have on your hotbar. Clicking on the inks on your hotbar will let you change which ink you are using, as highlighted by the purple border.
Left-clicking on the GUI will let you draw with that ink.
Right-clicking on the GUI will let you erase. (You will not get your ink back so be warned.)
Just like with runes, you can see all available inscription designs in the Runic Tome under the Inscriptions tab
Inks
Inks are made from every type of dust and are used to draw the inscriptions.
Each vial of ink will draw 32 squares in an inscription and once placed cannot be retrieved.
(Note to modders: inks and their recipes are automatically generated upon registration of your custom dust.)
Waiting and Drying...
IN ORDER FOR IT TO DRY, IT MUST BE IN *YOUR* INVENTORY, NOT IN A CHEST.
In order to actually use your inscription you must let it dry.
Once you have written anything in your inscription you will notice that the item changes its image slightly to mark that its been written on.
There will be a green bar at the bottom of the items icon (like the durability of a tool) signifying how long it will take for it to dry. It can take several minutes although being in a hot climate might speed up the process.
Once the inscription is fully dry, if it was a correctly drawn inscription, it will turn into an empty inscription awaiting enchantment.
If it was not drawn correctly, or was just a cool looking doodle, then it will turn into a dried inscription, which can no longer be edited, but can still be viewed.
Inscription Enchanting (not like regular enchanting)
An inscription when made must first be enchanted. This is similar to how a rune requires sacrifices upon its first creation.
To enchant an inscription, you must use the Inscription Enchanting rune.
The rune itself currently has no sacrifices, but serves as a utility for your inscription.
Throw on your dried and inscription along with its proper sacrifices as defined in its Tome page then activate.
This will fill up your inscription and allow it to be used.
When your inscription runs out after repeated use, you may then again use this rune to re-enchant it to refill up its power.
Woo
All that remains is to equip it! Place it on your chest slot in your inventory and follow the instructions given by the inscription on how to use it. Woohoo!
Running a Server:
Running a server should be pretty straightforward if you already know how to run one.
The only things you should need to know are:
-Use the DustModConfig.cfg file to disable individual runes
-Ops can still use disabled runes
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
Mod reviews/spotlights
PM me or post your videos and I'll add them! I'm always looking for more!
Piedudeaus
Direwolf20
Failboat103
Notforgrins
Raiku541
GeraldoCockerhan
ScratchedTrucks
TomProGamer
Me
Cool creations
Swarmer2010
Dry_Taste (using blocks from Thaumcraft 2 by Azanor)
Lecow
Kinshu
SharpShot4321 (using blocks from Thaumcraft 2 by Azanor)
mrnadas34
Me:
Suggested/Planned Features and Runes
Features
-SMP
-Vertical runes (I don't really want to do this, but if I do it will be a loooong time coming because it would require major editing to the framework especially if I decide to make runes for it, besides, how the frick do you expect dust to stick to a wall >_>) Stop suggesting I make some sorta glue-like substance, that ISN'T THE POINT, if you think it is go get an education and read this again.
-Spirit armor and a shovel
-Remote rune activation
-Some method of returning some dust when the rune is wrong or fails
-Different scrolls that can be hand written and used almost like single use spells. Things like a single mega-jump or temporary invisibility. Basically for ever 1 dust you would get 8mini-dust that would be used up by these scrolls. Right clicking with an empty scroll would open a gui to let you draw in it with the mouse. I would probably either add a new block to 'enchant' or activate these scrolls though i'm not sure. Something with cool floaty effect for sure . If you inscribed the right pattern you will get a special scroll that will give the player some special fancy powers when right clicked
-Obelisk rune will be able to return back into the ground after maybe destroying the top block or something
Runes
-Tripwire rune: Activates other runes
-Home rune: Set spawn
-Weather rune: Toggles rain
-End rune: Return from the end (but will not send you there)
-Repair rune: Repairs tools and retains enchantments
-Feed rune: Turn things like flowers or leaves into hunger points
-Flight Sprite rune: Enables flying for a short while page13 Lecow (not 100% sure this is possible within the amount of time I like to restrict myself to for each rune)
-Perhaps upping the void rune so that blaze or lapis will keep the hole to the Void open and suck drops into void storage for a short while
-Nethergate rune: make oddly shaped nether portals page15 maxell45146
-Moses rune: split water page15 maxell45146
-Spawn trap: spawns creepers or other mobs around anyone who trips the trap and makes them attack you page15 adapted from maxwell45146
-Super mode(Working title): Ditch your mortal body and become superhuman. never need food again, always have some sorta potion buffs, extra jump height,(probably a few things more) . requires that you stay within a certain distance of the rune and a steady stream of live sacrifices. If you leave the radius you will instantly starve and grow dizzy. If you let the rune be broken or let it starve, you will die instantly (sent to the nether?) page 15 adapted from maxwell45146
-Meteor rune: summon's a meteor explosion that will land nearby and supply you with iron (big crater though) page 15 adapted from maxwell45146's destruction rune
-Anti-gravity rune: similar to the anti-gravity corestone from my Golem Factory mod page16 knightbutler
-Spawn egg: spawn a mob spawning egg
-Corruption rune: Dunno why you'd want this, but it sounds fun to program so I might include it it would slowly turn the world to netherrack around the rune page16 helios742
-Spirit boots: if you fall a distance that would damage you, the ground beneath you compresses (cobble->stone, sand->sandstone) making a crater depending on the fall distance and fall damage is negated
-Mega rune evaporate: huge rune (sarlacc scale) that evaporates all water within a several chunk radius. page17 welknair
-Mob Detection: Send a redstone signal to a receiver rune when a mob gets too close, post#521 horus
-Aethereal blockade: Stops all enders from teleporting, post#522 silentdeth
-Projectile Repulsion: Reverses (or more likely drops) all projectiles within a radius, post#522 silentdeth
-Signal flare: Small light which attracts and distracts mobs, post#451 oneeyeopen
FAQ / Common problems
I change the block ids in the config but they keep changing back! It hates me!
Yes it does, you need to realize the difference between comments in the config, and the actual values.
Those lines that start with '#' symbols at the top are comments to show you the default values. Change the other ones.
The dusts/textures don't show up. (Or any other graphical problem)
Try getting rid of optifine. Many have reported conflicts with it
The lexicon doesn't show anything! Your mod is broken! Fix it!
It isn't broken, many people get it to work. Many too have reported this bug but I myself have never run into it and therefore have no idea how to fix it. Try reinstalling it I guess.
Some have reported this to be caused by Optifine. Perhaps it's not updated?
I drew the rune but it doesn't do anything. How do I get it to work?!?!
Read this whole post please, I wrote it for a reason. Might I suggest the Basics section.
Right clicking my dust makes it turn grey and not do anything. What happened?
You got the design wrong. Double check it next time with the tome entry or try using a scroll.
I activated the rune, it turned white for a second then turned grey, what the heck?
You got the requirements wrong. Either you put down the wrong sacrifices or there is a special condition that you missed. For example, the pit rune must have a hole in the center.
I tired to place sacrifices on the runes but they just hopped off!
You put down the wrong sacrifices.
You should add this rune and this rune and this rune....
You know, if you have any java experience and experience in modding, you might wanna try making the rune yourself. There is an api that lets you make runes, dusts, and inscriptions relatively easily. You don't even need to make textures! Check the GitHub Wiki for instructions on how.
This rune is broken: [x]
Here is a list of runes that have had many bugs or seem to be bug-prone:
-Teleportation
-Transport
-Wisdom
-Sarlacc
-Heights
-Lift Mountain
Download, Installation, and Changelog:
Download:
(3xBlockIDs, 6xItemIDs, 2xEntityID)
To install on Client or Server:
-Install latest recommended forge (with FML)
-Drag dustmod.jar into %appdata%/.minecraft/mods/
-Drag whatever addon rune pack jars you have into the same folder.
Server Notes:
To disable a rune, go into /[ServerFolder]/DustModConfig.cfg and change it to false
Some runes are disabled by default due to SMP incompatibility and cannot be re-enabled.
To Change the Block/Item IDs:
Go to /.minecraft/config/DustMod.cfg. All the IDs should be there for you to change.
PLEASE NOTE
The download has been split!
Core- The core of the mod. This is required both server and client no matter what.
Default runes- The basic runes that used to come pre-installed. Requires the Core. Only needed on server unless client wants them in SSP.
Decorative dusts- A addon for decorative dusts of all wool colors. Requires Core. Only needed on server unless client wants them in SSP.
Test/Beta runes: These are runes that are either currently unstable, unbalanced, or unfinished. Be warned if using them in normal gameplay. These are released mostly as a sort of 'beta phase' before they are considered good enough to be added to the actual mod.Requires Core. Only needed on server unless client wants them in SSP.
Click here to view downloads!
A Note on the Testing Pack:
These additions are extremely buggy and are prone to crash. I am not responsible for lost saves or anything, use at your own risk. This pack is also subject to wild change as I may delete entire additions, causing you to lose them in world without refund. So be warned.
If you're feeling exceptionally generous
Source code: https://github.com/b.../Runic-Dust-Mod
To Modders: Check the git-wiki! I'm slowly adding tutorials on how to make your own runes. It's a lot easier than you might think!
Changelog:
v1.3.1
-(UPD) Updated to MC1.5 Forge7.6.0.575
-(ADD) Dust only glows when active or activating (also brighter)
-(ADD) Ruts glow with the light value of what fills it
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(ADD) Added LeapI, LeapII, VoidI, BounceI, BlinkI, BlinkII, ForesightI, and Return I Inscriptions to the official release.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(CNG) Pages of the tome are no longer saved to disk, but are instead just kept in memory. Hopefully this will reduce issues.
-(FIX) Fixed several crashing bugs
-(FIX) Spirit pickaxe not dropping blocks
-(FIX) Eggifier not working on mod entities
-(FIX) Rabbit Hole being able to break through adminium and blocks as hard/harder than obsidian
-(FIX) Heights rune not keeping its beam type on relogging
v1.2
-(UPD) Updated to 1.4.6
-(ADD) Added a creative tab for this mod and moved everything there
-(ADD) Installed rune and inscription count is displayed in the tome.
-(FIX) Spirit pickaxe not functioning in a server
-(FIX) Motion-based inscriptions not functioning in a server
-(FIX) Default block and item ids should avoid some conflicts. Items also bumped up out of blockid range
-(FIX) Fixed the dust_pages folder being made in weird places. (Only PC tested)
-(TWK) Tweaked recipies for dusts based on need and material cost
-(TWK) Tweaked a lot of the sacrifice requirements. No more ridiculous levels.
-(TWK) Inscriptions now dry at 1/3 the speed when it is raining instead of not at all.
-(BUG) Broke inscriptions icon differing when empty and full
v1.1.6a
-(FIX) Certain baited entities didn't 'smoke' when being baited
-(FIX) Fixed occasional EarthSprite glass blocks disappearing
-(FIX) Fixed EarthSprite glass blocks not solidifying on things like vine and snow (replacable blocks)
-(FIX) Debugging console spam
-(ADD) Added config for decorative ruts. This means that any solid block can be carved and any solid block may be placed inside the rut.
v1.1.6b
-(FIX) Inscription GUI darkness glitch
-(FIX) Inscription draining ink while in creative
-(FIX) Rut centers visual glitch. Each side being carved together.
-(FIX) XP not being taken for runes in survival
v1.1.6c
-(FIX) Earth Sprite Glass blocks disappearing (possibly? needs testing on an actual server)
-(FIX) Rabbit hole not placing torch
-(FIX) Bait still attracting mobs after desruction
-(TWK) Transport runes player-grabbing range increased.
-(TWK) Reworked how config works
-(TWK) Added config option to turn off console messages (verbose)
-(FIX) Runes and such unloading with NEI and TMI
-(TWK) How inscriptions ticks are called.
-(TWK) Blank inscriptions now only stack to 1
-(Attempted FIX) Some claims to why tome loads empty. Its an old claim but maybe it had something to do with unix file structure? Either way it might be fixed, but since I could never reproduce it I cannot be sure
v1.1.5
-(FIX) Rune of Heights not carrying you past like 5 blocks up.
-(FIX) Earth sprite freezing you funny and causing you to glitch
-(FIX) Earth sprite glass blocks disappearing
-(FIX) Rut shading innards being too dark
-(FIX) Sand&gravel duping glitch involving ruts
-(FIX) Compression rune going haywire when used with sacrifice negator.
-(FIX) Game language sometimes changing.
-(FIX) Client side crash when using Protection
-(TWK) Bounce rune catching radius for preventing fall damage increased to 3 blocks
v1.1.4
-(FIX) Being able to place items inside ruts.
-(FIX) Fixed Decorative version recipes not being right for everything past lime color. (Deco 2.1)
-(FIX) SMP Crash when using placing scrolls
-(TWK) Tweaked the position calculations done for ruts. Improved accuracy.
-(TWK) Tweaked the placement calculations done for dusts. Improved accuracy.
v1.1.3
-(UPD) Updated all to Forge[6.4.1.410]
-(FIX) Fixed Rebirth (egg spawner) dropping dud eggs for mobs without spawn eggs
-(FIX) Fixed and cleaned Rut rendering
-(Attempted FIX) Tried to fix deco crashes, but I could never reproduce the crash in the first place so I am not sure if it is actually fixed.
-(Attempted FIX) Tried to fix occasional load up crash, but just as above I was not able to reproduce it either, this is just an attempt.
v1.1.2
-(UPD) Updated to MC[1.4.5] Forge[6.4.0.397]
-(API) Separated initiation of graphics and sacrifices
-(ADD) Visual startup effect. Runes are highlighted as they start up to show that you got the shape right. If you didnt get the sacrifices they will die soon after.
-(FIX) Fixed wisdom rune.
-(CNG) Placing scrolls are no longer single use.
-(FIX) Teleporation rune
-(FIX) Transport rune
v1.1.1
-(FIX) Fixed ruts not working
-(UPD) Updated to MC[1.4.4] MCP[721] Forge[6.3.0.372]
v1.1
-(ADD)Added inscriptions
-(ADD)Added inks
-(ADD)Added pouches
-(ADD) Added canPlayerKnowRune function to rune events. If it returns false then the server won't send that player the rune at all.
-(CNG) Gave dust blocks a little more width (visual)
-(UPD)Decorative version is back! (As an addon to the main)
-(UPD)updated to forge 6.0.1.349
-(UPD) updated to mc 1.4.2
-(FIX)Fixed the lexicon recipe issue
-(FIX)Fixed silk touch lexicon entry regarding its sacrifice
-(FIX)Fixed variable dust replacement not always visually replacing variable
-(FIX)Fixed rune of rebirth
-(FIX)Fixed etched blocks being instantly destroyed
-(FIX)Fixed allowed variable types for rune shapes which may or may not have been broken
-(FIX)Fixed a lot of bugs...
-(FIX)Added ability to chisel blocks with dust underneath. Purely for aesthetic reasons.
-(FIX) May have fixed rune's visual effects not appearing at first startup?
-(FIX) Redstone rune activation
-(FAIL)Forgot to keep a changelog for a lot of things...
v1.0:
-Got off my lazy bum and decided to say its not WIP anymore
-Separated client runes from server runes so that runes installed on the server will be downloaded to the client upon joining (Do not worry about security, the only things it 'downloads' are graphical information, which is discarded by the end of the session)
-Added API for adding new dust types, however old dust items will need to be updated
-You can update them either by placing them in the world or just crafting them 1:1 for their updated counterpart. No hassle.
-Dusts already placed in the world from the old version will automatically update.
-Added (slightly wonkey) procedural generation of lexicon entries. This should make it easier for 3rd party rune makers and for the server to control a client's rune list. All lexicon pages will be generated during runtime (if they do not exist) and placed into the .minecraft/dust_pages/ folder.
-Switched over to forge's infinite terrain sprite system
-Nerfed lumberjack chances for doubling
-Added effect to lumberjack: now chops down trees within an variable distance.
-Bumped up spirit tools' max uses from 24 (below wood:59 and gold:32) to 131 (same as stone)
-Changed Campfire rune: Will always return the smelted item immediately if the stacksize equals 1, any more and it will burn. Has a very small chance of doubling the smelted return.
-Added ability to change the color of beacon runes with dyes.
-Fixed the beacon so that low light levels around the rune will not dim it.
-Separated the beacon texture from the normal game texture for texture-pack reasons.
-Fixed compression loop with sacrifice negate. Really? You had to try this?
-Fixed powered runes not actually changing color based on fuel level
-Fixed powered runes so they properly check fuel limits when adding fuel.
-Fixed a bug with trap runes though it may not have been a bug in the last released version, I'm not sure
-Dusts can now be placed on flipped half-slabs and stairs
-Added ability to list the author of the rune design in the tome GUI
-Set max stack size for tomes to 1
-Change: The tome/lexicon only display runes allowed by the server now.
v0.6.1c:
-Fixed etching block loop crashes when using fluids
-Fixed bounce rune in smp
-Fixed Earth Sprite crash
-Fixed crash when activating runes ("getNextEntityDustID" Error)
v0.6.1b:
-Removed debug recipes
-Added description for Rune of Heights
-Added feature to rabbit hole: If there's already a hole, it won't dig one.
v0.6.1
-Added Forge and SMP versions
-Now using FML (forge mod loader)
-Retained a Non-forge version, but it is untested so please report anything to me.
-Added descriptions to the runic tome.
-Reduced obelisk and lift wall sacrifices
-Changed the names for most runes so that they sound cooler
-Fixed a rendering thing that has been bugging me with the rune's sparks where they would render behind various things (forge version)
Server Notes:
-Config file to disable individual runes
-Ops can still use disabled runes
-Sprites are derptastic. Avoid / disable them
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
v0.6 Jun14
-Changed dust recpies again. Also included ability to combine two different plant materials in the recipe for plant dust (ex: 1xCoal + 1xLeaves + 1xSapling)
-Added a gui to the tome (but not the lexicon) shift+right click will open up a way to view all runes. Left click to advance page, right click to go back.You can also change pages with the direction keys.
-When in creative mode, you can right click with the tome to use it like a scroll (placing the dust of the current page)
-Added ability to place dust on glass
-Added creative-only item to negate rune sacrifices (except those with variable sacrifices ie spawner-reassign)
-Added feature to Wisdom rune: Right clicking it will pause the rune and pour all its stored wisdom into you so that you may see how much it contains without destroying it
-Added ability to lift tile entities with the Lift Earth rune
-(kind of)Added Powered Rune category: Runes that require a constant supply of food or fuel.
-See the Rune Information List link to see all runes, all those with an asterisk(*) are of this category
-Added ocelots, villagers, and a couple other missing mobs from the mob drops list
-Added: Items being held safe by the runic dust (preventing despawning) don't bob
-Added Rabbit Hole, Eternal Flame, Blinding Fog, Hunter Vision, Eggifier, and Power Relay runes.
-Change: Replaced the info page with a very arrogant self-promotion page, since the info page is no longer relevant with the gui layout(Expect bugs! Only tested with vanilla tile entities!)
-Changed torch rune features: Now if a piece of flint is sacrificed with it, it becomes a beacon.
-Change: Rebalanced sacrifice requirements for everything
-Changed Fire Sprite rune design. Existing Fire Sprite runes will not be reanimated because of this.
-Fixed every single freaking lexicon image. Goddang. You better be welcome.
-Change: Cage rune no longer entraps the player
-Change: Slowed down the Fire Rain rune slightly to maybe reduce lag (unlikely by much)
-Change: Bumped up the level rune
-Fixed and altered void rune: Now it will add to the void inventory whatever is placed on it and will only dispense when there is nothing on it.
-Fixed and altered Bait rune: Any mobs being attracted to it are too distracted to attack you. Unfortunately it doesn't effect mobs that don't utilize the new AI system though.
-Fixed how farm rune leaves a radius where it doesn't put crops
-Fixed scroll placement not placing on dead dust
-Fixed cage rune
-Fixed Buffer rune design so that it matches the forum picture/lexicon image
-Fixed the beam effects turning black after game restart
-Fixed obelisk rune, again.
-Fixed dawn and dusk: Now you can have several dawn/dusk runes waiting for night/day simultaneoulsy. For example, draw out and activate a 10 dawn runes and every night for 10 nights it will fast forward to day.
-Fix: Rewrote the etching render system from scratch. Significate increase. On my computer I got 100 blocks without noticing a single change in framerate
-Fix: Etchings now have no problem rendering grass properly.
v0.5.2 Apr8
-Updated to 1.2.5
-Update Decorative version to 1.2.5
-added earth sprite: surrounds you with 8 pieces of glass that will float around you idly. When you stand still and crouch, they will all collect around you to form a small barrier.
-added terrain lift rune: encircling an area a line of clay (clay filled ruts) and then activating this rune with a live sacrifice on top will make the specified area lift up into the sky
-added option to crouch while right clicking a lexicon which will turn the page forward instead of back (helpful for creative mode so you dont break it)
-added magical flames that surround powerful runes (right now only sarlacc)
-added option to crouch while right clicking dust which will remove it (helpful for creative mode so you dont break it)
-added affect to torch rune: if dust made of lapis and above or contains any blaze at all, it will become a marker rune instead, which will create a beam of light high in the sky to see from miles around. Inspired by ALL_YOUR_BASE's idea
-added: XP storage rune now collects xp orbs that touch it, could prove useful in combination with sarlacc
-added: Obelisk rune now lifts you, waits for the top block to be destroyed, then goes back down. Now it's actually useful. If you still want the obelisk to stay up, just wait a (long)while or destroy the rune
-added: you can now fill etchings with solid blocks as hard as or less than gravel (dirt,sand,clay,etc)
-added ability to dig out the fillings of an etching by right-clicking with a shovel if the filling's block type meets the specifications above (yields nothing)
-fixed compression rune math bug when >64 diamond (I don't know why you tested this zzcool, but thank you very much)
-fixed spawner collector dropping the spawner underground
-fixed compression rune math error thing when input is too high
-etchinga shouldn't be able to spread liquid to corner-neighboring blocks
-fix: slowed down rut fluids
-fix: etchings now carvable out of grass, though it looks weird
-possibly fixed the torch rune placement scroll, though watch out, it may cause bugs with others
-fixed flatten rune pattern error
-fix: clarified the uv mapping on the lexicon and added a side tex standSide.png. The mapping for the rest is in book.png
v0.5.1 Mar12
-removed the motherfracking debug recipes
-added a delay to the initialization of Sarlacc so that it doesn't cause insta-death
-fixed Rut block not using config file
v0.5 Mar12
-No new runes
-Updated to minecraft 1.2.3
-Added ruts, but no uses yet but to look cool. Later will be used to define areas for runes
-Fixed fortune rune giving swords fortune instead of looting
-Wisdom rune radius fixed
-Changed crafting of lapis dust: 1 coal/charcoal + 2 lapis + 1 glowstone dust
-Changed crafting of blaze dust: 1 blaze powder + 2 lapis Dust + 1 glowstone dust
Known errors:
-Looking down at water in a rut will render a little derpy
v0.4.2 Feb26
-added terrain level semi-mega rune
-added forcefield rune
-added spawner collector rune
-added spawner reassignment rune
-added rune of wisdom
-added mini-tele rune
-added ability to activate runes with redstone
-added something to the description of torch rune I forgot, it does not require that all 4 dusts be the same
-added function to replace all connecting variable dust at a time if the dust is available
-added crappy rotation code, should work but the code embarrasses me, someone help
-added a function which makes spent dust float gradually
-fixed mod hating id resolver (probably)
-fixed "not enough dust" error
-corrected some runes that were completely variable that didn't need to be and weren't changed with the update
-fixed cage rune spawning a cage 1 block too high
-fixed cage rune when entitiy is in the air by placing a block underneath them
-changed bounce rune so that it will double your horizontal speed when jumping for quick (and fun!) transportation
-fixed sarlacc: made it actually kill entities instead of needing you to kill them, for automation's sake
-fixed sarlacc: drops are now consumed and used to keep the rune fed for a very very very short time, like a 10th of a second per item (so if you can't get a mob to it to keep it fed, throw it some items, however it yields no xp)
-fixed a slight graphical bug with the beam of certain runes
v0.4.1 Feb19
-fixed crash on making a scroll out of the info page (you derps)
-got rid of debug recipes (I'm a derp >_<)
v0.4 Feb19
-added a way for me to update runes without costing you your dust (namely the tele rune) now if there has been an update the rune will deactivate and the dust will reanimate
-added decorative version (separate download)
-added placing scrolls
-added fortune enchantment
-added firebow enchantment
-added wall raising rune
-added fire rain rune
-added saplings, leaves, and seeds to the crafting of plant dust
-fixed tome now craftable with all dust types
-fixed dusts now craftable with charcoal too
-fixed spirit pick harvesting bedrock
-fixed rendering system to use less sprites and textures for rendering dust on the ground (about 14 less)
-fixed lexicon not being in creative block list
-fixed tele rune: dimensions not right
-fixed tele rune: spawning underground
-fixed tele rune: a bunch of crap
-fixed silk touch rune: now it can be applied on a shovel the same way (fortune does the same but with pick or sword)
-removed mortars completely
-improved obelisk lifting?
v0.3.2 Jan29
-added Runic Lexicon
-added Leapfrog Rune
-added Loyalty Sprite rune
-fixed void inventory bug where opening the void after reloading the world dupes items
-fixed tele rune (again)
-fixed spirit tools and ressurection spawning mobs underground
-fixed creative mode gui to not show the 'Do not use this dust' dust item
-changed colors again a little, tried to better the difference bettween activated rune and blaze dust and between gunpowder and used dust
v0.3.1 Jan25
-fixed pit rune fire head thing I think
-fixed tele rune one-way bug I think
-added cage rune
-added bait rune
-added time lock rune
-added sarlacc
v0.3 Jan24
-added Lightning trap rune
-added lumberjack rune
-added bomb rune
-added teleporation rune
-began work on SMP
-changed textures, thanks Swarmer2010
-fixed allowed for compression rune to be reversible
-fixed floating star not saving size
-fixed fluids destroying dust
v0.2.1 Jan20
-added Heal Rune
-added Farmer Rune
-added Pit Rune
-added Void Rune
-fixed potency of poison rune?
-fixed/added recipe for runic tome
v0.2 Jan20
-added multiple-dust-per-rune
-added record rune
-added poison trap rune
-added silk touch rune
-added bounce rune
-added compression rune
-changed firetrap (and poison trap) strength now based on dust level
-changed dust recipes as follows
2plant + 1coal = 4plantdust
2plantdust + 1gunpowder = 8gunpowderdust
3lapis + 1coal = 4lapisdust
2lapisdust + 1blazepowder = 8blazedust
-changed color of destroy particles random based on what dust the blocks are made of (booyeah I didn't think that would work)
-changed colors changed a little to look a bit less clowny and work better together
-fixed spirit sword now always has its enchantments
-fixed creative mode doesnt annoyingly drop dusts
-fixed creative mode doesnt break whole rune block
-fixed empty-handed right-click crash
v0.1 Jan17
-Initial Preview Release
Copyright
This creation(The Runic Dust Mod) and document is Copyright ©(2012) of the author billythegoat101 and is his intellectual property. It may not be reproduced, altered, or distributed under any circumstances without advance written permission. Additions and edits to the source code of this creation(The Runic Dust Mod) are allowed for private use but require billythegoat101's consent before distribution. Inclusion of this creation(The Runic Dust Mod) in other works such as mod packs are allowed but also require the consent of billythegoat101 before the result's distribution. Demonstrations, reviews, or other forms of publicity for this creation(The Runic Dust Mod) are allowed to be distributed without prior consent of billythegoat101 as long as The Runic Dust Mod itself is not distributed and the author of such a public display properly credits billythegoat101 as the author of the The Runic Dust Mod. Furthermore any attempt at making money off of this creation(The Runic Dust Mod) or this document by use of URL shorteners or any other similar instruments is strictly forbidden. Failure to follow by any of the aforementioned guidelines within the last paragraph is prohibited and a violation of copyright whereby I(billythegoat101) may express my angst at you in the form of a lawsuit.
Servers running this mod:
If you do like this mod or the idea behind it, please feel free to click the + or leave a comment
Sphax Texture:
http://www.eclipse-p...9&t=419&p=1861#
Link is dead now I didn't find the sphax texture and haven't been able to. If you manage to find an update for it PM me please.
Banners:
AvoadorasProductions
[url=http://www.minecraftforum.net/topic/950541-110-the-dust-mod-jan17wip/][img]http://i.imgur.com/3PtFC.png[/img][/url]
Me
[url=http://www.minecraftforum.net/topic/950541-110-the-dust-mod-jan17wip/][img]http://i.imgur.com/yngt6.png[/img][/url]
-
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Hi7ch posted a message on [1.4.7] [SSP-SMP] [FORGE] Paintable Wood, Fence, Stairs and more!Its back! After a prolonged absence, Paintable Wood is back. It is essentially the same mod that it was before but with a few tweaks to make it better and it is now Forge compatible. Of course it still works perfectly in SMP and SSP.Posted in: Minecraft Mods
Paint Planks! Stairs! Fence Posts! Half-Tiles! Wool! and create Vertical Planks (Barn Planks) and paint those too!
Screenshot:
Paintable Wood is exactly what it says on the tin. You can paint all your normal wooden planks in a variety of colours, including White-Wash and Varnish. You can also clean them back to the default wood. Paintable Wood also includes a recipe for Barn Planks (vertical planks) and you can paint all Wool too. This mod is great for adding a splash of colour to your towns and builds or for making a huge canvas in the sky and bringing out the Van Gogh in yourself
Paintable Wood, Paintable Wools and all coloured plus clean Brushes are available in the Creative mode inventory for all map makers and pure Creative players.
Paint Brushes paint 32 tiles then break.
There are a couple of quirks with half-tiles, if you make a full block from two half-tiles they will not paint and they will not stack upon each other if already painted, but that just makes a full block so just use a normal plank block anyway.
Comes with config file to easily change IDs and turn Barn Planks, Fence and Half-Tiles off or on.
Barn Planks are by default coloured with Varnish. You can paint them any colour but cannot clean them, just re-paint them. This will also be fixed in the next update.
Fantastic Mod Spotlight by SensualPuma
More Screenshots:
Recipes:
Paintbrush
Add dye to get coloured Paintbrush
Choose from lots of colours and a wood varnish by using different dyes
Barn Planks
Downloads:
Installation:
Download the latest, recommended Forge zip. Follow the instructions on the Forge website for installation into your client and/or server.
Download the Paintable Wood mod from the download link above and copy the entire zip file into your mods folder for the client and/or server.
Start your server if you have one. Start Minecraft and play the game.
Change log:
02.02.2013 (slightly later in the day) - Fixed stairs. Can now paint all wooden stairs and not just oak.
02.02.2013 - Complete overhaul of Paintable Wood and Wool. Added Forge compatibility. Added Fence. Added Half-Tiles. Added Stairs. Full config file for all IDs and the ability to turn off which parts of the mod you do not wish to use, or if you want to save ID space. Stopped the Blockalot mod development until it is asked for or I want to fiddle again
08.04.2012 - Updated and split Blockalot into two mods. Blockalot and Paintable Wood. Added Barn Planks (vertical planks) to Paintable Wood. Added additional command to config file for Paintable Planks to turn Barn Planks off should you run out of IDs. Skipped 1.2.4 and went straight to 1.2.5 as previous version was a waste of effort coding for with its two week life span. Took out the Hieroglyphs recipe due to them being finally added in vanilla Minecraft.
15.03.2012 - Updated to V3 to include Paintable Wooden Planks and Paintable Wool using a Paint Brush and Dye. Uses no extra ID's. Added all extra Blocks and all Paintable Planks to the Creative Mode Inventory for ease of use to map makers and Creative players.
13.03.2012 - Updated to V2 to include three blocks previously un-craftable but built into Minecraft and added ability to change ID of blocks via config file should any conflicts arise with other mods.
12.03.2012 - Blockalot V1 released on SSP and SMP.
Previous Versions:
Older versions are no longer supported.
Special thanks to Pinkemma, creator of Tomes, XP Book, Lecterns and more for her assistance in helping this 'old man' learn some Java. You win the Internet!
License
Paintable Wood Mod, Copyright 2012, Hi7ch
Not for redistributing on any other sites or mod packs unless granted explicit, written, permission. Derivatives must acknowledge the author of this mod and link back to this post, or other - sanctioned - mirrors. Under NO CIRCUMSTANCES is it allowed to link to this mod through ad.fly or other means of monetizing. -
7
MassNERDerer posted a message on Balkon's WeaponMod - Weapon DamagesHey Minecrafters,Posted in: Mods Discussion
I love Balkon's WeaponMod and one day decided to actually find out how much damage each of the weapons do. I messaged "Balkon", but never got a reply. I also searched the internet, and though one wiki did have some of the information, it was only 20% complete and mostly inaccurate. I will be updating that wiki post soon as well, found here. (Unfortunately, I haven't tried out version 9.0, so no stats on the boomerang yet.)
Anyway, not too much to it expect to show you the stats and see which weapon you like best :-)
Oh, and the bottom of the post has some awesome videos of the weapons in action
Most of the weapons can be made of wood, stone, iron, gold, and diamond. To give a good range, but not spend longer than the many hours already spent, I tested wood and diamond only. You can hopefully average it out for the rest.
Material Weapons- Spear
- Wood: Thrown or Stabbing - 1.5 hearts
- Diamond: Thrown or Stabbings - 4.5 hearts
- Halberd
- Wood: Slash - 2.5 hearts & Stab - 3 hearts
- Diamond: Slash - 5.5 hearts & Stab - 6.5 hearts
- Knife
- Wood: Stab or Thrown - 1.5 hearts
- Stone: Stab or Thrown - 2.5 hearts
- Diamond: Stab or Thrown - 4.5 hearts
- Warhammer
- Wood: 2 Hearts
- Diamond: 5 hearts
- Also has "supergroundsmash" which does damage to about a 10x10 block area
- Battle Axe
- Wood: 3 hearts
- Diamond: 6 hearts
- Blocks incoming attacks and reduces their damage by 50%
- Flail
- Wood: 2 hearts
- Diamond: 5 hearts
- When dragged on ground, still does full damage if contact with mob or PvP
- Javelin
- Only one recipe: Thrown - 2 hearts & Stab - 0.5 hearts
- Throwable Dynamite
- Damage spreads a 5x5 block area and 2 blocks deep. Does 10 hearts (or more) in direct and only 1.5 hearts at outer edge.
- Musket (also with Bayonet)
- Shot - 10 hearts (or more) at 3 block distance, at 27 blocks does 9.5 hearts, and no damage at 28 blocks.
- Stab - w/o bayonet 0.5 hearts & w/ bayonet 3.5 hearts
- Crossbow
- At 3 blocks does 8.5 hearts, then does 8 hearts of damage as far as we could go. We landed shots at 185 blocks (outside of "Far" render distance and assume it could go further).
- Just punching with the crossbow does 0.5 hearts of damage
- Blowgun
- Initial hit does 0.5 hearts and the poison does 0.5 hearts of damage every second.
- Can shoot up to at least 60 blocks, but probably as far as possible, just harder to aim and test at further distances.
- Blunderbuss
- Damage at 5 blocks is 9.5 hearts (10 or more closer), at15 blocks is 5 hearts. The damage can go through 3-4 mobs/players spread out among 6 blocks. Also shot has a spread of 2-3 blocks on each side.
- The closer to target the more shots land on one target, rather than spread. Is a shotgun, so shoots many pellets.
- Fire Rod
- Does 0.5 hearts of damage on the hit and then the fire does 0.5 hearts of damage every 2 seconds
- Cannon
- Does 10 hearts of damage or more up to 50 blocks away. Has a spread of about 5x5 blocks and about 5 blocks down
Here's a quick explanation and showcase for each of the weapons:
Want to see more of the weapons in use and there recipes? Click below for more videos:
Part 1:
Part 2: Coming Soon
For the trolls. Yes, I have a life, but I still find time to play games. The testing for the damages was actually a lot of fun, so it wasn't "work" to do.
Happy Gaming Everyone -
267
dino120 posted a message on [1.4.5] Useful Seeds! [Mod Loader]Posted in: Minecraft ModsDon't you hate it when after harvesting your crops you have loads of extra seeds?Well, I solved what to do with those seeds! Turn them into paper!
This is how you make them!:
You may not ALWAYS need paper though, so you could use them to cook to! (it works stronger then saplings, but weaker than wood... in between)
Yum! Who doesn't love roasted pumpkin seeds? This mod is a great use for not just wheat seeds! but any type of seeds! (They heal half a hunger)
I hate running through the mines of Minecraft for hours looking for monster dungeons to steal their mossy cobble just so I could make my house look good, well this mod solves that problem too!It requires One seeds above a cobblestone to make one mossy cobblestone, not 36 ]You can do the same thing with Stonebricks now too!I also hate waiting for dirt to turn to grass without any sort of process to speed it up, so putting a seed above dirt in a crafting table (or your 2x2 in inventory) will make you some grass
Also, do slimes even ever spawn anymore?..Its like they don't, I NEVER can find them! But with Useful seeds you can craft them with a bucket of milk and a seed to the side of it (it doesn't take the bucket)
And with this mod you don't need to mine for iron just to make some lame shears to use leaves, this mod enables you to craft them with a few seeds shown below
Same with long grass as above
and for you people that live in the desert with no trees can make some saplings to grow trees for wood
Also you can use your extra seeds to turn into a few extra wheat to help you out (This recipe creates a paradox if you think about it too hard)
No where near a swamp? These next to recipes can help you get the things you need from there!
But, maybe you are in a swamp (or somewhere else) and you need some cacti, well, you can make them!
Now you can get dead shrubs too!
Videos:
Video is V3.0 - created by Pig Productions (Nerdgazm)This video is V3.1 - created by TheGamerNations (zakk11)
This video is V3.4 - Created by Tankjays(tnkbros, part of his "being MODest series".
Video is created by TheWaffleGalaxy - front page video!
Updates:
V1.0: Created
V2.0: Seeds can now cook stuff in furnace
V2.1: Fixed cooking time (its same as wood)
V3.0: Added new recipe to make mossy cobble!
V3.1: Added ability to make slime ball with seeds and milk
V3.2: Added new recipe to make dirt to grass
V3.4: Decreased the power of cooking for seeds, added craft-able leaves and craft-able mossy stonebricks
V3.5: Added new ways to craft long grass, saplings, and wheat
V3.6: Updated to 1.1 and added four more recipes...V3.6.1.3.4.a: Added modloader, special thanks to CJB
V3.8: Updated to 1.2.3 and fixed cooking time
V3.9: Updated to 1.2.4 ... V3.9.3.5.7.2.a.zz: "Updated" to 1.2.5
V4.0 Updated, added dead shrubs and took out cocoa beans, fixed furnace
V4.2 Updated, added yummy roasted pumpkin seeds
V4.5 Updated
I like suggestions! (I usually do them) ..Post any idea you have for more seed uses!
This is my first mod and I decided to start off simple
Please comment!
This requires Modloader!
Downloads:If you support this mod, hit the !
Like the mod enough to set it as your signature? this will make it easier for you:[url="http://www.minecraftforum.net/topic/821564-110-useful-seeds-2k-downloads/"][img]http://oi43.tinypic.com/15dt5og.jpg[/img][/url]
Get modloader here -
429
Nerd_Boy posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - DiscontinuedPosted in: Minecraft Mods
Table of Contents- [goto='News']News & Announcements[/goto]
- [goto='Mechanics']Mod Mechanics[/goto]
- [goto='Weapon System']Weapon System[/goto]
- [goto='Weapons']New Weapons[/goto]
- [goto='Shields']Shields[/goto]
- [goto='Armour']Armour[/goto]
- [goto='Quiver']Quiver[/goto]
- [goto='Decorations']Decorations[/goto]
- [goto='Updates']Mod Updates[/goto]
- [goto='Download']Download & Installation Instructions[/goto]
- [goto='Videos']Videos[/goto]
- [goto='Bugs and FAQ']FAQ, Bugs & Compatibilitys[/goto]
- [goto='FAQ']FAQ[/goto]
- [goto='Bugs']Current Bugs[/goto]
- [goto='Comp']Compatibilities[/goto]
- [goto='Crashes']Common Crashes[/goto]
- [goto='Texture Packs']Texture Packs[/goto]
- [goto='Banners']Support Banners[/goto]
- [goto='
future']Planed Features[/goto]
News & Announcements
Discontinuation of Battlegear 29/10/2012
I am officially announcing the discontinuation of this mod. The fact is, I have just lost interest in the mod. This is partly due to the fact that the changes in 1.3 required me to essentially go back and start from scratch with many of the features, and even drop some of those features you guys have come to love. I am not blaming the 1.3 update, I just feel it is time to move on.
But fear not, there is an alternative. Please go over and have a look at JadeKnightblazer's Asguard Shield Mod. Over the coming weeks Jade and I will be working close together to integrate some of the code from this mod (mainly how I render shields in the offhand) into his mod. I see this is a win/win/win. A win for me because a small part of Battlegear can live on in Jade's mod while having the free time to work on my new project. A win for Jade as he can use some of this code to help make his mod really stand out and possibly also learn some of the rendering code. And a win for you guys as you still get a very functional and aesthetically pleasing shield mod.
I would also like to thank you guys, my fans for helping make what this mod what it is today. There are some of you who have been following this topic for a very long time (some from when the mod was just a shielding mod) and some who have only been following recently. But through your comments, suggestions and bug reports you have helped me turn the mod into something I never expected when I began coding it all those months ago. So I would like to say thank you.
Finally, for any of those who would like to continue following my work. I have created a new topic for Mine & Blade: Commander. For those that do not know, Mine & Blade: Commander is a new mod I am creating (or re-creating) that will allow you to create, customize and order an army made by NPCs. I will be using some of the features developed for this mod for the NPCs in M&B:Commander (eg sheathing & shield rendering). Right now I have only the basic rendering, customization and spawning of the 1st unit (The militia) which has over a mind boggling 20,000 different customization combinations. At the time of writing there is currently no download avaliable as the soldiers do little more than just stand there. However I will provide one if there is a high demand of people wanting to use the bots to populate a world simply for atmosphere. Also expect a video demonstration soon showing off the Spawing interface as well as the customization in action.
RIP: Mine & Blade Battlegear 29/12/2011 - 29/10/2012
Thankyou all again
nerd-boy
[goto='TOC']Go Back to the Table of Contents[/goto]
Mod MechanicsWeapon System
Mine & Blade: Battlegear implements an entirely new weapon system to minecraft. Pressing the 'I' button or clicking your player character in the Inventory screen will bring up the Weapon Inventory Screen.
Weapons can be placed in the main hand or off hand slots. These weapons will be displayed on your player model when you go into 3rd person view. Weapons can be switched between sheathed and drawn by pressing the 'R' Key
The 3 different weapon sets can be switched using the mouse wheel.
Items displayed in the following table are able to be placed in the weapon slots. There is an option in the config file to allow the use of weapons from other mods.
[goto='TOC']Go Back to the Table of Contents[/goto]
New Weapons
Mine & Blade: Battlegear adds a number of new weapons to the game.
The Waraxe
The waraxe has the special ability of having a chance to cause 150% damage to mobs. Red sparks will fly around the mob to indicate extra damage.
The Mace
The mace has the special ability of having a chance to cause a 3 second stun to enemy mobs. Blue sparks will fly around the mob to indicate stuns.
The Quaterstaff/Spear
The spear sacrifices some of the power of the sword for increased range
*Note: The spears must be made with a undamaged quaterstaff.
Minecraft Forge Installed Only
When used with Minecraft Forge the spear takes advantage of a custom renderer
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ShieldsShields can be crated using wood, leather, iron, gold or diamond
When a shield is equipped shield blocking is activated by holding the right mouse button. While in blocking mode, all damage from mobs is ignored from the front 180 degree arc. In addition movement speed is slowed. Blocking mode cannot be sustained indefinitely as it drains your "blocking timer" based on the shield you are using. The blocking timer apears in the bottom left corner. Using a sword while blocking will make the bar go down slower (by 25%).
In addition iron, gold & diamond shields can be painted. Painting is preformed by combining any iron, gold or diamond shield with the dye of your choice. Painting will retain the current shields damage and enchantments With Minecraft Forge Installed Only
Note that this is just an example.
Painting can be done with any dye and any iron, gold or diamond shield in a shapeless recipie
Shield Blocking
Shield BashingWhile blocking you are unable to attack, instead if an opponent is in front of you you can bash him with your shield by pressing the attack button (default left mouse button). The shield bash will cause no damage to your enemy but will instead knock them back. This consumes 1/3 of your block stamina bar
Shield EnchantmentsShields can be enchanted in the same way as armour. The enchantments however have very different effects.- Protection
- Protection I - Can block for 50% longer & shield bash take 25% of the bar (normal 33%)
- Protection II - Double Block Time
- Protection III - Infinite Block Time
- Protection IV - Infinite Block Time & No Shield Bash Penelty
- Fire Protection
- Fire Protection I - Take 1/2 damage from Fire sources while blocking
- Fire Protection II - Take no damage from fire sources while blocking
- Fire Protection III - Take no damage from fire sources while blocking & 25% chance enemy will be set on fire (3 seconds)
- Fire Protection IV - Take no damage from fire sources while blocking & 50% chance enemy will be set on fire (3 seconds)
- Blast Protection
- Blast Protection I - Take 25% damage from Explosions sources while blocking
- Blast Protection II - Take no damage from Explosions sources while blocking
- Blast Protection III - Take no damage from Explosions sources while blocking. A sucessfull block of an explosion will chage the shield. The charge is released as a powerful attack (damage = 1/2 explosion damage) upon the next successful shield bash. Changing shields will de-charge the shield
- Blast Protection IV - As above but the full damage is released
- Projectile Protection
- Projectile Protection I - Gain the ability to block all projectiles (including ghast fireballs)
- Projectile Protection II - 25 % chance of reflecting enemy projectiles
- Projectile Protection III - 50 % chance of reflecting enemy projectiles
- Projectile Protection IV - all enemy projectiles are reflected
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Armour
Chain Armour
Mine & Blade: Battlegear introduces a new (legal) way of obtaining chainmail armour. 2 chain links can be obtained by placing a single iron ingot in a crafting grid. Chain links can then be used to make chainmail armour
Knight's Armour
Knight's armour is a new armour set that has the protection and durability between that of iron and diamond armour. It however is quite expensive to make requiring a full set of iron and chain armour as well as a few blocks of wool.
Knight armour comes in 16 different colours corresponding to the 16 different minecraft colours. Knight armour can also be dyed to change its colour.
Knight armour includes a plume on the helmet as well as a custom cape on the chestpiece.
A full set of Knight's Armour will get a Matched Set Bonus. This will provide- An extra shield of defence (making it as protect you as much as diamond)
- Shield bashes will cost 1/2 the amount of stamina.
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Quiver(Minecraft Forge & renderPlayerAPI Only)Mine & Blade Battlegear introduce the quiver. The quiver is crafted as follows
Placing the quiver in the quiver slot will open 4 new slots in your battle inventoy for arrows.
Arrows will be taken from the arrow slots in preference to arrows in your inventory. In addition the number of arrows will be displayed in the battlemod hotbar. Finally, the quiver model is displayed on your back when holding a bow
Decorations
Banners (Minecraft Forge Only)
Banners are the 1st of my purely decorative blocks. They come in 16 colours and can be placed on the ground (and will face you) or against a wall.
Banners are created using 2 wool (of the same colour) blocks with a stick underneath
Banners can also be changed to any other colour using dye
All the A song of Fire and Ice Inspired Banners
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UpdatesMine & Blade: Battlegear takes advantage of Vazkii''s amazing Mod Update Manager. This means whenever I issue an update, you will notified in game and linked to this page. You do not have to do anything else.
Furthermore, to any modders out there you should really think about taking advantage of this API. Its extremely easy to set up (I did it in less than 5 minutes) and we really should get behind and support Vazkii's amazing work
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Download & Installation Instructions- Download and install Minecraft Forge
- You MUST use minecraft forge 3.3.7.135 or later
- Make sure you delete the META-INF Folder from the jar
- Also do not install Modloader after Forge, Minecraft Forge now contains it's own modloader that is backwards compatible.
- Download and Install PlayerAPI
- If using Single Player Commands, install the playerAPI-SPC patch
- Download and Install Render PlayerAPI
- This must be AFTER installation of Minecraft Forge
- Make sure you have version 1.2 or newer
- Check for any new [goto='News']announcements[/goto] on this post. This step is VERY important to prevent potential problems caused by updating to new versions
- Read the [goto='FAQ']FAQ[/goto] the [goto='Bugs']Known Bugs[/goto] and the [goto='Comp']inompatibilities[/goto] sections.
- Place the downloaded zip file in the mods directory in youre .minecraft directory
- Take the fight to the creepers
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Review by stonecold913
Videos
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FAQ, Bugs & Compatibilities
FAQQ: I found a bug, incompatible mod crash or blackscreen, what should I do?
A: First Read and follow all of my crash 101 post.
Next check if it has already been reported, please check both this page (under both bugs and incompatibilities), also could you please check posts at least 1 page back to avoid reposts. I will need
- A detailed discription of the problem
- What other mods you are using.
- Weather or not you are using minecraft forge and what version of Forge you are using.
- A crash log if Minecraft has crashed or Blackscreened (Very very very important)
- If your minecraft does not display the error log, try using this .bat script. It will run minecraft and copy any hidden error reports to a new .txt document (opened in notepad)
Q: Where is the config file?
A: The config file is located in the .minecraft/config directory under the name "MineAndBlade.cfg". It will be generated automatically when you first run the mod and will be opened by any text editor
Q: Can you add weapons from another mod to be used in battlemode? Note
A: Depending on how the mod is coded, some may already work. In most weapons from Balkons Weapon Mod will be flagged as weapons and therefore useable in battlemode.
For weapons that do not work, there is an option in the config file to add the item ids of custom weapons. Adding item ids to the cofig file (currently named "Mine & Blade.ini" and generated after you have 1st run the mod) will flag items as weapons. Ids should be seperated by comma-space.
The line to add ids to is this one
[Battle Mode Settings] #Allows other items from mods to be used in battlemode ValidWeaponIDs=
This however will not flag the weapons as duel wieldable, it will only allow them to be recognised as weapons and thus useable in battlemode. There is no way to make some weapons duel wieldable as they have a right click function.
Note: There is a bug in the config file for the 2.8.0.1 version so this function currently does not work. It will be fixed again in the next version.
Q: Why can I not dual wield all weapons (eg weapons from Balkons Weapon Mod)?
A: The mod will scan any item flagged as a weapon. If that weapon has a special function on a right click (other than blocking) it will flag the weapon as non-dual wieldable. You will therefore not be able to use the weapon in your off hand, with a shield or with another weapon. This is so there is no coflict with a weapons right click function and CANNOT be changed.
This is the reason you will never be able to dual wield many of Balkon's Weapons or certain gun mods which generall use the right mouse button to fire the weapon.
Q: Where is the link to the Mine & Blade: Battlegear file?
A: The link is right here. The beta for the next release can also be found on this post
Sorry for all the secrecy, I have had many problems with people not reading the important parts of the main post. If you got this far I am happy that you have demonstrated your ability to read and (hopefully) follow basic instructions.
Q: Can you add my idea for a weapon?
A: No, This is not intended to be a weapon mod. It is quite unlikely I will add new weapons any time soon.
Q: Can I use your mod as part of my mod pack?
A: Yeah no problem, as long as you- Credit me
- Link to this page
- Do not profit from my work (i.e. no adfy links)
- Keep it updated. I just don't want to have to deal with people reporting bugs I have fixed weeks ago
- PM me to let me know you are using it. I may not have a chance to reply and if you agree with all of these terms, I really don't mind and will not ask you to take it down. I just would like to know that you are using my mod.
A: Yeah no problem, go nuts. Post your work though so I can ohh & ahh at it
Q: When will SMP be ready?
A: It will be ready when it is ready. I won't even start looking at SMP until after 1.3 is released. Even then it will take me a long time to get everything working.
Q: Why can't I see offhand weapons in 3rd person?
A: You installed likely installed minecraft forge after RenderPlayerAPI. RenderPlayerAPI MUST be installed AFTER Minecraft Forge. Alternitvly, you may have a conflicting mod, if you are 100% sure you have done the correct order of instalation it may be a conflicting mod, please post a incompatiblity report (make sure you include every mod, api and patch used)
Q: Why did you just report me?
A: I have begun reporting everyone who posts questions that are answered in this post as spam. I am sick and tired of re-answering the exact same questions that are answered here.
Q: I love your mod, how can I donate?
A: Please do not donate, I do not do this to make money in any form (which is why I don't use adfy links). If you do have your heart set on donations, please send you money to one of the many worthy charities, they could do many greater things with the money.
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Current Bugs
Confirmed
- Anything to do with SMP. Uninstall the mod before connecting to a SMP server. (fixed in beta 3)
- Shift clicking weapons/tools in the weapon equip interface will crash the game(fixed in beta)
- When blocking with a bow on your back, the bow will draw (fixed in beta)
- Custom Weapons in "battlemode" are not recognised (fixed in beta)
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Compatibilities
Mine & Blade: Battlegear is know to be incompatible with the following and will likely cause Minecraft to crash- Anything that is incompatible with PlayerAPI
- There is a compatibility fix for PlayerAPI and SPC here. Please read the instalation instructions for the patch
- Anything incompatible with Minecraft Forge
- One example of this is Elemental Arrows. As a rule of thumb try to keep away from mods that edit base classes.
- Portalgun mod: Strange way of getting the player inventory causing a crash
- Keep Items: We both use the same method to make our changes to the inventory, resulting in each mod constantly replacing the ineventory eventually resulting in a crash.
- Dynamic Lights: Torches held in the offhand do not currently give off light
- More Enchanting: Shields with protection enchantement higher than 4 will not function correctly
- Tropicraft: Offhand weapons do no render in 3rd person
- Armor Stand Mod: Only black knight's armor will be displayed
- There will likely be some issues with mods that either edit the player model in some form, or preform special rendering with the weapons.
- Aether Mod:
- Block Id conflict (change it in a config)
- Their custom interface does not work (fixed in beta)
- Sky sometimes turns brown (maybe fixed in beta)
- Aether accessorys do not display (fixed in beta)
- My GUI doesn't display (sometimes) (fixed in beta)
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Common Crashes
If you have a crash please check if any of these apply before posting
Conflicting Block Ids
Crashes with "java.lang.IllegalArgumentException: Slot 211 is already occupied by...."
Example
5 mods loaded
Minecraft Forge 3.2.5.120
FML v2.2.17.117
Forge Mod Loader version 2.2.17.117 for Minecraft 1.2.5
mod_MinecraftForge : Initialized (minecraft.jar)
mod_JammyFurniture : Initialized (1.2.5_Jammy_Furniture_Mod_Client_V3.6.zip)
Mine & Blade: Battlegear - 2.7.7.1 : Pre-initialized ([1.2.5] Mine & Blade Battlegear - 2.7.7.1.zip)
mod_UpdateManager : Pre-initialized ([1.2.5] Mine & Blade Battlegear - 2.7.7.1.zip)
mod_Armor : Pre-initialized (ArmorStand.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 96fc7838 --------
Generated 12/06/12 1:46 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5570 version 4.2.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 211 is already occupied by JAMMY780.blocks.JAMMY780_BlockSpiderHead@723e9d6c when adding mine_and_blade.heraldry.BlockBanner_Forge@6cd1580c
at pb.<init>(Block.java:249)
at pb.<init>(Block.java:281)
at agy.<init>(BlockContainer.java:13)
at mine_and_blade.heraldry.BlockBanner.<init>(BlockBanner.java:29)
at mine_and_blade.heraldry.BlockBanner_Forge.<init>(BlockBanner_Forge.java:9)
at mine_and_blade.heraldry.HeraldryForgeInitialiser.initlaliseBanner(HeraldryForgeInitialiser.java:16)
at mod_MineAndBlade.load(mod_MineAndBlade.java:356)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:319)
at cpw.mods.fml.common.Loader.modInit(Loader.java:262)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:229)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4721735d ----------
This just means that you have a block ID conflict. Go to the config file (Location is .minecraft/config/Mine and Blade.conf) and change the number next to the BannerID variable to something else (between about 200 & 250) until you no longer get a crash.
Impropper Instalation
Crashes with "java.lang.NoClassDefFoundError: PlayerBase"
Example
Mods loaded: 5
ModLoader 1.2.5
mod_ModLoaderMp 1.2.5v1
mod_MinecraftForge 3.2.3.108
mod_SinglePlayerCommands 6.0 for SPC 3.2.2
mod_UpdateManager by Vazkii. Version 1.2
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 617e37b9 --------
Generated 6/6/12 2:12 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6530D version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoClassDefFoundError: PlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_SinglePlayerCommands.modsLoaded(mod_SinglePlayerCommands.java:13)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PlayerBase
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
--- END ERROR REPORT 78a94615 ----------
You didn't install PlayerAPI. Next time actually READ and FOLLOW the installation instructions.
Texture PacksMy x64 HD pack (based off misa's realistic texture pack)
This is only a quick texture pack I whipped up to go along with the x64 pack I generally use (download). To isntall just extract the files into your favourite (x64 or higher) texture pack. Pleasew note that I am not the best texture artist. Others could do a much better than I at high res textures, I just wanted to give it a go.
Pictures
Soldier in blue Knight Armour holding a shield & mace, standing around banners
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Achievement Banner (by Bacon_Master)
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Planed features
(May take a while)- SMP Version
- This may take a while, please do not ask about it, it will be ready when it is ready
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16
meeees posted a message on [1.2.5] 8 Slot Furnaces! [V1.1.2]I was considering updating this mod for 1.3.2 but because of the close release of 1.4 I don't think I will be updating it until I have some sort of modding API for 1.4, probably Forge.Posted in: Minecraft Mods
ALSO: If anyone is still using 1.2.5 or has a backup and does mod spotlights, this mod doesn't have one and it'd be great if someone could do one for it. If you do just pm me the link and I'll put the video on here. Of course you'll get credit.
This is the mod I made while learning how to use custom GUI's
What the mod does:
adds a new furnace to the game, but instead of only smelting one stack of items at a time, it can smelt 8!
Also, if "x" is how many slots you are using, then the fuel will burn "x" times faster
pictures -
crafting -
in game not active -
in game active -
Inside the furnace:
items for smelting lined up -
adding some coal -
each slot has a different timer(the arrows are only the same because they started smelting at the same time) -
(notice the empty slot has an empty arrow)
finished result -
(I added the other two ores back in)
This mod is not compatible with any mods that use the block ids 254 and 255
Mod works with all custom smelting recipes added by modloader through other mods
Mod should work with all custom fuels added by modloader through other mods(I have not tested this)
Of course this mod works with all the default fuels/recipes for furnaces too!
Known bug - shift clicking can put items in the top slots the furnace
Download link - 8 Slot Furnace V1.1.2
Send me a pm for older versions of the mod
Note: This mod requires Risugamis Mod Loader: Mod Loader (first mod on page)
How to install:
install modloader and follow all of the steps for it
after you make sure modloader works without crashing your game(if it does you most likely need to go delete meta_inf), download this mod
extract the folder and drag the .class and .png files into your minecraft.jar (everything in the folder)
run minecraft!
This mod (a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://www.minecraft.net/copyright.jsp is sole property of the Mod author (Meeees, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, or youtube.com. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission. Thank you. - To post a comment, please login.
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1
yep your mod is popular now :smile.gif: i sure watched it grow.. anyway. you don't have to entertain all this questions.. I know this is an ambitious mod. so why don't you just make a wiki or a forum? so that all questions and new information should be diverted in there :smile.gif: just a suggestion..
and guys.. please leave some room >.> notice the sad face?
1
lazuli
enderblock
this will make a block that can be smelted in to diamond. just an idea... you have an excellent idea for a mod here. :smile.gif:
edit: oh and yeah.. tell me if someone can make a successful farm on a teleporting mob :biggrin.gif:
1
i wonder how hard it is for others to install a mod..
and how hard it is for some people to learn to wait...
(troll face)
anyway..
@flowerchild: why are you facing your screen again? go enjoy the vacation you deserve man :biggrin.gif:
treat yourself a day or two of not checking the forums :biggrin.gif:
1
wrong section dude... :sad.gif:
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nope.. i used the BTW that uses 1.0.4 forge... heck i even used the one who doesn't (BTW 2.9)
so yeah.. there's a big chance that they don't work together... maybe because they both edit some base files.
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girllady. thats double awesome... coz its rare to find agirllady that plays minecraft let alone a good modder :smile.gif:excellent!
1
will download. keep it up... i assume this wont spawn above ground?? how rare is this?
im a give you a