Dead project. Content removed.
- Ninjaboy00
- Registered Member
-
Member for 12 years, 8 months, and 26 days
Last active Tue, Jul, 22 2014 03:47:45
- 0 Followers
- 1,274 Total Posts
- 31 Thanks
-
355
Ri5ux posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods -
242
user-6838547 posted a message on [1.2.5] ✽ PK Mods ✽ - Updates! (unofficial)Posted in: Minecraft Mods
If you like these mods, feel free to on the bottom right of this post. All mod download links include the mod's source code. You don't need permission to mess around with my code; it's completely open-source as long as you don't make money off of it and give credit where credit is due. Yes I use adf.ly now. Deal with it.
[size=large]Announcements[/size]- Looking for Boombox Mod updates? Here's the most recent version, updated by MindKrafter as well as some pretty cool new features. I don't even know what version Minecraft is on any more. Also the lawnmower mod.
- I'm not dead; just doing other stuff right now. Take this as an opportunity to learn Java and update my mods for yourself! All code is open source and available in the downloads.
- Like these mods and want to return the favour? Why not help build the Minecraft Relative Pricing Chart? When the information is finally used, your name will not go unmentioned!
- Want to continue having fast, ad-free download links? Help me score more storage space on dropbox by using this invite link to create a dropbox account. (Dropbox is the ultimate way to store files btw)
- On popular request, I've started writing tutorials that try to explain how I code some of the stuff I code. It's still pretty raw but you should check it out! (Video tutorials coming soon!)
[size=large]Contents[/size]
Note: I know that the forum rules say not to pester modders about updating their mods but I encourage you to. The more people tell me to update something, the faster and earlier I'll get it done because I give it priority over the things in less demand. I won't even bother to update something if nobody specifically asks for it.
[size=x-small]The Boombox - 1.1
The TV Mod - 1.1
Skills API - 1.1
SteamBikes - 1.0.0
ParAPI - 1.0.0
TrackCraft
Animated Particles API
Unobtanium
SwarmCraft
The Gardening Mod
The Soul Transfer Staff
The Gravestone Mod
Just a Jet Pack - 1.0.0
Secrets (It might take a while for this to be updated)
[size=large]The Boombox[/size]
Play your favourite music from within Minecraft simply by dragging it into a folder beforehand! Formerly The Radio Mod.
Demo Video by MindKrafter:
Demo Video of Ambient Music by belldyl:
Demo and Installation Video by TheDayGamers:
[size=medium]How to Use[/size][/size]
- [size=x-small]Install the mod like you would any other (full instructions in download). This mod requires ModLoader. The default block IDs are 230 and 231 but can be changed in the props file. EQ animations can also be disabled in the props file (for people who use MCPatcher for HD texture packs - read the FAQ for more info).[/size]
- [size=x-small]Drag your converted music into the folder ...\.minecraft\resources\mod\boombox. Whatever is in that folder will be loaded automatically and the boombox can play them.[/size]
- [size=x-small]The boombox by itself plays like a jukebox. Add two speakers to the sides of a boombox (on both sides) and the volume will double (double record volume). Add 4 speakers (2 on each side) and the music will play worldwide. Redstone can be used to toggle (i.e. like a button) music on or off.[/size]
- [size=x-small]Enjoy![/size]
[size=x-small]NB: The sound engine Minecraft uses can supposedly stream ogg, wav, mus, xm, s3m and mod files (half of which I've never heard of). In my experience ogg is your safest bet.
[size=small]Conversion Software suggested in this thread:[/size]
http://www.nch.com.a...itch/index.html ~ I use the pro version of this.
http://media.io/ ~ johannesXD
http://www.any-audio...om/download.php ~ TheOblivionCrew
http://www.zamzar.com/ ~ JakeZ1995
http://www.freemp3wmaconverter.com/ ~ Quiz112
http://www.erightsoft.com/S6Kg1.html ~ sackbut
http://mp3-to-all-co...r.com/download/ ~ ImtehQ
[size=small]Recipes[/size]
Boombox Block:
Speaker Block:
[size=medium]Downloads[/size]
(include source code)[/size]
Unofficial update to 1.2.4 - MindKrafter
Unofficial update to 1.2.3 - Els236
[size=x-small]Boombox 2.2 for 1.1
[size=xx-small]Boombox 2.1 for 1.0.0
Boombox 2.1 for B1.8.1[/size]
For players that use HD textures (ones that specifically require MCPatcher), you'll have to do without EQ animations since MCPatcher screws too much stuff up. This version removes the animated texture and instead has a static image for playing and a static one for not. Of course you can change the textures to any resolution to fit with your texture pack:
64x texture courtesy of steps.
NB: As of 1.1, the normal version above works with HD texture packs. Unless you resize the animated textures, go to the properties file and change "EnableEQAnimations = true" to "EnableEQAnimations = false" and then replace "boombox_static.png" with the HD textures (the 16x ones or the old HD ones will work just fine too).
Boombox 2.1HD for B1.8.1 - Dropbox
Radio 1.0 for B1.7.3 - Dropbox
Speakers and animated EQ update.
Radio Beta for B1.7.3 - Dropbox
Thanks to josdog6 for updating this to 1.7.3!
Radio Beta for B1.6.6 - Dropbox
Thanks to lolkuro for revamping the textures![/size]
[size=medium]Support[/size]
Thanks to MindKrafter for the banner!
Copy and paste to your sig:
[url=http://www.minecraftforum.net/topic/542774-/][img]http://i55.tinypic.com/9izfo7.jpg[/img][/url]
[size=medium]FAQ[/size]
If you're having problems or questions, check the FAQ first before you ask. If you ask a question that's in the FAQ, don't be offended if I don't answer it.
When will you do shuffle and loop?
Eventually maybe when I'm tired of coding other mods. The code for shuffle is already there.
Could you change the texture to fit my texture pack?/Can I use your texture?
Lolkuro created all skins and textures and anything related to them should be discussed with him.
The music sometimes stutters when playing and/or cuts off prematurely.
This is caused by lag on slow PCs and there's nothing I can do unfortunately. Trying installing OptiFine or freeing up more RAM.
Everything works except the sound. I keep getting "-No Signal-".
Your music is either in the wrong directory or in the wrong format.
The game tells me the music is playing but I don't hear it./ The boombox skips through some/all of my songs.
First, make sure your music volume in the game options is not 0 and that there aren't any strange characters in the song's filename. Also the minecraft sound engine is strangely selective. Try using a different converter. Once I had to convert an mp3 to wav first before ogg and only then did it work.
String index out of range: -1
Try removing any weird numbers or characters from the song titles.
The mod crashes my game.
Possible reasons:
- You didn't install ModLoader properly.
- There's a conflicting block ID (edit the properties file).
- You installed the mod wrong causing textures or such to be in the wrong location.
- You're using an HD texture pack (that requires MCPatcher specifically). MCPatcher screws all sorts of stuff up. Use OptiFine instead for HD textures.
You have a mod that edits SoundManager.class. (Portal Gun Mod is known to do that)
It doesn't work.
I won't try to help you troubleshoot if I don't get some details to work with. Either the output(you could use this too)/crash report, ModLoader.txt or at least what other mods you've got installed.
I noticed your source code is in the download. May I use all/part of it without having to worry about copyright?
Yes; completely open source, but ask me first.
May I add your mod to a modpack?
PM me about it.
[size=large]The TV Mod[/size]
Right so I've been kinda busy so I didn't get much done on the skills mod thing. As a compensation I'll release the TV mod for beta testing. It's mostly experimental. Instructions are in the download.
Unofficial update to 1.2.4
TVMod 1.0 for MC1.1
TVMod 1.0 for MC1.0.0
TVMod 1.0 for MC B1.8.1
Requires ModLoader and xuggler (and you'll probably need to restart when you install it). This mod uses xuggler's native shared libraries to decode video and audio. If your game crashes on placing a TV and you're on a 64bit Windows PC, download this (original page here) and copy it into C:\Program Files\Xuggle (or wherever you have it installed).
Xuggler is really as good as it gets for decoding video in Java. No I will not switch to JMF and no I will not write my own video decoder because you'll drown in bugs if I did.
NB: Go somewhere near the end of this thread to get the old Xuggler installer since apparently now you have to build it yourself.
Video by GameChap (big fan!):
Video by greenphlegm:
Installation video by MagicalNarwhal:
Demo and Installation Video by TheDayGamers:
TV Recipe:
TV Remote Recipe (shapeless):
[size=small]How to Use:[/size]
- It's similar to a painting, but should be placed on the block you want the centre of it to be.
- Right-click with the remote to play/pause.
- Shift + right-click while playing skips to the next video.
- Shift + right-click while paused stops. The next time you play, the same video will start.
- Can load an unlimited number of videos in any format as long as they're in the "TV" folder.
- Every TV is independent and runs lag-free.
- TVs are not affected by ambient lighting.
- Every TV remembers what video you were on when you log out.
- When a video is over, the next one is auto-played.
- Includes a config file where you can edit IDs, screen width, screen height, sound range, enable HD or enable shuffle.
- Screen size can be set to up to 16*16 blocks or 4*4 if HD is enabled (you can set it to more, I didn't set a cap, but don't). The video is adapted to fit the chosen size. 16*16 on standard resolution runs better if you're watching from long distances as HD becomes redundant:
[size=small]Known Bugs:[/size]
- Remote range is annoyingly short since it uses the same method for entity/block interaction. (like milking a cow or opening a workbench). I plan to make it control anything the cross-hairs are aimed on.
- When HD is enabled, sometimes you'll see small lines, dots or other visual artifacts on the screen, though these are rare if the player isn't moving.
- Some people get this random memory leak (their RAM usage shoots up when they've been playing a loong video). Since the Java garbage collector takes care of any non-deallocated memory, I can only blame the Xuggler native code. I'll look into it.
Thanks to MindKrafter for the banner!
[url=http://www.minecraftforum.net/topic/542774-/][img]http://i56.tinypic.com/xc7n9v.jpg[/img][/url]
[size=medium]FAQ[/size]
If you're having problems or questions, check the FAQ first before you ask. If you ask a question that's in the FAQ, don't be offended if I don't answer it.
The mod crashes my game.
Possible reasons:
- You didn't install ModLoader properly.
- There's are conflicting item IDs (edit the properties file).
- You installed the mod wrong causing textures or such to be in the wrong location.
- You didn't install xuggler properly.
- You're on a 64-bit Windows computer and didn't patch xuggler properly.
I won't try to help you troubleshoot if I don't get some details to work with. Either the output(you could use this too)/crash report, ModLoader.txt or at least what other mods you've got installed.
I noticed your source code is in the download. May I use all/part of it without having to worry about copyright?
Yes; it's open source, but ask me first.
Feel free to inform me about any bugs or give feedback. Also screenshots or anything else is always appreciated.
[size=large]Skills API[/size]
[size=small]About[/size]
An attempt to turn minecraft into an MMORPG. I should go outside more. Upgraded from this (that kinda sucked) which was in turn built on this (that was used solely by modders trying to merge Minecraft with Terraria and I've never even played Terraria).
It has returned!
[size=small]Mods using the SkillsAPI[/size]
- MC++ (WIP)
- Generic Skill Pack (download below)
- SkyrimCraft
- STARWARS: Power of the Force
Skills (alphabetical):
-
Barrage Binding Signet Creeper Blast Healing Breeze Levitate Summon Wolf Super Jump Unrelenting Force
Items:
Generic Skill book (shapeless)
Teaches you all the above skills.
Heritage Amulet
Required for Binding Signet (can trigger it as well).
Mana Potion
The only way to recharge Mana if you're playing on hard (other than dying).
PKSkillsAPI 1.2 for MC 1.1
Generic Skill Pack 1.0 for MC 1.1
[size=xx-small]PKSkillsAPI 1.0 for MC 1.0.0
Generic Skill Pack 1.0 for MC 1.0.0[/size]
[size=small]Known Bugs:[/size]
Crash on death and sleep.All skills are forgotten on respawn.Skill Book is consumed even if it doesn't teach you anything new.Crash external skill trigger (e.g. from an item).Incompatibility with the other skills mod (class with the same name).
As of 1.2, the skills bar in the HUD won't show if empty and skills that can't be used will darken. Conditions and the targeting system will come in the next update or something.
[size=small]Tutorials for Modders[/size]
Feel free to look at the source code included in the Generic Skill Pack mod for more examples on how to create skills.
[size=large]SteamBikes[/size]
This mod started as my entry for the steampunk contest thing. I only had 2 afternoons to work on it so I left a lot of features out and kept some minor bugs in. The tough part (which is also the part I'm worst at) was the model and the textures and took up about 90% of the time. This is generally less advance than the lawnmower mod. (At first I was gonna do this clockwork mob thing but it would take too long )
The 1.0.0 version includes two bikes, the Maroon Marauder (normal speed, low fuel consumption - ideal for long distance travel) and the Black Widow (texture by Recoded) (high speed and fast acceleration but high fuel consumption too).
The new Black Widow bike skin:
[size=small]Recipes[/size]
Bike Wheel:
Steam Engine:
Bike Chassis:
The Maroon Marauder:
The Black Widow
[size=small]Outdated Videos[/size]
Video by SCMowns:
Video by GameChap, I say!:
My original crappy entry video:
Clearly I should stick to modding and leave the video-making to the pros.
That shift+click bug has been fixed and you no longer need a key to mount it. Right-click to mount and LCTRL + Right-click to open the GUI. More animations have been added and now half your fall damage is absorbed by the bike at all times if you're on it. Still no HUD and I don't think I'll code one.
Oh and I was inspired by this.
[size=small]Download[/size]
SteamBikes 1.0 for B1.0.0 (Installation instructions within)
PKSteamPack Beta for B1.8.1
[size=large]ParAPI[/size]
Yeah I kinda stole the idea for the name from ShockAhPI that _303 came up with.
I shot a 20+ min video explaining absolutely everything that took ages to render, then Camtasia decided to screw with me and deleted the thing so I just put the source code with some documentation in the download for now until I re-record it tomorrow.
If there's anything you, Mr. Modder, find hard about modding, tell me and I'll make it easier and add it to the API.
ParAPI includes:-
Heads-up Display (HUD) API
- Allows you to cleanly and properly render multiple custom HUDs simultaneously. Animated Textures API
- Enables you to create high quality textures, that animate at a speed you decide, in just two lines of code and a single png with any number of frames. Chat color interface
- Lets you manipulate chat strings, both client and server-side, and change the colours of any part of the chat text intuitively and quickly. Useful for NPC text etc. Auto Block/Item ID Assigner
- Have a tiny mod and can't be bothered to make it read the IDs for just a few blocks and items from a props file? ParAPI will handle it for you and get free IDs. Timer Interface
- Adds a tick-based timer system (takes account of lag and game pause) combined with useful methods and an event handling system. A single timer instance could even go on for something like 4 years and reset itself indefinitely. The possibilities are endless. (NBT save coming eventually) NPC API
- Coming soon - Will include AIML-based artificial intelligence and regex + a file format I've developed for speech and interaction. See preview videos (or go on #risucraft and talk to Nova). Advanced GUI API
- Coming soon - See preview videos. Many people say they like the GUI stuff I do so I thought up a system to make it easier.
[size=large]TrackCraft[/size]
Never get lost again! Includes the breadcrumbs mod, flare guns and RC car mod; all of which are done, but not all of which are bug-free enough to release.
Main Thread
[size=large]Animated Particles API[/size]
A tool for modders that adds a load of pre-set particle animations to the game that can be used anywhere and at any event. Shouldn't really interest you unless you're a modder.
Main Thread
[size=large]Unobtanium - Development ceased[/size] because something similar already exists
This mod adds a block that, when placed, enables all the blocks that it touches directly (and the ones touching those) to actually float. For now the block can be sat on and moved like a boat in any horizontal direction moving the other blocks with it. Completely lag-free. The current structure size limit is 100 blocks but I'll probably make it 1000 on release. This is so that you don't dislodge your entire world if you accidentally place it on the floor.
It was initially intended to be a group of blocks like ship helms and spacecraft steering wheels to move ships and spacecrafts. As you can see there's still quite a few stuff I need to do. C:
[size=large]SwarmCraft[/size]
For those of you who were wondering, I've finished ant colony AI (tile entities ftw) and have moved on to doing beehives. Will release eventually.
[size=large]The Lawn Mower Mod[/size]
This is the beginning of what is to be a suite of gardening tools/vehicles. I intended to release this after 1.8 but though I might as well let out a little something before 1.8.
Download LawnMower Beta for MC B1.7.3 (Installation instructions within)
[size=large]Tiny Mods that don't fit anywhere[/size]
[size=medium]The Soul Transfer Staff[/size]
Thursday, August 11th 2011
In my quest for knowledge on this desolate island I came across a truly strange material. Apparently it's called "Netherrack" and contains a high proportion of organic material. Sometimes it seems almost alive, taking on properties of the infamous "Soul Sand".
One night at my workbench, I came across an intriguing discovery; crafting a block of netherrack atop two wooden sticks, the same way one would craft a shovel, creates an item that has a strange effect on a person's body. It seems to channel my life force towards the end of the staff, giving me the ability to turn any normal block into netherrack while causing my body physical damage. Just what does this imply about the origin of the netherrack?
Alas, this was not it's most outstanding characteristic. I faintly recall attempting to use it on a chicken (or other mob), after which my memory is in fragments. I remember seeing myself through different eyes and my normal movements were but a reflection. I was left in confusion after leaving this state of mental turmoil only by pressing "R" on the keyboard. The experience has changed me forever, in a way I cannot describe in my humble log book.
Download B1.7.3
[size=medium]The Gravestone Mod[/size]
Basically, when you die it creates a gravestone on the ground beneath you. The orientation depends on which way the player was looking when they died. The gravestone sign text can be customised in the props file.
It started out as an SMP mod but then I realised just how stupid it would be to have this in SMP. Also the gravestones used to be really fancy and customisable but then they got awkwardly big so now it's just a mossy cobblestone block with a customisable sign.
Download B1.8.1
[size=medium]Just a Jet Pack[/size]
This was coded for madcrazydrumma's "Space Realm" mod (no info on that thus far) and since it's mostly a prototype, it's far from anything releasable in either his, or my space-themed mod (more info on that later). Basically just a fancier way to fly. I meant to make fuel GUI at some point and maybe will eventually maybe.
And then you fly around. The mod is a single class file. Sounds were recorded by yours truly.
Download B1.7.3
Development has been handed over to jamolnng.
[size=small]Secrets[/size][/size]
I've finished this SMP mod back during 1.7.3 called "PKTrading" (some cosmetic changes in the 1.8.1 version) based off of this. Basically a player requests to trade with you (or vice versa) and you get a little notification sound,
And once you accept you get the trading screen.
The screen updates in real-time for both players. Once the trader or tradee is happy, they can lock their offer
and only when both parties have locked their offers does the accept button enable.
Then both players accept and the items are exchanged along with the successful trade sound.
That mod pretty much prevents players from being dishonest when drop trading. I also wanna expand it into a full on currency system with a dynamic currency dependant on supply and demand of items instead of fixing prices. Maybe then we can even see servers suffer from market crashes induced by the real-estate market. xD
I've decided to release this for testing because running a server and two clients on my poor netbook kills my ram. I know that there's thisoccasionalfrequent item duping bug but maybe I can get behind it after testing:
PKTrading Beta for MC B1.8.1
[size=xx-small]PKTrading Beta for MC B1.7.3 NB: In this version you need to be an OP/able to break blocks to trade.[/size]
There's also my super awesome secret mod that I'm working on though. I don't normally tell people about my bigger projects so I don't feel obliged to finish them.
If you liked any of the aforementioned (or even if you don't) comment on this thread! Do it now. I'll wait for you. Go on, do it.
-
11
LegoShokwave123 posted a message on Another Disapponting SnapshotIts a wonder they continue updating at all when so many 'fans' of the game are just ungrateful kids who complain about free updates not having enough features. The updates are free, you have no right to complain about there not being 'enough' features..Posted in: Recent Updates and Snapshots -
17
MCFUser6867051 posted a message on Another Disapponting SnapshotI wish they got rid of the snapshots.Posted in: Recent Updates and Snapshots
They're not for you. They're not for you to have fun. They're explicitly for providing a testing environment (for bugs) to a larger testgroup. IF YOU WANT SNAPSHOTS TO CONSTANTLY BE FILLED WITH FEATURES, THEN WAIT UNTIL THE UPDATE AND PRETEND THEY DON'T EXIST. It is literally as simple as that.
Three years ago, people were glad when an update came out, no matter what was in it. Now? People in this community whine because they aren't getting massive amounts of content on a weekly basis. -
458
ErasmoGnome posted a message on Move Wither Skeletons out of Fortresses! *Over 480 Supporters!*Posted in: Suggestions
[size=large]Mod[/size]Rinnsal has added this as an optional feature to his Nether mod! If you want to check out how this idea would work in the Nether while having some really cool new Nether items as well, check out his mod here: NetherStuffs 0.19 by Rinnsal The download link is at that page, along with a mod review video and a description of all the awesome stuff in the mod. I highly recommend it! Additionally, Builderb0y has created a mod that allows Wither Skeletons to spawn everywhere in the Nether without all that extra stuff. Here's the download link: http://www.mediafire...a7ttstxokee2puv Just put it into the minecraft.jar and you're done.
[size=large]FAQ/Responses to Common Criticisms:[/size]
[size=small]NOTE: Because of the recent influx of posters who have given two sentence posts and haven't even bothered to look at the FAQ, any post that clearly could have been addressed with a trip here will be replied to with a simple "See FAQ #X". I highly encourage you to at least peruse the questions before posting ignorant criticism.[/size]
Q: This would make the Nether too hard!A: The Nether was originally known as a "hell world". It was released during the Halloween update, and players initially entered with trepidation, fearing the dangers that awaited them. The people realized the only mob in there could be kill with two arrows. Ghasts are 4x4x4, making them fairly easy to hit, even from a distance. Additionally, a single knocked back fireball takes them out instantly. Their fireballs, even with a direct hit, still do less damage than a creeper. They are the only mob that represents a challenge in the Nether, and they aren't even that hard. Magma cubes are a joke - at the speed they go, you can just walk away. Zombie Pigmen ignore you unless you actually hit them, at all the rest of the mobs are confined to Nether Fortresses.Q: The Wither is a boss. It is meant to be hard to summon!
This is supposed to be Hell, and yet a player with a small stock of arrows can walk freely through the area with barely a care in the world! With iron armor, basically all caution except with lava can be abandoned, because a Ghast would only be able to take you out with two direct hits, and everything else can be ignored! Wither Skeletons would add needed challenge to a dimension that is supposed to be terrifying, and force players to actually be prepared to get their Glowstone and Nether Quartz. With Wither Skeletons moved out, a player that isn't in good armor would need to be fast, and a well prepared player would actually need a variety of equipment like milk buckets or potions. If you really didn't want to fight them, you could always sprint away, which takes a small amount of skill.
But remember, they would only spawn about as commonly as Endermen, so it isn't like you'd be horded like with 3 at once. You would have to fight one, maybe two, unless you actually walked around getting a bunch on your tail. This change would make the Nether much more challenging, but not nearly enough to make it impossible, even in no armor. A veteran could still walk without armor with enough movement skill, while newer players could most likely survive in iron armor, but no less, as they should be able to in the dimension of Hell.A: Yes, and I agree it should be hard to summon. But right now, it takes far too long. You have to kill 120, on average, and it might take you a half-hour or so just to find three. This idea keeps it a challenge without making it so only a collaborative multiplayer effort or obsession is able to summon the wither. People want to be able to summon it in single player without being in a nether fortress 24/7.Q: How commonly would they spawn outside of fortresses?
There has been a fair amount of contention about this lately, especially making the beacon too easy to get. I would remind players that the beacon takes a minimum of 81 ores to complete. That's quite the chore - just because you can summon the Wither does not mean it can suddenly immediately get a beacon. Second, this does not make it too easy to get all the skulls to summon the Wither. As I said earlier, it takes an average of 120 Wither Skeleton kills to get all the heads. Unlucky player might need to kill as many as 300 or more. As I've said, they will spawn about as commonly as Endermen. Go out and try to kill 120 Endermen, then try to tell me that the amount of time it took you would make it too easy to get the beacon.
Don't believe on the average of 120 or unlucky players having to kill as many as 300? Have a full-blown statistical analysis based on the normal and geometric cumulative frequency distributions. Happy reading!So take this from someone taking AP Statistics – having to kill 120 Wither Skeletons is not an “extreme”, it is an average. There is a 2.5% chance per kill of getting a skull, meaning p=(.025). To calculate the average number of repetitions needed before achieving “success”, the formula is simply 1/p, or in this case 1/.025. Plug that into your calculator and it spits out 40. From there, it doesn’t take a statistics class to tell you that to get three, you multiply by three for (guess what!) 120. That means, the average player will have to kill 120 Wither Skeletons before getting three heads, leading me to the conclusion that you are either lucky or exaggerating. This isn’t really something you can dispute – these are well established mathematical formulas.
But hey, say you don’t believe me. Say you think I got the math wrong, even though this kind of probability is something I learned before statistics even expanded upon it. I built a quick calculator program on my calculator while I was bored in precalculus, then ran it for 999 trials (the max my calculator can take before no longer being able to run analysis). Here’s the coding, so you can be sure I didn’t cheat. It probably won’t make much sense to you, but I’m sure another programmer on the forums can confirm its validity, and I’ll comment it up and add actual names to the variables to make it easier to understand.
ClrHome //clears what is currently on the screen ClrList L[sub]1[/sub] //clears whatever is in the list I’ll be storing the results in 0->Successes 0->Count 1->Runs Input “Trials:”,Trials //Asks the user how many trials he wants to run Output(3,1,”Trial:”) Output(4,1,”Last Num:”) While Runs≤Trials //Sets up loop for number of trials Output(3,7,Runs) //Outputs the current trial to keep track of progress 0->Successes 0->Count //Resets both variables for the coming trial While Successes<3 //Will run until 3 “Successes” are achieved If randInt(1,40)=1 //If a randomly generated number 1 through 40 is one, a wither skeleton head is received. This simulates the killing of one Wither Skeleton Successes+1->Successes //increments the number of successes by one (for those unacquainted with calc programming, when there are no brackets the calculator only considers the line right after the If as part of the contained area. Count+1->Count //Whether or not a skull is received, the number of kills is incremented End //Ends the While Successes<3 loop (if Successes is not less than three, reruns until it is) Count->L[sub]1[/sub](R) //Stores the number of Wither Skeletons killed before three skulls were received in a list location corresponding to the current run. Output(4,10,” “) Output(4,10,Count”) Runs+1->Runs End // Ends the While Run/Trial loop. If Run is not to trials yet, will run entire thing again until it is. 1-Var Stats L[sub]1[/sub]
Note to experienced calc programmers: To make it more easily understandable, I added actual names to the variables based on their letter, and commented it up Java-style. To derive the original program, truncate all but the first letter of the variables and ignore the commenting.
You probably didn’t understand that, so I’ll summarize what it does. It simulates the killing of a Wither Skeleton by giving a 1 in 40 chance of a “success”, and repeats that until 3 “successes” are achieved. It then stores the number of Wither Skeletons it took to get these three skulls in another location for further viewing, then runs again. I ran this program 999 times, simulating a random player going to get his three skulls 999 times. Here are my results:
Mean: 119.4544545 (Shocker, only .5 off 120, which is the actual value)
SD(X)=64.86644227 (There’s a decent chance you don’t know what this is, so I’ll explain it later)
Min(X)=9 (In all 999 trials, the smallest number of Wither Skeletons killed to get all three skulls was 9)
Max(X)=390 (In all 999 trials, the largest number of Wither Skeletons killed to get all three skulls was 390)
So the mean was 119.45 Wither Skeleton kills needed. Don’t even try to tell me my math was wrong there now.
But I already knew that. I’m more interested in the standard deviation. Now, the Central Limit Theorem would normally cause the combined results of trials to be normal, especially with a sample size of 999, but unfortunately np = 3, which is less than ten. That means the left side of the normal model will be cut off, causing a right skew. That means the standard deviation isn’t useful for far-reaching calculations, and the SD can’t be calculated by regular methods. But we already have an approximate SD from our trials, so that should be almost dead-on accurate for our purposes, especially since independence is a certainty. So what does a standard deviation of 64.866 mean? Well, it means that when you go one standard deviation out in both directions, you have contained just about 68% of all results. Here’s a little table so you can visual what I mean:
But I said earlier that it can’t work quite as well in this case because np<10. We can still approximate, especially for the smaller sigmas. With a bit of math, we can find out that 1SD above the mean is 184.866, 2SD is 249.733, and 3SD is 314.599. With a bit more math, specifically, finding the area of everything else by taking (1-the other results)/2, we can find out the odds that a player might have to kill a certain number of Wither Skeletons to get his skulls.
Here are the results:
Odds that a player might have to kill above X Wither Skeletons to get all three skulls, according to the slightly-off normal model:
X=184: 16%
X=250: 2.5%
X=315: .15%
So that means 1 in 40 player will have to kill more than 250 Wither Skeletons to get their skulls. 3 in 2000 players (not unlikely at all considering the millions playing Minecraft) will have to kill more than 315, which is absolutely ridiculous. Some will have to kill more. If you’ve followed along with the math up to this point, you can do your own calculations as to how they might stretch out farther, but be warned that the normal model gets more and more inaccurate because np<10 as you go out farther. As I mentioned earlier, these might be a bit off because of the truncated normal model that causes a right skew. You can’t really call me out on that though, because what that would really mean is that for a manually placed normal model extending into the negatives the standard deviation would more than likely be even larger, meaning that unlucky players have to kill even more Wither Skeletons than is mentioned here. This of course means that many lucky players will have to kill somewhere on the range of 60 or less, but unlucky and lucky happen about the same amount of times, and with my way even the unlucky ones will be able to get it eventually with a bit of perseverance, unlike the obsession that would be needed if you wanted to get them just from Fotressses.So yes, some lucky players will be able to get enough materials to summon the Wither within an hour or so – it is really the same now. But do not even try to tell me any longer that needing to kill 120 is an extreme. It is the average, and needing to kill even half that would only happen to less than 1 in 5 players.
But let’s take a different approach, because I’m spending a lot of time applying what I learned in Statistics, and this is kind of fun. The Geometric model is even better for our purposes than the normal model, and even easier to use. It gives us a different perspective on how crappy the current system is as well.
So, if you have a TI graphing calculator, you can follow along. Hit 2nd Vars, then go to the very bottom, where it says geometcdf(. That is the geometric cumulative distribution frequency, which you probably don’t understand. What is does is calculates the chance of an occurrence happening by the time a certain number of trials have gone by. So click it, then type in into the parentheses .025,120).That spits out .952075909, right? What that number means is that there is a 95.2% chance of getting at least one skull by 120 trials (note the at least). While that seems decent, that leaves us 4.8% of people, after having killed 120 Wither Skeletons, wondering if the info they got off the wiki on drop rates was wrong. You can plug in other values instead of 120 to see the chances a person will have received a Wither Skeleton Skull by the time they have killed that many Wither Skeletons.
But let’s remember that I’m not even suggesting a change of drop rate – I’m just suggesting that they are a bit easier to find, by moving them out of Nether Fotresses. Which means all this still applies even after my idea comes into play – all it means is that they will be easier to find, so you will be able to rack up these ridiculous amounts of kills.A: The same as they do now inside of fortresses. They won't spawn in groups like Zombie Pigmen, and are a bit rarer to begin with, so they still will be a bit hard to find, kind of like Endermen in the Overworld. I'm sure Jeb can mess around with the spawn rate to make it good.Q: Wouldn't this stop people from building bases in the Nether because a hostile mob could spawn in their base all it wanted? (Thanks to corinanth for bringing this up)A: Currently, Wither Skeletons have a limitation that they cannot spawn in a light level of 8 or greater (in addition to their only spawning in Nether Fortresses). This limitation will be maintained as they are moved out into the Nether. This means they will be able to spawn fairly near to Nether light sources like lava and glowstone (who emit a light level of 15), but it will be possible to light up a base enough that Wither Skeletons won't spawn. Thanks to Immibis for help with the technicalities of the lighting system!Q: Why do you have a supporters list?A: I think it is a good idea to have a semi-visual representation of the amount of support this idea has received. A supporters list is a good way to give a quick numerical summary of how many supporters this idea has, and the dropdown list of specific supporters allows people to see if their favorite critic/friend has supported. I don't require a +1 to be on the list because I don't feel you should have to give rep to me just to support this. I do appreciate reputation though, because I did spend a fair chunk of time assembling this idea to be informative and aesthetically appealing.Q: Oh come on, why don't you just use a Looting I/II/III sword?!A: The maximum level of Looting, Looting III, brings your chance of getting a skull up to 1 in 25. Which, for those of you who haven't done the multiplying, means you now need to kill an average of 75 wither skeletons instead of 120. Now, 45 is a hefty difference, but it still means a huge chunk of time to kill 75 Wither Skeletons. Even if it did bring it down to a reasonable number of Wither Skeletons needed to be killed, it still wouldn't fix the other problems, namely that there are no challenging ground-based hostile mobs in the Nether, and there is a hugely skewed content ratio between Nether Fortresses and the rest of the Nether. Mojang has an entire dimension to fill, and they choose to stuff about half of the content into one tiny building, the Nether Fortress. Moving Wither Skeletons out into the rest of the Nether would provide a hostile mob and a huge step towards fixing the content ratio of the Nether, even if it wasn't necessary to fix the time it take to get the 3 skulls, which it still is even if you are lucky enough to get a Looting III sword.Q: So, how can I help this become a reality?A: I'm glad you asked. There are a bunch of ways you can help this become part of the game:Q: Why not just increase the spawn rate or drop rate of Wither Skeletons?- Support! It's as simple as pressing the rep button or posting "I support!", and every person who supports adds credibility and weight to the idea.
- Spread the word! You can do this by telling your friends on the forum, or using the banner. Like above, the more people who come to this topic to support, the better the chance Mojang will see what their players want and implement this.
- Check back! A great way to help out is to come back every once in a while and comment on additions and reply to people who aren't sure about whether they want to support. Following the topic is a great way to keep informed. Every post helps people make up their mind, and has the added benefit of bringing this back to the top of the page.
- Leave constructive ideas! Every improvement to this idea, whether it is to make the suggestion more appealing, more balanced, or just plain old more awesome, makes this a better suggestion, and therefore more likely to be implemented.
- Contact Mojang! You can PM or tweet any of the Mojang team (Jeb, Dinnerbone, Lydia Winters, and EvilSeph are here if you want to tweet them), and that way they can see the idea and know people like it! Disclaimer: I am not suggesting that you spam their page. A lot of people contacting them would be great, but don't spam their PM inbox or twitter repeatedly. That is rude and does not help this suggestion become part of the game.
A: Because that only fixes part of the problem. Yes, increasing the drop rate would work insofar as it fixes the problem of the Wither being incredibly hard to get, but it takes away some of the challenge of fighting all those Wither Skeletons. Increasing the spawn rate of Wither Skeletons would fix the problem as well, but there are still two huge problems the solution quite simply does not address. There is still no challenging hostile mob in the Nether. Ghasts take two arrows, and if you are in the nether you should certainly have arrows; Magma Cubes are so slow you can just ignore them, and don't put up much of a fight even if you don't; and Zombie Pigmen you can just ignore because they are neutral. Thus, moving the Wither Skeleton out would finally get that hostile mob into the Nether. The second thing that either solution does not fix is the incredibly skewed rate of content in the Nether. Almost half of the available features of the Nether, an entire dimension, are packed into a comparatively minuscule building. Why? There is no good reason, and moving Wither Skeletons out into the Nether would be a great step towards fixing the problem.Q: Why not give Wither Skeletons a building of their own?A: This solution is a bit better than the suggested solutions in the above Q&A in that it helps fixed the skewed content of the Nether and, if the spawn rate is high in the building, helps with the challenge of getting enough Skulls to summon the Wither. However, it still doesn't do everything that moving them out into the Nether does. Moving Wither Skeletons out into the Nether would get a challenging hostile ground mob into the Nether, something that people have been asking for for a long time. It would be a huge leap in finally making the Nether the terrifying, dangerous, and hellish place a dimension like the Nether should be. In addition, building an entirely new structure for Wither Skeletons would represent a lot of coding for the Mojang team. The change suggested here would probably take Mojang about 5 minutes or less to implement, as all they would have to do is remove specific spawning restrictions. So, moving Wither Skeletons out of Nether Fortresses fixes more problems and involves less work for the Mojang team, allowing them to focus on other features. It's a win-win!Q: I tried to use one of the banners, but it isn't working!A: First of all, thanks a bunch for helping out this idea by using a banner! Your problem might be a few things:Q: Hey, how do you have so many supporters? There aren't even as many comments as supporters!- Try highlighting what you copied and clicking the "Remove Formatting" button, which is the eraser one from the upper left. Sometimes formatting from copying the text over messes up the code.
- Make sure you copied the entire thing. If you missed anything in the box it may mess it up.
- Do you already have 2 images? Minecraft Forum signatures only allow 2 images in your signature at once. Try deleting one to make room. Additionally, you can only have 2 URLs (one is in the picture) and four lines of text. If you don't have enough space, see what you can get rid of to make room.
A: I didn't think this would become an issue, but it's been asked quite a bit recently. My system for creating the supporter's list is taking those who leave a positive comment as well as those who +1 the post. Obviously, some people post and don't +1 and some people +1 and don't post. The list is taken from both, eliminating any duplicates. Because apparently a lot of people +1 and don't post, I have more supporters than comments. I have nothing to hide here, so if anyone wants to comb through the list for fake names, feel free .More FAQs will be added as questions pop up repeatedly. If you have a question you want answered/think should be added, post with the question and I'll get back to you as soon as I can.
[size=large]Supporter's List[/size]You'll be added if you , or I happen to see a positive comment. For why, see the FAQ. [size=medium][size=large]Current Supporters: 489'[/size][size=medium]][/size]- ErasmoGnome
- AramilTheElf
- Pxex
- blackfire853
- Alkein
- WolfieMario
- zaket22
- TonyMuhplaah
- Zoju
- Mrdiamonds
- Anthroguy
- Deonyi
- jpmrocks
- Epicness1324
- Voyager_John
- ShadowKreach
- Geartooth
- moochfloatjr
- corinanth
- Vojife
- Zardium
- Phantom_Zelon
- ricar144
- Woodruff
- Fusion_Fear
- Dylan4ever
- McBobface
- MrXeon20
- Giani235
- Epicositys
- RedEyedEnderman
- StalePhish
- MrAppDev
- SpongeBlock
- PyroTekis
- chronoquairium
- LegoMyLego27
- Scum
- XENOSX
- bigDon_001
- ReaperT
- Metatron
- Yuutsu
- Leokins
- cordell1595
- gojiraman54
- AmusedMilk
- ThijmenDF
- yoblueguy
- QuickLaserIon
- FailingAtFailing
- Sammidysam
- AranSparda
- brucemitchell
- ROFLbukkit
- bobri
- OrangeGut
- DarkWarrior454
- koopax
- DINGO_WINTERWOLF
- SnowConez
- DerpyHooves
- Moonwalker917
- Mathwizsnippet
- Minecraft Pro Jordan F
- xeewon
- Thesnailslayer
- yoshidude56
- BenPixel
- algebraicAT333
- AleXndrTheGr8st
- palanai
- xzmaxzx
- UnileggerDripper222
- Comrade_Dispenser
- ohman95
- MrFatsas
- blakerandy97
- Delthyn
- Craft1n3ss
- grablinjn
- MugaSofer
- Shnupbups100
- SpillzNinja
- ArrogantLobster
- mariochu
- WarfareKid
- Truhell
- thecraww
- Tizorna
- sam41803
- Anokis
- yomang
- souljabri557
- MaliMujo
- _Tech_e_Coyote_
- Cruncheon
- SpartaMercenary
- blarb33
- Zolgamax
- Subrosian_Echo
- tommyturtle
- Waddlesail
- error2895
- MinecraftianEmpire
- irongolem0123
- Mrpooey
- peppertyce
- Foodoholic
- Ecthelion_II
- leo898
- sPLATTxz0r
- Leftypower123
- Novacose
- StubbyEE
- figgis_man
- ___MeRliN___
- KacperNFS
- Shadowiki
- etrius0023
- HeavyMiso
- GoldenEagle2556
- billybobjoeaglt
- hofma100
- Rinnsal
- YoshiXeros
- Frog81
- Stop_Time
- malkzay
- Gstomi1
- snowhusky5
- Randomthought31
- Slaytanic093
- MushroomNinja
- hero122
- GamesJoel152
- Correen
- bettyofdewm
- scienceman567
- ZincAzN
- SegFaulter
- zukodark
- jflanaganuk
- Kalker3
- Kekilrocks123
- Limitsoflife
- FlashFlareLPs
- Scout37
- DragonFlyerz
- FlamingSnowman
- AlfieSR
- nearbeer
- arkume8beltz
- Frankosaurus
- Werds
- burninpoop
- peterdetmig
- Lance001
- Danmar33
- scynscatha
- Mr_D0nut
- tedisgreat
- zeathoros
- Coral
- furrysalamander
- WildCreeper
- nyancat26
- Warpshard
- Vecserx
- IsaacPunchesTrees
- ChaosArk1
- Shempie3
- ZachIsSoAwesomlyAnazing
- vadagar
- Creeper0902
- Talons7331
- Goodlyay
- Endymian
- Ninjaboy00
- Lee0723
- AntiGuy8
- SSky
- Skippy509
- forever_alone_9001
- sks0315
- dogeatdogworld
- Olipasti
- Nukeplayer456
- epicdestroyer30
- pokatalk
- Fevi117
- FeatherGuy
- Olimpt
- sirtrystan
- Honeyblue
- bheroic
- Silvvy
- Hockeymikey
- Kitteh6660
- IamthinkingLegos
- Phoenix3270
- williewillus
- RobbieNexus
- EpicEnderMiner
- Swam_Ruan
- Amsedmak
- LiquidMagma
- aminecraftguy00
- Geof94_minecraft
- Randomness3333
- MrKEKEKE
- YetiDk12
- Dr_Mobius
- DrCataclysm
- Mathy
- Prinny94812
- Messi123
- sugarmaster1
- grnmachine
- Imma_Creeper
- atlgator
- Kellbyb
- rektok
- Over9000Guy
- inthelittleforest
- Zabrakel
- explodingninja
- 123386761
- NegativeZeroTV
- Joe The Bow
- AntonioTheMiner
- son3g
- Peurounet
- DerpDaTurtle
- curry74
- 9RoranStronghammer9
- ka_doink1234o0
- Kneco
- BakedTomato
- LukeFx
- DonRichardo314
- Panfish5awesome
- immibis
- potato345
- alexcarlson
- Ihatecreepers1
- Phantom_100
- Humululu
- chilltheshadow9001
- kanokarob
- DarkForce2000
- jss2a98a
- Andreas90s
- Cappycot
- ParadoxicalGallireyan
- Is2creeper
- msknight5
- Turkybaconyum
- Shadowfox1311
- flameoguy
- SnatchNL
- The_Yoshin
- SelectedLime375
- snipe7r
- Novicode
- go4cyclones
- TheStriker_
- Ammar04
- FinalStrike97
- ThirstBuster
- pineconepie
- strykertheminer
- chinchillas48
- Eryan
- LukeZaz
- pionoplayer
- Ccosenza
- thesuperaram
- Badprenup
- joechuph1261
- TheKiller12
- crazeenuthead
- Lungora.
- SparkzHD
- EnellGmz
- ILuvPorkChops
- MinecraftCrAzEd
- jerebov
- Gildefyre
- OpelSpeedster
- Dwer_1
- HaxorViper
- BattleStar00Prime
- Miteemitee
- Vazkii
- jh1234l
- Surn_Thing
- Conman129
- callmehmaybeh
- Mavister__
- erik4556
- Tinyds
- Weormiy
- pigjackey
- xmashin150
- Some_Free_Cake
- superx76
- Coragamy
- Thunder_Strike
- unitedsquadron3
- Stonebob
- Crunchos
- Aries2012
- asaaj_the_second
- Megito
- Luxs3
- ULiopleurodon
- TwoFace902
- xdacc
- Moriki
- Mobius762
- Pwnguin
- Sh4rp_Blade15
- LesserLoops
- Tom Marvelo Riddle
- firewave15
- rikoLash
- Moranic
- CodenameDuchess
- ItsShaded
- Cheezeybakon
- Vineheart01
- marmanq
- souls
- Enderlulz
- UltraReaper233
- Oliverthepen
- Coal_Sponge
- WaterTipper
- TenebraeAeternae
- whiterino16
- Yoshi
- Shadow666x666
- MrCowle
- Rogueblawd
- oKaleb
- Nelsyv
- Waylon8tor
- Lai1999
- Tenzinkendrick
- Kaptkat
- Soakleaf3
- Starfortress
- mynamedotorgdotcom
- money6543
- seventonblade
- gameshaker
- Mr_stoneminer
- Chickenman216
- Raghav11
- WoeUntoYou
- zanderboycherry
- TheMVSGamer
- blue_bear_94
- Skikid555
- Turbo1928
- EpicPowers
- Avaruusmurkku
- Rongmario
- _Furnace_
- owenmwelsh
- thepakman
- SweatBoyX8
- vritra2218920181
- NeoGeo4
- kokiboki
- Axolotl314
- AsHnasTies
- Clonecaptain1139
- minecraftisepiclol
- GerbilCrab475
- Malatak1a
- MasterNeloth37
- halofreak220
- TheKlemms
- HartLord
- Purechillos
- Trainfan11
- TeotheJuggler
- JFSOCC
- EnderFawful99
- vader1612
- InFerNos1
- drh1469
- mikethlegoman5
- TrevorPlz
- WRange45
- edvinoske
- GrifCreeper
- Heric
- Path_Of_Pie
- BowserJunior
- crono23
- Pokenewb24
- Noobgalaxies
- Patwhit01
- SmoothStealth
- Coyfish40
- KrishaCzech
- Randomwaffle23
- TrueCoalHunter
- TheReturnOfTheKing
- Momo_Mccloud
- CanaryCass
- Tekstar47
- ShadeRoxys
- bigbro223
- Enosphorous
- rickiomaster
- RagnoRock9876543
- JamieA350
- Jragon14
- engie_ninja
- minecraftfanaticism7525
- JusDietrich
- TriggerhappyRPG
- Raffilcagon
- king_tnerb
- The_Username477
- Danut36
- Arsnicthegreat
- inkybinky3
- Hyperneoron
- MinecrafrGi
- CluneyTheScourge
- Zehrok
- Fizz21z
- XiYen
- Zuazzer
- Drainal
- Damien_Darkside
- SuperSonic91
- ElectroArc
- Shadowfury333
- Sir_Ender
- Seikikai
- KyoShinda
- SheerCatAttack
- RobAkita
- The_Great_Shmoo
- airow99
- lumpy411
- the_last_reptile
- DerpyWolf
- MMGilmartin
- Calico
- Tocaraca2
- DippyDerps
- Outkin
- Naybrsquid
- Tocaraca2
- iloveminecraft97
- DippyDerps
- Outkin
- BlackAbsence
- Infected_Mushroom
- PenguinGoToTheSatan
- EnderRulesMC
- Bogy_Mac
- Rotasizx
- ultimatex1
- TimeLord13
- Dat_One_Puncake
- Aesthetica1
- ahhhWEEDRUN
- TheDarkness2001
- Diaming787
- ahhhWEEDRUN
- TheDarkness2001
- Aronthaer
- badusername432
- DaFz
- Psycodragons
- VampArcher
- Mythrai
- iAnny
- Alexcamostyle
- CommanderDrenn
- SteveV
PLEASE LEAVE CONSTRUCTIVE CRITICISM, SUPPORT, AND IDEAS!
Robe's Art has made an awesome banner for this idea. If you like this idea and want to help support it, just copy the code below into your signature, then highlight it and click "Remove Formatting" (the eraser in the upper left)!
[url="http://www.minecraftforum.net/topic/1493398-move-wither-skeletons-out-of-fortresses"][img]http://i.imgur.com/JWt7JOo.gif[/img][/url]
Here are some old banners you can also use:This one was made by Yuutsu:
[url="http://www.minecraftforum.net/topic/1493398-move-wither-skeletons-out-of-fortresses/page__view__findpost__p__18199996"][img]http://oi46.tinypic.com/o10e4w.jpg[/img][/url]
This one was made by me:
[url="http://www.minecraftforum.net/topic/1493398-move-wither-skeletons-out-of-fortresses/page__view__findpost__p__18199996"][img]http://i.imgur.com/SHNN9.jpg[/img][/url]
Having trouble with a banner? See the last question in the FAQ for help and troubleshooting. [represent]
-
5
Scout37 posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*Posted in: Minecraft ModsQuote from goomonster3
it was a nice mod!!!! but pls can u update it too mine craft 1.2.4!??? i was having great fun with this mod but now i can't coz i have mine craft 1.2.4
A couple of things:
1. Grammar- "too" is used when in context for an ammount, or also(ex. "Can i come too?" "There where too many" etc.)
2."It was a nice mod" is not very specific. For all we know, you could be talking about somekind of homosexual intercourse mod that uses modloader mp.
3. never, and i mean NEVER pester a mod maker about updating a mod. In most cases it just makes them want to take longer to spite you.
4. Modloader only just updated, and modloader mp needs modloader to run. Most of the other mods also need modloader or modloader mp to run. There is a chain of progression in minecraft when it comes to updating mods. -
1
Coupon22 posted a message on [1.8.1/1.0.0/1.1.0]Coupon's Mod UpdatesI did some stuff with Zipline, redownload please.Posted in: Minecraft ModsQuote from Pengasius
Well two strings above eachother is supposed to output a rope according to the original mod version, right? It might have been changed to another recipe probably... but i don't know...
Thanks alot for updating this mod, and your replies! It is definitly something that should truly be considered to be Vanilla.
EDIT: Also i've tried with modloader, it's even worst. made the game crash this time. Deleted META-INF.
Post the crash. -
2
Cybermario posted a message on Risugami's Mods - Updated.Modloader IS NOT BROKEN! tested with a fresh MC install, Modloader, Audiomod, Arrows Mod, Spawner Gui and Minecraft loads my worlds just fine.Posted in: Minecraft Mods -
2
Misticblade7 posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*Posted in: Minecraft ModsQuote from Marsvinet
because Mojang are practically adding forge to the game in 1.2.3. "Added new world file format called “Anvil” (256 max height and 4096 block IDs*)"
Unless Mojang did something to fix the sprite issue, what you just said has nothing to do with the problem you said it in response to.
In MC v1.1, there were, I believe, 88 item sprite indices available for use by mods. These are limited spaces on the MC item sprite sheet which are used up by items added from various mods, and by Minecraft items. Similarly, there are terrain sprites, which are the textures for blocks in Minecraft. One of the most important features of the Forge API, by far, is giving modders the ability to code their mods in such a way as not to take up these limited resources. SDK's Guns, adding a rather large amount of new items, cannot be used with a significant number of other non-Forge-using mods because these other mods don't have enough available item sprites to run.
I don't know every single detail of the Anvil system, so if there's some sprite-solving addition that I'm unaware of, awesome. Even if this is the case, though, your post only mentions that the world height is being increased (which has absolutely nothing to do with Forge) and that there are now 4,096 available block ids (which also has nothing to do with Forge, as it never added new block ids. It simply allowed modders to implement more content while using fewer block ids). These two additions do not amount, in any way, shape, or form, to "practically adding forge to the game in 1.2.3". -
1
Puffin203 posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*Everyone stop asking for 1.2 or the thread will be locked again like 1.8. SDK has a life and he doesn't prioritize your petty mod needs over his essential needs. I agree his mods are THE best out there, but please have some patience and don't waste time asking for updates when they wont come right away.Posted in: Minecraft Mods - To post a comment, please login.
1
now to the people saying "Minecraft has no storyline, how could they do a movie on it?" Remember that Lego doesn't have a plot or storyline, neither does Starbound so far and yet there's some amazing fan fics on it, the only thing that's really deciding if this is good or bad is what the writer writes and if that's good or not... that and the animation quality, and a lot of other things too... I just blew my own argument apart didn't I?
3
EDIT: I forgot one thing, the 14 million sales on PC? That's only sales, not people playing, so any number of those 14 million could have left by now
1
2. people are explorers and miners (I being one of them) and don't pay attention to what biome they're in underground, lemme act it out for you. I'm mining around diamond layer with a ton of pickaxes, I suddenly run into pistonium (which actually sounds terrible IMO), I have NO wood, NO redstone, NO Iron ingots, how do I get rid of it? BLOW IT UP!!! oh wait, it's bomb proof :/
3. you compared this... to CREEPERS!? let's see how we solve the Creeper issue compared to pistonium
Creeper comes along, "MURDERISE IT!!!" and either it blows up, or you kill it, Creeper battles don't tend to last for more than 5 seconds, however with pistonium you have to have the patience and attention span (which a lot of people don't have) to push this ALL the way to their base which could take anywhere from 5-10+ minutes and a broken pickaxe from mining the piston back up all the time
4. again, how do you compare MOUNTAINS to this!? there's a simple solution if the mountains in the way of building: mine it and turn it into part of your house or just add an elevator to a top floor on top of the mountain, done but this you can't mine so it's stuck there until you can be bothered to move it from it's place which is very unlikely
5. this is also the perfect griefing tool, just cover chests, AFKers .etc with this stuff then the chest is gone or the AFKer is perma trapped, respectively.
I understand that you were just putting your idea here, and I respect that you have the capabilities to take a blow from criticism (a lot of people can't) but try to think of all sorts of scenarios like what I did to see if it actually fits, games are like puzzle pieces, if one of them doesn't fit it doesn't work
1
well there should be a way to cater to BOTH sides, not just one so then EVERYONE is happy
1
there will ALWAYS be updated servers, and most servers ALWAYS are to the latest version
and a lot of people want an easy game to play
1
1
yeah.. I am (I take that VERY lightly, I mean I am VERY sick of it) Gold is Gold, Gold is not edible or used on toast, so it is NOT butter!
1
it's only bugfixes, so it shouldscratch that, 1.5 mods need to be updated, otherwise minecraft crashes (either that or I'm being stupid and don't know how to put mods in the mods folder anymore )1
that's not how you do it, you punch their face in the face, grab a Glock18 and use up the entire mag on them, throw them off a plane, get a Ban Hammer and smash his face then send them to hell, and then facedesk
1
One question: why do people always bump dead threads? I've always been wondering as it is annoying and useless