First: Sniggy, take a breath, man. You've gotten to the anger-fueled part of your forum existence. And it is impairing your eyesight a bit, I think, because you overlooked something.
Secondly: Hyomoto, you do have a point, but let me give you an actual Minecraft-logic argument in favor of Bloodstone tools, to which you refer about Obsidian. Firstly, Obsidian is only really useful for getting to the Nether. Yes, it does protect blocks from explosive damage, but so so Bricks. And since you can make infinite Stoen Bricks, that frankly look better, the only reason to mine obsidian more is the fact that it does make other items eventually. And adding in everything here would actually make a faster obsidian mining not only useful, but a necessity.
Also, because of how far into the game it takes to actually get to the Bloodstone tools, the player has probably already made almost all of the objects in the New Nether, and is really getting the tool for the same reason you get a Diamond pickaxe after the first one. And that in and of itself is very much Minecraft progression. Getting wood tools makes wood easier to collect. Stone is better for stone, iron for iron, diamond for everything Overworld. The only one that sidesteps this progression is gold, which is out of place completely.
The other tools are given Effects to make Minecraft less of a linear game, which is really what Minecraft is all about. Can't mine obsidian but need a portal? Use lava and water! What a move sideways that was. Are you stuck in a desert but need a shelter? Make sandstone! Really, Minecraft has always been about making things accessible from all points, and looking for different, though not necessarily better, methods. Squares, not lines. So, really, the tool sets in this suggestion fit better with the original Minecraft ideas than even some Minecraft-canon blocks made past, I'd say Beta 1.3.
I would talk about tier'd acquisition, but, really, all of the items in the Nether, save Blood Gem items, are available from the outset in the Nether. Unlike iron which requires you to get stone, which in turn requires wood, the New Nether only needs iron level tools to get any and all of them. So really, where is the tier'ing here?
TL;DR: Sniggy, chill, read the section on Blood Gem tools. Hyomoto: READ THE ENTIRE POST. I have carefully (sorta) compiled all I know about your arguments. As much as I have read about this suggestion, that is actually not much. I will not foreshorten my rant for the sake of a skimmer.
Lastly: Some of this may make less sense than I anticipated. I will gladly respond to any challenges, retorts, rebuttals, etc. I tend to type fast and put in a lot of information, but leave out a selection because I assume people have read the appropriate materials, or came to the same conclusions. Obviously, this is almost never true, so I need to add information I did not include originally.
EDIT: Holy Crap. It's three in the morning where I am, and I just now, after about fifteen hours, realized this was my 42 post. Now there are two jokes in my sidebar. If only Cosmological Constants could be so simple in reality. . . (I think, I really do not understand what that is, aside from the obvious.)
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May 15, 2011Kemce posted a message on [AC] The Legend Of Zelda - Shadow Of Hyrule - Version 3.0 is HERE!Posted in: Maps
WELCOME TOThe Legend Of Zelda - Shadow Of HyruleInfo: around 2-3 hours gameplayMade by: KemceRuns with: AdventureCraft (fast and easy)
The game is finally back, after 100 videos on youtube and 20000 downloads. I've decided to continue the epic adventure.
ABOUT THIS GAME
More Info coming soon.
TRAILER IS HERE - VERSION 3.0 IS OUT
The game is not running on normal minecraft, it will use a custom client (fast and easy to use.) That gives us a opportunity to script and add alot of cool stuff. The game has everything from new weapons, cutscenes, trigger blocks, npc, more blocks, keys, custom mobs, custom music and alot more.
WHAT'S NEW IN VERSION 3.0-Everything is remade.
-Less dungeons, but better.
-Npcs can say something else during night time.
-Custom texturepack (Basde around Dokucraft).
-Alot of secrets.
-A mini dungeon.
-Advanced use of trigger blocks.
-A lot of funny easter egges.
-And much more!
DOWNLOADHuge mistake by Me!!! It is not allowed to enter Hyon village before you are done with Ground Temple!
Here is some old gameplay from version 1 and 2:
May 25, 2011VPtKm posted a message on [1.5.1] [AC] The Legend of Zelda: The Shadow Gate | Back Under Construction! | Bukkit ServerPosted in: Maps
5/16/2013 - New Dev Vlog posted!
5/15/2013 - We are currently seeking new builders for an AC2 version of the map! Watch the video for more information.
NanoEdge is currently seeking builders for Legend of Zelda | The Shadow Gate!
Email us at [email protected] to express your interest. We will have a short screening process and have you show us work that you have done in the past. You also have the option to show us your building skills on the server if you don't have anything that you would like to show.
Work has resumed for this custom map! More information will be coming soon.
[center]To download this map, visit our website by clicking the image below.
To donate and support the map developers (allowing us to host pictures, and eventually our own server and website for future projects) click the image below.
[center]This map uses
If you don't know how to install an Adventurecraft map, just go download Adventurecraft and you can download this map IN THE MOD.
So, I've been playing through Skyward Sword and I've found some new things to add. I'm basing some of the additions off of Skyward Sword's style, but it should feel distinctly different. The minecart concept in that game is interesting, but I'm going for something that I think is a cooler way to do things.
I'm also going to avoid padding the playtime with 9000+ fetch quests, as I'm growing tired of them in Skyward Sword. Nintendo, you spent 5 years making fetch quests and recycling content? Lies.
I expect to resume work once I've finished Skyward Sword, and possibly sooner. Out of the criticisms I think I'm going to avoid telling and focusing on doing/showing, as I think that is a better way to tell the story.
All in all, my playthrough of the latest entry in the Zelda series only serves to make this map better.
10/31/11 - The website is now live! All downloads will be handled through our website. We will be registering a domain name soon if everything goes well. To visit it, you can click this link or you can click the "download" link below, OR you can click on any team member's banner.
10/29/11 - Good news everyone! We will no longer be using this forum thread to host download links. Instead of using adcraft.co, we will simply be using our own site.
The website will be used to distribute all of our various content, including the upcoming Zelda Development Kit for Adventurecraft. I will announce when the site is live, but it will host exclusive videos, screenshots, and all current and future versions of this map.
10/28/11 - As I spend some time assembling the intro for the map, I had an idea.
You know how in some maps, when you are teleported to a new area, sometimes that area doesn't load very quickly?
Well, my aim to fix this issue is simply to mask it. Since the newest version of the map is so large we will be using gates occasionally and loading screens to make sure that the player doesn't get bored walking 300000 hours just to get from one end of the map to the other.
Here is a video demonstrating the feature.
10/17/11 - A new HyruleCraft video update! This map uses a few .schematics from HyruleCraft, so I'm obligated to let you know just how awesome that project is. Go show this video and project some love!
10/15/11 - Two new GUI elements that I'm certain you guys will love! Check out these!
AND I'm working on the OoT styled HUD. What are your thoughts on it?
10/05/11 - Currently speaking with a very talented Minecrafter regarding the opening scene for this map. Nightphoenix16 has created this insanely detailed version of Hyrule in Minecraft. So far, this along with Yarothb's Adventurecraft version, is the best Hyrule port I've seen. Check it out over at Planet Minecraft!
For an indepth tour of his masterpiece WIP, watch this super-neato video.
9/19/11 - Uploading a minor update to the map (still Chapter 1) but figured I should attempt to fix a few things and enhance the experience a bit.
- The HUD is enabled and disabled when overlays are applied, allowing you to pay more attention to dialogue and text instead of having that pesky UI in the way.
- The white screen issue SHOULD be fixed, but you ought to test it out and let me know.
- The puzzle where you walk through spikes to shoot a switch has been fixed.
- Official 16x support as been added! This selection is set by default.
- Trimmed the download size by about 10mb.
You can download the fixed version in the download section.
9/13/11 - Poll Results: It looks like I...
Will NOT remove the Zelda theme
Will create a UE3 version in the future
Will finish this map more quickly since 93% of people answered that they LOVED the map.
8/24/11 - I've placed a poll on the thread topic to determine the fate of this Adventurecraft map. You NEED to vote! Go vote! If you don't I won't have any idea what to do...
8/21/11 - Here are a few more screenshots from Inglip.
The area gets more and more detail the longer I stay there terraforming! Let me know what you guys think of the new area!
8/17/11 - Added a slew of Let's Play videos to the thread. If I missed you, just let me know and I'll add yours to the list.
8/12/11 - New teaser from da_bazz! You can find it here!
8/12/11 - New revision, v01.4.2
Also, check out some testimonials!
"Unlike Zelda Adventures where it feels like you are just farming dungeons, this is like going around solve problems for both you and other persons. It gives the game a meaning and not just a dungeon game with a little bit of zelda theme. Also there is nothing else to do in zelda adventures than completing dungeons. Here i can decied to ignore the world problem to save some love or robbing others house to buy a bunch of arrows to use on seagoingmanatee "
"I Just Tried This Map And I It's My Favorite Adventurecraft Map. TKM You Are Awesome! "
"I have to say I just completed the newest version and I was kinda hoping that chapter two would have been finished but I guess I was just hoping too much there. By the way great textures and music. I also like that there is dialog boxes so you can read at your own pace. I like this map and can't wait till its finished. Keep up the great work! "
"Wow, its finally here!
It was really cool, the texture make it looks awesome, and the new quests and designs made it more fresh and original."
"wow! just started playing the new version and may I say its completely different now, the music for the areas has changed to (although this music is just as good if not better). So far im really enjoying it.
Also I like that u added the map to adventurecraft to now,(even tho i know its just gonna be the demo of it). "
8/11/11 - For those of you using the ingame map download option, that copy is bugged. Arrow based puzzles WILL NOT WORK unless you update the map to the new version. You can find the new version here at LoZ TSG v01.4.1
8/11/11 - The release is finally here! v01.4, which features a completely overhauled first chapter, is out now. The new download link can be found below.
The map will inform you when this "demo" is over. The next full version will be available on the 22nd of August, and I'm working on it right now.
If you have suggestions/feedback/bug reports, just post them and I'll fix them.
NOTE: There is a known issue with dying in the dungeon sometimes, with the chat spamming "k is not defined". You can prevent this by not falling into the spikes in the level. We are working on fixing this issue, but until we can figure out why it is happening you guys may have to deal with it.
I personally have not encountered the bug, but a beta tester has, so be on the lookout.
8/5/11 - There are three things left to fix before beta round three, which should be the final round of beta before release. I've done a ton of self testing and not all of the features I wanted to include are going to make it and I'm not happy about that, BUT the last release was so long ago that I felt a new release would be necessary.
ThymeCypher has been working on the total GUI overhaul which would include minimaps, forced inventory, equipping items without using the hotbar, and (this shouldn't matter for you guys but I'm pretty stoked about it) SCRIPT OBFUSICATION. In order to protect the authors of the scripts used to make this map even better, the scripts will be obfusicated to ensure that others cannot simply copy and paste, or even edit the script pack.
The script pack tracks certain map elements, and the script pack won't work on any other map without some major editing and work. There are other methods in place to ensure that I can prove if someone is using the script pack for their map, but I will not list them here.
This isn't saying that you can't use the scripts I use in your map. A bunch of them are from other authors that have posted to the wiki OR from authors that distribute their scripts to certain people only. If the script is posted on the wiki, you can use it, but it will be nearly impossible to import the script pack into your map.
The planned release date for v01.4 is August 11th, or this thursday. Only three things are left to fix for now.
8/3/11 - I made a vanilla minecraft texture pack! You can download it by visiting this thread.
tKm's Zeldacraft HD
ZeldaCraft HD demonstration video
Also, I have a banner for the texture pack if you would rather use that.
8/2/11 - Arrow based puzzles! I created a script that allows for arrow based puzzles. You can see it in action (as well as some deku scrubs and a sneak peek at the Undergrowth) in the video below.
8/2/11 - DEKU SCRUB!!!! Arkia has been hard at work making this custom mob for the map, and it is ready to go!
Check it out.
8/1/11 - Originally planned for beta testing to occur tonight, but I'm nearly finished.
"But tKm! You've said that about 500 times now? Is this time for real?"
Well in order to avoid me going through and adding more features, I'm posting a list of things that need to be finished or have already been completed so you can see just how close the next version is to being finished.
Alright, so here is a list of things that need to be done before I can release v.01.4, as well as things that are already done and have been added to v.01.4
Green text has been completed, Yellow text is in progress, Red text hasn't been started.
-High Resolution OoT styled texture pack, featuring 128x,64x,32x, and 16x versions
-In-game texture swapping options (you can switch the textures the game uses while in the pause room)
-Ability to return to the pause room by pressing the "p" key on your keyboard. By pressing "p" again, you return to where you were before you paused the game.
-Ocarina is now fuctional, allowing you to play two different songs. One takes you to the first dungeon, the other takes you to the shrine.
-PIMS (forcing items to one of two different slots, makes the map more Zelda-like) is finished and added
-Magic Meter WITHOUT ITEM REPRESENTATION IN THE INVENTORY has been added.
-New Inventory screen has been created, which also shows how many pieces of heart you have.
-Brightwood Meadows has 2 more structures, which allow for another more complicated side quest and a small minigame.
-Shrine has been expanded, with an emphasis on training you in combat.
-Pause Room now has a "basic puzzle mechanics room", which shows you how to solve basic puzzles and shows newcomers how Adventurecraft maps work
-Field quest before the first dungeon has been added
-Dungeon door sounds have been added, using pistons, and make familiar opening and closing sounds
-IDS, mostly finished, but adding in yes and no choices via keypresses
-Bow and Arrow based puzzles
-the Undergrowth Temple, puzzles and rooms are mostly finished.
-Scripted miniboss mob and scripted boss mob
-Deku Scrub custom mob
Now this doesn't show the 40+ hours that have been spent on other updates (Stone Tower and the Desert field quests and dungeons are around 75% completed) and other work that we have done, but this is all the work that has been done that is dedicated to v.01.4. I'll try to finish the last few things asap but it shouldn't be much longer at all. The nice thing about listing these things is that I have a set list to stick with so I don't just randomly decide to add something else before releasing a new update.
Thanks for your patience.
7/30/11 - So after many hours of work, I'm deciding to have only 2 available packs for now. If I ever added a third style it would be similar to alttp textures.
Here is a new video showcasing the new texture pack. Be aware that 128x is completely optional, and a 16x pack will be included.
7/29/11 - I've discovered that AC will allow up to 128x textures, so I've been scouring the forums for some themed texture packs.
The first one is a high res OoT one, similar to what you have already seen if you have played the map.
The second one is from Ironsentron, a talented texture pack creator. It is Wind Waker themed, and you can find his thread here.
The third one (my favorite) is a high res TP style texture pack. I have yet to create this one, as I'm basically starting from scratch here.
7/29/11 - I've added terms and conditions to downloading the map. You may not use an adf.ly blocking gateway, or an adblocking service to download the map. You MUST view the ad to download it. I rely on adf.ly to ensure that the content I host can remain free, and by using any form of adblocking you are just spitting in our faces.
7/25/11 - New screenshots have been added! Check out the new screenshots in the screenshots section below.
7/21/11 - CDi-Fails made a new banner! This one is for public use, come show your support and VOTE.
7/19/11 - I'll be making videos for EVERY feature and script and posting them right by the item so that you can SEE the item/script in action instead of just reading about how it works.
Videos are now included showcasing the scripts. I will try to make videos for everything so you can see everything in action.
7/18/11 - New photos! Check my blog at http://loz-theshadow...pment-team.html for the official team member announcement, as well as to get a sneak peek at the desert area and Ikana Canyon!
7/17/11 - Laony and I are now both co-authors of the map! Now updates should occur more frequently, map quality should be EVEN HIGHER, and, well, Laony does really awesome work. The map is coming along quite nicely.
7/14/11 - After countless hours of work on this AC map, I've realized that I cannot do this alone (well, I could, but updates would be FOREVER away)
So, I am now accepting applications for a few different positions to assist in map development. I'll be assembling a team of experienced mappers to tackle this project (as well as any future project from (proposed name for map development team) tKm Digital Media.
Application format will be located in the post directly below this one (the one that has been "reserved" for a long time). Check there for the positions available, and PM me if you are interested. I'll then give you a task and you'll need to complete it for your application.
7/8/11 - In preparation for v 0.2, I'll be releasing v 0.1.4. I have a few reasons for doing this, but the biggest reason that I'm doing this is that I've had a consistent amount of downloads per day. This means that around 100-200 people download the map every 36 hours, which I would think that most of these people (if not all) are downloading this for the first time.
I want to ensure that players have the best experience possible, and this will include some bug fixes, conversation overhauls, music changes, sound additions, skin changes, and content additions. The next release will include the first area only again (if you've already gotten v0.1.4, you won't be missing out on a ton of stuff if you don't get this next version) BUT the area has been streamlined, the overworld minimap will (most likely) be included, the "pause menu" will be more complete, and the dungeons difficulty will be decreased slightly but length and style of the puzzles will be altered to compensate for this.
Beta Testers, I'll need you to try this update out before releasing it. I'll be sending you a PM regarding this the moment it is ready.
tKm, Arkia, Seagoingmanatee, CyborgDragon, CDi-Fails, TheEpicPerson, Quarg.
v.01.4.3, released on 9/18/2011 -The HUD is enabled and disabled when overlays are applied, allowing you to pay more attention to dialogue and text instead of having that pesky UI in the way. The white screen issue SHOULD be fixed, but you ought to test it out and let me know. The puzzle where you walk through spikes to shoot a switch has been fixed. Official 16x support as been added! This selection is set by default. Trimmed the download size by about 10mb.
v.01.4, released on 8/11/2011 -contains a complete overhaul for chapter 1, adds in 32x/64x/128x textures with the ability to swap them in game. Added Deku Scrubs. Compiled Scripts. Overhauled the GUI. Removed old dungeon minimap. Completely changed the first dungeon. Added the base elements of IDS. Added hurt sounds. Added sword swinging sounds. Added a better version of a custom drop system. Resolved performance issues that players with slower PCs would encounter. Added areas to explore (through the use of /noclip and /fly) for players to walk through to preview new areas after they finish the demo. Added the game to the Adventurecraft in-game map downloader.
v.01.3, released on 6/12/2011 -contains the final round of bug fixes (drops are fixed) enemies are different now (they make cool new sounds and different enemies are in place). I added a dungeon minimap, a two story house, and a few other things.
v.01.2, released on 6/10/2011 -contains bug fixes (not getting stuck in waterfall), added more textures (tables and chairs), added more spawn points and sign directions in preparation for the minimap. Fixed an issue where players could get stuck in the room with 4 bridges. Changed some dialog. Instead of going to get the Shards of Shadow, players will now acquire the 3 Elemental Stones, then the 6 Shards of Shadow.
v.01.1, released on 6/09/2011 -First official release, features numerous fixes/improvements
Bug fixes. All known/reported bugs (chests not working, jump puzzles, mini bosses, etc.) have been fixed.
Content adjustment. 90% of Chapter 1 has been included.
v.01, released on 6/01/2011 - second demo version, features numerous fixes/improvements including:
Bug fixes. More specifically the jumping puzzle, trigger fixes, Mini-boss fix, and a Key/Respawn fix
Content adjustment. More specifically, the removal of Brightwood Meadows and the addition of 1 large room and 1 small room in the Undergrowth.
Initial demo, released on 5/24/2011 - original release, includes Brightwood Meadows and the Undergrowth.
Jul 19, 2011ZeppelinPosted in: WIP Mods
0.31 released! Leaves work again!
668,116 downloads! Woot!
Zeppelin is a mod you can use to fly ships around in the Minecraft world. It is not limited to the world grid, but can move freely in space.
An awesome runthrough by GNS.
My old, very old video:
New Zeppelin video from BigFatPolarBear
Aether compatible (was) - Watch Neth's awesome video
Install video brought to us by Mine123Crafter!
Nice video from Neth!
A great video brought to us by The Original Minecraft Mod Showcase (with some unfortunate crashes (which are now fixed!))
A nice video by thinwhiteduke89, shows how to craft the controller and steer a ship around.
Video from robbaz :
An interview (of me) done by killthenrun1
Courtesy of KensukeNL:
Note: This mod is BETA - There is a good chance it will crash, but is stable enough for people to use now. If you get a crash dump, please post what you were doing, and the crash log in this thread.
Create a craft controller block
Airship moves forward/back, up/down, and can turn. Ship moves forward/back and can turn. Elevator only goes up/down. Turntable only rotates.
Place this block on your 'ship'. The direction you place the block will determine the forward direction for the craft. Right click the block. The craft will be determined. If it is too large, you will get an error. Default max size is 1024 blocks.
Blocks that will not be accepted as part of a ship by default (you can change this - see configuration section):
- A few more random things like flowers and mushrooms
The following blocks will be included, but will not chain to other blocks when detecting a ship (you can change this - see configuration section):
- Minecart Rails
- Redstone Wire
- Redstone Repeaters
- Melon/Pumpkin Stem
- Lilly Pad
- Nether Wart
- *See config for exact list
8 Increase speed
2 Decrease speed
4 Rotate left
6 Rotate right
* Align to grid
You can configure the controls in your options.txt, see below.
You can control the ship as long as you are standing on it (or near it in some cases).
If you jump off while the ship is in motion, wave goodbye.
Right clicking the controller block will cause the ship to stop, realign to the world grid, and rejoin the world.
Create a compass block!
This compass is placed like a regular block, and will point Notch-North (towards the rising sun, at +X)
Any sign on an active craft will have the following string transforms done to each line.
#X# - The current X position of the controller.
#Y# - The current Y position of the controller.
#Z# - The current Z position of the controller.
#S# - The forward speed of the craft.
#A# - The current ascent rate of the craft.
#R# - The current rotation rate of the craft.
#H# - The current heading of the craft.
#C# - The ID of the craft.
Additional ideas for this are welcome!
A remote control for the Zeppelin controllers!
- Link a remote to a controller via right-clicking it when active.
- Right clicking anything else will tell you the craft it is linked to (message shown in screenshot above).
- If you have a remote in your hand, you can control the remote ship with the normal controls.
- If you are on a ship, and have a remote in your hand, you control the remote ship, and not then ship you are on, so you can make hanger doors and stuff without giving commands to both ships at once.
- #C# sign will tell you the ID of the ship.
- Remote linkages persist across saves.
- You can have multiple remotes for one craft.
mod_Zeppelin-client-22.214.171.124.31.zip (Adfly) MD5 A34F100C426EBA6711B6B20CDAE69C1D
*Installation of 0.31 requires you to extract wu.class from the mod_Zeppelin-client-126.96.36.199.31.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.31.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-184.108.40.206.30.zip (Adfly) MD5 4E0CE98C9F8769FD3CE2831B94DA6694
*Installation of 0.30 requires you to extract wu.class from the mod_Zeppelin-client-220.127.116.11.30.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.30.zip (optional) (Adfly) MD5 65C039004BBCB61C10D548C4DB48D3F4
mod_Zeppelin-client-22.214.171.124.29.zip (Adfly) MD5 D9FE5CB97EA6208ECCE4CFC3FA91900E
*Installation of 0.29 requires you to extract wu.class from the mod_Zeppelin-client-126.96.36.199.29.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.29.zip (optional) (Adfly) MD5 5AF28E882A912B9625DD4F7BCF10D5DE
mod_Zeppelin-client-184.108.40.206.28.zip (Adfly) MD5 4567EFD6A9716E4A3FB688089F69A2BF
*Installation of 0.28 requires you to extract wq.class from the mod_Zeppelin-client-220.127.116.11.28.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.28.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-22.214.171.124.27.zip (Adfly) MD5 2DF0D9F80D24A933B9118AD303AD1344
*Installation of 0.27 requires you to extract wq.class from the mod_Zeppelin-client-126.96.36.199.27.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.27.zip (optional) (Adfly) MD5 30A192F540BBEDE220EA753E591322FC
mod_Zeppelin-client-184.108.40.206.26.zip (Adfly) MD5 5132FC0B102D6545B836F2F04F029FF8
*Installation of 0.26 requires you to extract vi.class from the mod_Zeppelin-client-220.127.116.11.26.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.26.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-22.214.171.124.25.zip (Adfly) MD5 F0503DE667229A1C3DA9753BC95D5A23
*Installation of 0.25 requires you to extract vi.class from the mod_Zeppelin-client-126.96.36.199.25.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.25.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-184.108.40.206.24.zip (Adfly) MD5 B1A18BB21672F88A2FCE23AB9E165B02
*Installation of 0.24 requires you to extract vi.class from the mod_Zeppelin-client-220.127.116.11.24.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.24.zip (optional) (Adfly) MD5 2DCE55C39EABAC30BD81E917C900DC89
mod_Zeppelin-client-22.214.171.124.23.zip (Adfly) MD5 C8313329348F64E31C7465981A16D1B0
*Installation of 0.23 requires you to extract c.class from the mod_Zeppelin-client-126.96.36.199.23.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.23.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-184.108.40.206.22.zip (Adfly) MD5 70F3FC8A28E563EB6381740CE16C96A9
*Installation of 0.22 requires you to extract c.class from the mod_Zeppelin-client-220.127.116.11.22.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.22.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-22.214.171.124.21.zip (Adfly) MD5 732AEDF971AD0780C4650714021BD5E1
*Installation of 0.21 requires you to extract c.class from the mod_Zeppelin-client-126.96.36.199.21.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.21.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-184.108.40.206.20.zip (Adfly) MD5 6B5ED7A456330ABA9ACA5D0C73B98BAC
*Installation of 0.20 requires you to extract c.class from the mod_Zeppelin-client-220.127.116.11.20.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.20.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-22.214.171.124.19.zip (Adfly) MD5 392803DB9E5AEAA1827E562F740A709A
*Installation of 0.19 requires you to extract c.class from the mod_Zeppelin-client-126.96.36.199.19.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-188.8.131.52.19.zip (optional) (Adfly) MD5 61F52602DE5A8C74F209D13A688A9B94
mod_Zeppelin-client-184.108.40.206.18.zip (Adfly) MD5 3A4867EEC6B203D9333BB28FDD90C9A8
*Installation of 0.18 requires you to extract rp.class from the mod_Zeppelin-client-220.127.116.11.18.zip and place it in your minecraft.jar.
mod_Zeppelin-guiControls-18.104.22.168.18.zip (optional) (Adfly) MD5 E04CA4B70F36FC5D8185D31BDBCFEC57
mod_Zeppelin-client-22.214.171.124.17.zip (Adfly) MD5 E80F8CF16555FC3DF8F8D34538633E92
*Installation of 0.17 requires you to extract rp.class from the mod_Zeppelin-client-126.96.36.199.17.zip and place it in your minecraft.jar.
mod_Zeppelin-client-188.8.131.52.16.zip (Adfly) MD5 33BA77CE12C5B5089F720CA6191D4C4B
*Installation of 0.16 requires you to extract rp.class from the mod_Zeppelin-client-184.108.40.206.16.zip and place it in your minecraft.jar.
mod_Zeppelin-client-220.127.116.11.15.zip (Adfly) MD5 0F83936FF5E089BF72113ECCD3EB8FF3
*Installation of 0.15 requires you to extract rp.class from the mod_Zeppelin-client-18.104.22.168.15.zip and place it in your minecraft.jar.
mod_Zeppelin-client-22.214.171.124.14.zip (Adfly) MD5 EBBDD154AE97A3545DDA47287A45C148
*Installation of 0.14 requires you to extract rp.class from the mod_Zeppelin-client-126.96.36.199.14.zip and place it in your minecraft.jar.
mod_Zeppelin-client-188.8.131.52.13.zip (Adfly) MD5 5CB7DAECC9482C2904D3335F49541BC6
mod_Zeppelin-client-184.108.40.206.12.zip (Adfly) MD5 BEAF37139A090E5ED119BDC9A3E86AEA
mod_Zeppelin-client-220.127.116.11.11.zip (Adfly) MD5 CCDB6AFA0D4FAA84F6176FFB0822DF77
mod_Zeppelin-client-18.104.22.168.10.zip (Adfly) MD5 E6CE76FD85D45F5A367E06DD78252EE8
mod_Zeppelin-client-22.214.171.124.9.zip (Adfly) MD5 49AEAA09FE98279772BD4B6DEE6DE698
mod_Zeppelin-client-126.96.36.199.8.zip (Adfly) MD5 B2177D110C2DA1CCD5977E457FA22ACF
mod_Zeppelin-client-188.8.131.52.7.zip (Adfly) MD5 FE7091A1C52261DEC30D1252423114C3
mod_Zeppelin-client-184.108.40.206.6.zip (Adfly) MD5 3AC37D4A1C7B84FA48E3A54B99FA1C23
mod_Zeppelin-client-220.127.116.11.5.zip (Adfly) MD5 A209D259BB7AB1055605219CE5BA0871
mod_Zeppelin-client-18.104.22.168.4.zip (Adfly) MD5 7B0C974BC4997E75CD179502354D2B71
mod_Zeppelin-client-22.214.171.124.3.zip (Adfly) MD5 B424D36B6516DC2C86F032D49465A808
mod_Zeppelin-client-126.96.36.199.2.zip (Adfly) MD5 BCBB86C34DAD8481C23DB83718CC0516
mod_Zeppelin-client-188.8.131.52.1.zip (Adfly) MD5 34900889907507B3D327B420DD328124
This mod requires ModLoader!
- Install ModLoader
- Place Zeppelin-client-&--#60;version&--#62;.zip in the /mods/ folder.
- (0.14+ only) Extract the specified class from mod_Zeppelin-client.zip, and put it in your minecraft.jar
- (1.0.0 for Mac)
- Cart Mod
- CCTV (craft controls will fail)
The configuration file can be found in your minecraft folder under /config/mod_Zeppelin.cfg. If it does not exist it will be created at runtime. These configuration settings are currently implemented, along with their defaults:
block.controller.id = 195
This is the controller block ID
block.compass.id = 196
This is the compass block ID
zeppelin.max_craft_size = 1024
This is the maximum size the controller will attempt to detect. Larger craft are slower, so this depends on how fast your computer is.
zeppelin.disallowed_blocks = 1,2,3,8,9,10,11,12,13,30,31,32,37,38,39,40,51,52,59,78,79,87,88,90
A comma separated list of blocks the controller will skip when searching for a craft. See wiki for ID listing. Air and Bedrock are always skipped.
zeppelin.nofollow_blocks = 6,27,28,30,31,32,50,51,55,59,63,65,66,68,69,70,72,75,76,77,93,94,96,104,105,111,115
A comma separated list of blocks the controller will include, but not continue searching past. (think minecart rails on an elevator, you dont want to pick up the whole track, just the part on the elevator).
zeppelin.diagonal_connections = false
Allows diagonal search for the controller block. Do not connect your floors diagonally, you can fall out.
zeppelin.render_distance = 128
Max distance for rendering the ship. Do not increase unless you have a good reason.
zeppelin.accurate_player_on_craft = true
Selection of player detection method. True = new accurate method. False = old box method.
zeppelin.update_properties_on_mod_update = true
If true, config file will be updated when the mod updates.
zeppelin.print_flight_text = true
This can be used to disable the in-flight status text, if you only want to use the instrumentation signs.
zeppelin.keyboard_repeat_rate = 150
This is the value in milliseconds for the keyboard repeat rate (how often it presses when you hold it down). If you set this to 0, it works like it did prior to 0.22.
zeppelin.dynamic_lighting = false
Enable this for full lighting effects (light in real world will light up Zeppelin craft, Zeppelin will darken when entering caves)
zeppelin.minimal_sprites = false
Enable this so Zeppelin only uses 1 terrain sprite index for the controller.
The block rotation database is located in /config/MetaRotation/Vanilla.meta. If you would like to add rotation support for another block (ie buildcraft) you can create another .meta file in this directory, and it will be automatically included. If you create entries, please post them and I will add them to the section here so we can get a nice database going.
The following spoiler contains any MetaRotation data that people create for other mods. If you change the block ID, you will have to update it. But the : meta numbers will be the same. Take the chunks you want, and put them in a .meta file in your /config/MetaRotation/ directory.
; Map frame.
201:2 -&--#62; 201:4 -&--#62; 201:3 -&--#62; 201:5 -&--#62; 201:2
- Fixed crash with leaves and a few other blocks from 0.30
- 1.2.5 support!
- 1.2.4 support!
- Fixed dispensers firing fireballs sideways
- Fixed world height &--#62; 128 bug.
- Better dispenser action! Doesn't fire sideways anymore!
- Turrets and other 'stationary' entities should stop floating upwards.
- Works much better with Djoslin's cannonpowder mod.
- You can now set the compass or remote ID to -1 to disable them (therefore consuming no block IDs or sprites)
- Added minimal_sprites option for people strapped for terrain sprites.
- Signs rotate properly again.
- 1.2.3 support!
- Fixed crashes when removing blocks from bottom of craft.
- Added Netherrack and Soul Sand to default disallowed list.
- No more getting pulled off the ship.
- Readdition of the dynamic_lighting config option. Enable this to get full lighting effects (torches/etc in the world will light up Zeppelins as they move past).
- Some alignment issues fixed.
- Several optimizations for large craft.
- Redstone signals should propagate better on ships.
- Rejoining world should no longer drop you through the floor.
- 1.1 Support!
- Fixed grabby ships (accurate player detection)
- Dispensers fire! But dispensers can't be broken in flight, and you can't use their inventory in flight.
- Improved world faking.
- Fixed keypresses incrementing by 2 when first pressing.
- You can now hold down multiple keys.
- You should no longer get a broken stack in your inventory when placing the last item in a stack.
- You should no longer be able to place a block where there is already a smaller block.
- Dispensers should no longer fire two items at once. This should also fix some other bugs with pistons.
- You can now hold down keys instead of having to press every time.
- Added configurable repeat rate for keys.
- Huge mushrooms actually work this time.
- Fixed vines and leaves crashing ship.
- Fixed buttons not rotating
- Fixed player moving too fast when ship is in motion.
- Fixed player moving slow and wierd when ship is in motion.
- Fixed some disappearing (I hope).
- Added huge mushroom rotation data.
- Fixed torches and doors crashing ship.
- Fixed signs not rendering.
- Fixed some of TMI's issues (still has extra Unnamed blocks)
- Fixed stack overflow when placing items sometimes.
- Added config option for remote item ID.
- 1.0.0 support!
- Remote control added. See OP for details.
- Several crashes fixed.
- Added #C# for identification of craft.
- Optional guiControls download to fix the "Done" button in controls. (NOT REQUIRED to play zeppelin)
- Sounds work again.
- You should no longer get glued to blocks.
- Controller should no longer get stuck activated.
- Sign instrumentation panels added! See op.
- Config added to turn off in flight text if you only want to use instrumentation.
- Compass block added! See op.
- Several acheivements and statistics added.
- Y_limit removed and detected automatically instead.
- Crafts are more 'grabby' and should prevent you from falling off as much.
- Craft will no longer align to grid if this would cause them to clip inside other blocks.
- Furnaces work.
- Pistons work as long as they are above the controller Y.
- Many other mod blocks will maintain state now, but are non-interactable.
- Ships should no longer disappear.
- Saplings and other small objects should no longer crash the game when attached to a craft.
- Redstone breaks in one hit, no longer shows tnt texture.
- Craft can be deactivated with redstone.
- All .meta files in /.minecraft/ are now found and included.
- .meta entries found in files override vanilla ones.
- Clicking on a ship with no item in your hand will no longer crash the game.
- Improved rotation collisions
- Added vanilla rotation for rails and vines
- Fixed issue with blocks forgetting metadata when destroyed
- No-follow blocks config introduced.
- Correct amount of items is dropped when destroying a block.
- Chests now have 1.8 animations, and no longer lose contents.
- Signs keep text
- New turntable controller added!
- Crafts now collide when rotating instead of noclipping into objects.
- Fixed crash with saplings/grass/mushrooms
- Support for custom rotation data
- 1.8.1 support!
- You can place blocks on active craft
- Craft no longer twitches
- Paintings don't fall off
- Improved collisions and general position detection for many things
- Major FPS improvements
- Craft which are too large now say how many blocks were detected (up to 8*max size)
- Redstone support!
- Cakes, beds, slowsand and farmland collide (almost) correctly. Beds and cakes now work.
- Block max damage now based on hardness (and breaking animations!)
- Improved craft detect option
- Added config option for craft detect method
- Improved grabbing and collision.
- Visible selection box
- Most tile entities will retain their data now
- Added render distance config option.
- Rewrote render class to use built in minecraft calls.
- Pistons and dispensers now retain their orientation and inventory (dispensers) during flight.
- Craft-Craft collisions disabled in favour of faster game. This will be fixed in the future.
- Half-bed and Half-door bug should be fixed.
- Craft duplication should be fixed.
- "Craft Controller" split into three blocks. Airship Controller, Ship Controller, Elevator Controller. See recipes above.
- New crafting recipes for the three blocks.
- Added reverse speed of -1.
- Speed changed to range from -1 to 20 (old 10 is the new 20).
- Workbenches work during flight.
- Chests work during flight, and across saves.
- Fixed stair direction rendering.
- Fixed fence rendering thanks to nudurandal!
- Added / to beginning of texture path to support re-texturing.
- Align to grid no longer stops the craft.
- Added config option for diagonal connections.
- Added config option for upper Y limit.
- TNT no longer crashes the game.
- Align to grid will now align entities on the ship as well.
- Players should no longer fall through the blocks.
- Items should no longer duplicate.
- Stairs collide like slabs for now.
- The controller will no longer cause a stack overflow if it hits lava.
- Craft will now ascend with items on board (dropped items or minecarts/boats)
- Craft are less 'grabby' about players near them.
- Controller block rotation fixed (again).
- Controller block can be activated via redstone signals.
- Blocks on active craft can be attacked and destroyed. This means they are vulnerable to all attacks, player, TNT, arrows, etc.
- TNT can be activated with right click when part of a craft.
- Slabs work
- Rotation of blocks! The following blocks rotate correctly:
- Stairs (wrong while flying, correct when reentering the world)
- Signs (on walls) (still get erased)
- Redstone repeaters
- Holes should no longer appear in craft when returning to the grid &--#62;.&--#62;
- Configuration option - zeppelin.default_lighting - can be used to disable lighting on craft to speed up rendering. See op.
- Active craft now save across sessions! Yay!
- Controller block is activated and deactivated with right click. It no longer auto-destroys.
- Default block ID changed to 195 to better fit with Aether.
- Fixed the player shifting when ship is rotating.
- Implemented directional controller block. The placement of the block determines the front of the craft.
- New controller block texture, brough to us by Aoefanatic! Thanks!
- Some optimizations to make things a bit faster
- Configuration file for settings now in /config/mod_Zeppelin.cfg. See configuration section for details.
- Removed cobblestone from disallowed list
- Fixed renderCraftEntity:28 crashes
- Removed ModLoaderMP requirement
- Increased maximum craft size to 1024
- Torches/Doors/Ladders etc no longer crash. They are invisble and non-collidable on active craft, but successfully reintegrate when the craft rejoins the world.
- Initial release
- You can walk through walls sometimes
- Pistons only work if they are higher than the controller.
Torches emit no light, neither does glowstone.
- Players can sometimes fail to collide horizontally with blocks when the ship is rotating
- Bounding boxes are grid aligned even during rotation.
- Water is crazy. Stay away from it. Submarines are not possible yet.
- Pressure plates do not power redstone.
Controller disappears randomly. Placing a block causes it to reappear. Ship can vanish and disappear at a previous location. Signs not rotating properly. Issues with redstone signal propagation through repeaters
- Creative doesn't work properly.
- Ships consume fuel (configurable)
- Crashing the ship at high speed will cause blocks to break
- Larger ships are slower to accelerate and turn (configurable?)
- More complicated (and expensive) recipe
Q: What is the block ID for the controller?
A: Block ID 195 by default in version 0.5 and higher (165 for 0.1 through 0.4).
Q: How can I change the controls?
A: Either use the in game control editor, or edit the options.txt in your .minecraft folder (Start-&--#62;Run-&--#62;%appdata%/.minecraft/). The numbers for the keys are scancodes, which you can find here. Minecraft's config.txt requires DECIMAL scancodes. NOT hex. Picture!
Here's a different control scheme based on arrow keys, pgup/pgdn, home/end.
Q: But the "Done" button is in the way! How can I change the controls in game?
A: Download the guiControls fix in the Downloads section. Put the file in your minecraft.jar, and then the "Done" button will move when you resize the window.
Q: I can only move up and down! Help!
A: Make sure your NUMLOCK is on! If you don't know what that is, google it!
Q: I get a black screen and no crash dump, what can I do?
A: If you get the black screen with no error, create the following batch file file (or put it in your start-&--#62;run)
java -Xms512m -Xmx1024m -cp "%APPDATA%\.minecraft\bin\minecraft.jar;%APPDATA%\.minecraft\bin\jinput.jar;%APPDATA%\.minecraft\bin\lwjgl.jar;%APPDATA%\.minecraft\bin\lwjgl_util.jar" -Djava.library.path="%APPDATA%\.minecraft\bin\natives" net.minecraft.client.Minecraft
You should now get a command prompt with all the java messages, and minecraft should start. When it crashes, this window should have your stacktrace.
Q: Why can't I use block X?
A: You can try! See the configuration section above.
Q: Aether/modblah doesn't work!
A: Check for a block ID conflict in your modloader.txt
Q: I have an error report that says "avax.imageio.IIOException: Error reading PNG metadata"
A: Make sure you have the latest version of java. If that still doesn't fix it, post the error report.
Q: Can you make a Bukkit / Spout version?
A: No. SMP will be ModloaderMP.
Q: Can you make this compatible with MineCraft Forge?
A: It is compatible! Zeppelin is not dependent on forge, but will work alongside any forge mod you have.
Q: Where is OPTIONS.txt?
A: In the %APPDATA%/.minecraft/ folder on windows, or in &--#60;user&--#62;/Library/Application Support/minecraft for OS X.
Q: I can't find the controller in creative mode!
A: Creative is not supported yet. You can probably craft the controller like normal, but I don't know if it will fly.
Q: My question wasn't in here!
A: Make a post! Start it with 'I read the OP but...' and please state what version of the mod you are having issues with. If you ask a question that was answered in this post, I will not answer you!
Zeppelin ( "the software" )
Copyright © 2011, Patrick "blakmajik" Wilkerson ( "the copyright holders" )
All rights reserved.
E-Mail: &--#60;[email protected]&--#62;
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as long as you don´t mark original modified or non modified minecraft files as your own.
See also: http://minecraft.net/copyright.jsp
"Decompilation" means the translation of binary forms of the software into source forms of the software with or without the help of programs (including, but not limited to, decompilers).
1. The use of the software in binary forms without any modification is permitted.
1.1 Copying the software in binary forms without any modification for private purposes is permitted. Do not publish without a written permission of the copyright holders.
2. Redistribution of the software in source or binary forms, with or without modification, is only permitted with a written permission by the copyright holders.
3. Modification of the software in source or binary forms is only permitted with a written permission by the copyright holders.
4. Reading the source code of the software is only permitted with a written permission by the copyright holders or a special permission.
4.1 A special permission is automatically achieved, when the usage of the source code of the software is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
4.2 Copying the source code of the software is only permitted with a written permission by the copyright holders.
5. Decompilation of the binary files of the software is only permitted with a written permission by the copyright holders or a special permission.
5.1 A special permission is automatically achieved, when the usage of the decompiled source code is only for private, non commercial, reference purposes. (Including, but not limited to, learning, inspiration)
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Mar 13, 2011You are quite brave, indeed... for clicking on this mod.Posted in: Minecraft Mods
Double Feature: Brood Maidens & Giant Flies V5 for Beta 1.7.3 by KodaichiZero
Art and Coding by KodaichiZero. Sound effects from Warcraft III, fly buzzing by Freakstritch. Updated and bugfixed by _303.
No video available. *sadfaces*
- - - - -
Brood Maidens (Boss Mob)
The first female mob without a singular uni-breast. Hot, or not?
The Brood Maiden is a half-human half-spider half-naked boss monster that periodcally spawns spiders and giant flies (see below). This mob can only be encountered at night, and you will never see more than one in the same place. She's incredibly depressed about the job she has to do, but her minions cling to her like loving children and will tear apart anything she looks at. She never actually attacks anything herself, but the spiders and flies get the job done just fine by themselves. As they continue to roam the surface of the world, they will continuously pick targets. Any living creature other than herself, her minions, or other monsters can become a target. And that, of course, includes you.
The deadly battle begins!
If you damage the Brood Maiden or she happens to pick you as a target, you'll soon find yourself in the company of several angry insects. The Brood Maiden is able to spawn two minions at a time, and the maximum amount of followers she can have at once is five, or two when there isn't a player nearby. Every ten seconds or so, she releases two more bugs who immediately chase after her current target. As you damage her, she will scream at you, and more damage makes her release minions faster. But even though her "life" is such a tragedy and you want to kill her so badly - That's not the point.
Her true fully-naked human form is revealed!
The Brood Maiden is being controlled by an artifact - that crown on her head. With the cursed silver frame and the powerful purple jewel, Beelzebub controls her every action from the shadows, and can easily call her back to the Nether if things get rough. What happens when you kill her? You get a crummy little bit of string. So take my advice and do the following: keep hitting her until her HP reaches a critical state - 1 to 9 percent. She has 100 HP, so this may take a while. Once she has reached this state, she will transform into what you see above - her powerless human form. As soon as this happens, right-click her as fast as you can. She will die in one hit at this stage and she'll barely last two seconds before she vanishes, so be quick. Even her followers will turn on her when they see her human form! If you are successful, you will remove the jewel from her crown, and her soul will be freed of the demon's control. You can then breathe a sigh of relief knowing you've done a good deed, and watch her free spirit float up into the sky. But what are the jewels good for?
You cannot grasp the true power of the Shock Blade's strike!
Well, I'm glad you asked. The jewel of the crown acts as a power supply, so it contains a large amount of magic which can be harnessed by the player. When crafted into this recipe:
  pink = jewel
It will form a new special sword for you to use. The sword is called a Shock Blade, named after its ability to do shock damage to enemies. It has the strength and durability of an iron sword, but all living creatures around the enemy you strike (3.5 block radius) will recieve a small amount of damage as well. This applies to all enemies, making it amazingly useful for taking out large crowds. The downside? Any living creature can get caught within its effect. This includes friendly mobs like mounts, pets and companions, so be careful.
Info and Advice:
- Has 100 HP
Does not directly attack the player
Summons giant flies and spiders to help her
Followers will attack anything that isn't a monster
Transforms into a human at critical HP
Drops a special crafting material if right-clicked in the critical state
Like skeletons, dies instantly in broad daylight
Also dies instantly if hit in the critical state
Drop material can be crafted into a unique sword
Spawns at night, but not in complete darkness or on stone
Drops string if killed incorrectly
Hates absolutely everything and complains too much
Fun, but very difficult to fight
And of course, the other one:
Giant Flies (Docile Mob)
Gee, it sure is noisy around here...
While most are going to be fighting themselves, unable to decide whether the Brood Maiden is a dream babe or just nightmare material, it's safe to say that everyone will feel the same about the giant flies. They're gross, kind of annoying, and basically just gross. While the Brood Maiden uses them for evil purposes, they are more-or-less harmless by nature. Spawning in small groups like all animals, they will hover around the surface during the daytime and occasionally snack on an animal that passes by. Flies only need to feed once every minute, and only attack for 2HP of damage, so realistically, it will take five minutes for a fly to kill one pig.
A fly eating some raw pork
They won't attack humans either, unless provoked. Even then, they will still only attack once before they fly away and forget about it. Only Brood Maidens are able to make the flies act aggressively, so as long as there isn't one nearby, flies are safe to be around. Flies have 10 HP and are easy to defeat. They can either drop leather (from their tough hides), or flint (chipped off of their hard stomach plating). So having flies around isn't all that bad, if you can deal with their buzzing. And one more thing: like spiders, their red eyes glow at night.
Info and Advice:
- Has 10 HP
Does not attack the player unless provoked or near a BM
Occasionally attacks animals when hungry
May hover or walk around the landscape
Drops leather or flint
Fairly large hitbox
Easy to kill for the most part
Makes annoying noises
- - - - -
You must first install Risugami's Mod Loader + Audio Mod before this mod will work. Please do not attempt to install old versions of the mod loader or spawnlist into the 1.7.3 client.
If you are using a Mac computer, search for a special Mac installation tutorial if you have problems installing the mod.
Once you've successfully install the three requirements above, simply follow the instructions included in the download.
Jan 17, 2011Wings and horns - be forwarned.Posted in: Minecraft Mods
Succubus Mod Version 6 for Beta 1.7.3 by KodaichiZero
Appearance based on Ragnarok Online/Shinra Bansho. Voice clips taken from one of the Warcraft games
Updated and maintained by _303. The download section now has the link to his thread.
Demonstration video provided by MCmodShowcase
Succubi, as defined in the dictionary, are female demons who often appear in men's dreams and drain their energy through seduction and sexual interactions. The Succubi (plural) in Minecraft, originating from the Nether, aren't so excited about sexual actions as they are about just draining your life for their own use. Succubi still attempt to lure the player into their trap with their looks and charms, however, disguising as attractive females and attacking quickly before the man has a chance to escape. Their light bodies make the task even easier, as they can glide across large gaps and leap up two blocks at a time. Despite anything they say, what they're really after is your life energy, not your manhood.
Succubi use their charms to distract the player and make the battle much more difficult. The succubus will mark its target by vaporizing all nearby mobs and calling out to you, so if you hear an odd pickup line or the sound of 50 spiders mysteriously dying all at once, you know that there is a Succubus nearby. Once a Succubus gets too close, the player will experience some problems with movement. The camera will constantly pan towards the succubus, movement will be slowed and jumping will be crippled. Luckily, this doesn't prevent you from fighting back, so swing that sword with all your might. If she gets really, really close to you, she'll begin to rapidly drain your life, heart by heart. The succubus will grow stronger as you grow weaker, so make sure that the only thing she gains is a sword somewhere in her body.
The Succubus seems to enjoy pain, both yours and hers, but when she dies, she'll be a little less happy. When you land the finishing blow on a Succubus, you'll be rewarded with a small amount of health for your efforts, which is nice considering that her fierce draining attack can even pierce armor. If you're lucky, she might drop one or two of her horns as well. The horns can be crafted with a bone to make a Leeching Sword, as shown in the picture below. Besides being equivalent to an iron sword, the Leeching Sword has a special ability that allows you to gain extra items from a corpse after it has died. Once you kill a creature, you can strike the body after it has died (but before it puffs away into smoke) to make extra loot come out, with a certain chance. If you can click fast enough, you might be able to get a few extra leather, meat or feathers from each animal you kill. Pretty soon you'll be feeling like a Succubus yourself, draining every last drop of goodness out of your prey.
You may also encounter a different looking version of the succubus if you explore the Nether, which is actually its true demon form. Succubi won't be expecting humans in their home world, so they don't take the time to disguise themselves all nice and pretty. Do you think they look more attractive with blue skin? They're not supposed to, anyway...
Summary of Abilities:
Drains health rather than dealing normal damage
Considered to be a Monster
Usually spawns alone
Destroys all nearby monsters upon targeting the player
Occasionally drops horns which can be used to craft a special sword
Rewards a health bonus upon death
Has a light body and can glide similar to chickens
Slows the player, pans the camera and cripples jumping
Will only target the player if in direct sight
Easy to spot amongst other mobs due to bright skin
Configuration file with adjustable rarities, and the succubus won't despawn pets.
Nothing, besides being overpowered! :biggrin.gif:
You must first install Risugami's Mod Loader + Audio Mod before this mod will work. Please do not attempt to install old versions of the mod loader into the 1.7.3 client.
If you are using a Mac computer, search for a special Mac installation tutorial if you have problems installing the mod.
Once you've successfully install the three requirements above, simply follow the instructions included in the download.
Disclaimer: Even though we have beds now, I'm still not going to put sex into Minecraft. So there.
Dec 29, 2010Oh, what a cute little spidAAAAARGHH!!!Posted in: Minecraft Mods
Spider Family Mod V5 for 1.7.3 by KodaichiZero
Coding and graphix by KodaichiZero, Updating + bugfixing + sexiness by _303. Texture pack = "Animal Crafting".
It's the first mod I ever created, back in full form, with 100% less nests and 100% more emotions! The newest update brings back the eggs from before, but these aren't exactly the spiders you remember. What, you don't remember them at all?! Okay then, allow me to explain...
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Only appearing at night or in dark places, the spider family is a simple family, consisting of the mother and up to six of her children. The mother roams the earth looking for god-knows-what, while her children diligently follow. Maybe she's looking for the no-good father who decided to ditch out on them. In any case, they're a happy little family.
Don't try anything funny, I've got my eye on you.
One thing that causes a problem is when a nosy player drops by to check on the kids. The children don't mind at all, and mean you no harm by nature, but the mother does NOT like you being near her kids. She will chase you away from the children if you get close (within 6 blocks of her). But whatever you do, don't hit any of the spiders...
Here comes the horde!!!
Because if you attack any member of the family, the mother will let out her war cry and all of the spiders will come after you! They're all so mad, they have smoke coming out of their heads! The mom is no pushover either! She has 30 health, a massive jump attack, and will stop at nothing to avenge her weak 5-HP children. If you manage to defeat her, however, her children will be very sad...
Poor little guy... yes, they cry.
They certainly miss their mom. In fact, they're so traumatized that they will stop fighting you just to grieve their loss. But of course if you give them another smack or two they'll get just as angry as before. Oh well, such is the life of a cute little baby spider. Thank god they never grow up. Oh, and did I mention they are able to hitch a ride on their mothers' backs, or even on a regular spider's back!
Just think of the big, strong hunting spider you'll never be some day!
The new update brings back one of the best parts of the original, being able to spawn your own baby spiders. When a mother spider is killed, there is a 50% chance she will drop an egg or two instead of silk. These eggs can be thrown, and on impact they will hatch a baby spider. The baby spider will then immediately look for the nearest creature and blame that creature for killing its mother. If the baby spider manages to kill this new target (it probably won't), then it will calm down and grieve its mother's death as usual. If you collect the dropped egg shell, you can stuff the baby spider back inside of the egg like nothing ever happened, and reuse it! Just right-click the baby spider with the egg shell. Watch out, because if you attempt to steal a baby spider that DOES have a mother, she will become angered.
Who knew playing with a creature's emotions could be so fun?
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Added a configuration file
Made spider families work better with Brood Maidens
Babies teleport to their mothers if they get stuck.
Requires Risugami's ModLoader and AudioMod to use.
Should be compatible with any other mod. Uses no custom blocks or items.
Baby spiders are considered animals so DrZhark's custom creatures frequently get mauled.
It's actually really funny to watch, and I made it like that on purpose
THIS DOES NOT REPLACE THE NORMAL SPIDERS, these are brand new mob types.
Risugami's ModLoader and AudioMod 1.7.3 - You must install these two mods from Risugami for this mod to work.
Spider Family Mod V5 - for Beta 1.7.3
To kill or not to kill... I dunno, you decide.
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