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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Chrisn1995 »
    How does one go about changing where a player starts when loading the map for the first time?


    This was asked and answered like. A page ago or something. And multiple times before that.

    Here we go again...


    FOR EVERYONE who would like to change the initial spawn location of the player, for when their map is loaded fresh:

    Turn map editing mode on by typing /mapedit in debug mode. Place a spawn block where you would like the player to respawn upon death. Turn debug mode off, and walk through the now-invisible spawn block. Move to the exact position you want the player to start in, and discard any inventory you don't want the player to start with. Re-enter debug mode, and toggle map editing mode off via /mapedit.

    When distributing your map, you will want to give out the version of it located in AdventureCraft\maps\.



    AdventureCraft desperately needs a wiki.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Arsnof »
    Quote from CyborgDragon »
    As for NPCs, rumor has it that Okushama may be working on NPCs for AdventureCraft.


    *mind asplodes*

    I've only played Windwaker and Twilight Princess before, but I've just started Ocarina of Time (because of AC, actually) so, yeah, the Scales. As for the health, I'd assume adding a second row would be a little less complicated than animating it to cycle over. The simpler, the faster, the better.


    That an "official" IRC chat for AC, or is there one? If so, mind my asking regarding what server it's on, and the channel name if it's not #Risucraft? Thanks, thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Steel_Pig »
    CRYECT YOU DID IT! IT WORKS FOR MAC THANK YOU THANK YOU THANK YOU :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: :iapprove: YOU BROUGHT A DREAM TO MULTI PLATFORMS YOU TRUELY NOW DO DESERVE ONE MILLION DIAMONDS!


    This.

    I don't have a Mac but jeez, thank God the complaints will cease. Some of them. e_e
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from papareborn »
    So cryect are you going to fix that thing where if it has no support under it it will fall? Like, just like sand and gravel?
    Also are you going to make it possible to have other blocks be pushed? Maybe make it that we just build pushable blocks, but then when we select them and right click we can choose which block it will be from the palette? That would work.

    And how about pushing whole pillars? Maybe ALT+click would push all pushable blocks on top of the selected block? That would be a cool feature too.

    Lol, and ONE more thing. As of now the player can pull a block into his feet. Is that fixable?

    Thanks~!


    1 - Cryect pretty much said exactly that. Yes, he's fixed all the pushable block bugs for the upcoming release.

    2 - He has said that the appearance can or will be able to be changed, for the pushable blocks. Of course, if they're changed to look like other blocks, they still won't have the traits of those blocks (such as wood catching on fire, TNT exploding, etc.).

    3 - Whole pillars sounds like a good idea, but hmmm... I wonder if he could introduce either higher-power gloves, or a way to increase the power of the current glove. If you think about it, moving more blocks at once would be heavier, and would require more power.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Cryect »
    I'm headed out for most of today but letting you guys know I've already modified the pushable block so it falls down like sand if it has no support under it (which resolves the issue with it getting stuck) and pushable blocks can be pushed into fire to extinguish them.


    Yayyy hehe! *claps like a child and kicks feet*

    @quarg Ooh blocks sliding on ice! Until they hit a stopping point? Very yes for killing two birds with one stone 8D. But how would pulling work on ice?

    @createjc: About your sig... Lapis lazuli is a real mineral that exists in our world. It's not just some random name Notch made up, haha. Look it up on Wikipedia or w/e if you're curious =P.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Steel_Pig »
    I know all you windows folks will be saying MAC SUCKS WE WANT MORE FEATURES WHO CARES IF THEY GET TO USE THIS MOD OR NOT! But A: This is not a Mac vs Windows thread and B: Cryect worked hard on this mod and the more people who use it the more of a point there is towards making it for everybody. The only reason he probably made it in the first place was to hopefully cure everyones bordem after the feel of minecraft ssp wears off and your looking for ways to enhance the game. Anyway i hope you do get around to fixing it put us out of our misery and tell us :biggrin.gif: That way we can stop thinking YES HE IS GOING TO FIX IT THIS UPDATE! Only to be disappointed when we find oh more benefits for windows users.... And then we all go and start ripping our homes to shreds in anger.
    SO PLEASE FIX IT FOR MAC ASAP CRYECT WE WILL BE MOST THANKFUL IF YOU DO :biggrin.gif:


    I'm not at all against Mac users getting this to work. My best friend uses a Mac. I've been trying to convince one of my friends to figure out how to install it for Mac, and then to make some sort of tutorial, written or otherwise. No luck yet, heh.

    @cokeman5: There is only one designated block that can be moved by the power glove.


    @Cryect: Crash+error received while trying to push a block, shortly after pushing and pulling it around for a little while:
    java.lang.NullPointerException
    	at net.minecraft.client.Minecraft.a(Minecraft.java:912)
    	at net.minecraft.client.Minecraft.i(Minecraft.java:1140)
    	at net.minecraft.client.Minecraft.run(Minecraft.java:518)
    	at java.lang.Thread.run(Unknown Source)
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from ShadowyFigure »
    Quote from ShadowyFigure »
    Is there a way to JUST get the duel weild? thats really all i want.

    *Cough*
    >.> <.< (-(-.(-.-).-)-)


    Similar
    question
    asked
    every
    day.

    Answer
    =
    no
    every
    time.

    TO ALL who want any part of AdventureCraft as a separate, standalone mod for vanilla Minecraft:

    Cryect doesn't want to have to manage multiple mods at once. If you have the know-how, he says you're welcome to pick the code out of the mod yourself, as long as you give him credit.



    @Lawligagger: Grapple hook is basically the same thing as hookshot. Already in the mod.

    @Chrisn1995: The last spawn point you triggered while outside of debug mode BUT in map-edit mode will be your permanent spawn point when the map is loaded into a new save/world.

    @papareborn: Sounds like you need to strictly use only the /mapedit feature to edit the version of the world that's in the maps folder. From what I've heard, if you tamper with any of the folders in AdventureCraft\maps (especially while that respective map is open in AC), it can really jack stuff up.
    If you don't understand how /mapedit works, it's like this: When you toggle /mapedit to be on, the entire world as it is will be saved to the version of the level in the \maps folder. All changes you make after that point are also saved to the permanent map until you turn it off.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    -Tree deletion tool.
    How lazy can you be? He's already greatly simplified building and destruction from vanilla MC, not to mention leaf decay is (presumably) still in place.
    -Copy/Paste tool.
    Yes, could be nice.
    -Undo button?
    Could also be nice, but really the management of a map is ultimately the creator's responsibility.
    -More bosses.
    I think a *lot* can be done with the current mob selection, not to mention there'll be a few more (such as giants) in the next update. You just have to get creative, integrating different kinds of blocks and strategies into the boss arena.
    -Fog/mist.
    Mmm, the player can already kinda control this. You're saying you want a static setting for it that the player can't modify?
    -More conditions to activate a trigger, such as death or a timer.
    On death is possible, with clever use of the "reset on death" feature of memory blocks. Use inverters and such. He has said that timed triggers are coming within the next update or so.
    -Locked chests that can be opened with a key.
    Cover the chest with locked door blocks? xD
    -Toggle droppable hearts.
    Even beyond this, definition of what all mobs can drop would be nice. Such as adding bomb drops after the player's first acquisition of bombs, arrows, etc.
    -Option to make something never respawn.
    This can be done, e.g. setting a mob spawner to spawn only on trigger, then tying it to redstone power so that it only activates once, when all blocks are reset via F6. Need to use memory blocks for this kind of thing, too.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Steel_Pig »
    Seriously what we need is a tutorial: Place Advenurecraft folder in such and such location. Enter such and such code to create a shell then enter this code to run the mod.

    YES I KNOW ITS THE END OF THE WORLD SINCE I DOUBLE POSTED (For all those who take things like that seriously it WAS A JOKE!)


    If there was a considerate Mac user who had figured out how to install AC, I'm sure we'd have said tutorial by now. I mean, I'd do it if I used MacOSX. x)
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Steel_Pig »
    Has a :SSSS: been inside the code for the mac installer?


    :SSSS:s spawn inside Macs themselves, didn't you know? ;D
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Shadow771 »
    Just got the mod, am loving it so far. Also, is there any possibility of the view distance being integrated into default minecraft?


    So many people asking this omgowijefigrpoghuwerjfsiojveoifjoenn !!

    Sorry, better me than Cryect e_e. The answer every time is no, just an FYI. He doesn't want to have to manage multiple mods.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Here's a technical description of the music blocks' Fade Out and Fade In times, since they're a little vague, and maybe not what you think they are.

    Both of these parameters only apply when that particular music block is triggered, and basically occur at the same time.

    Fade Out: The time the previously-playing music takes to fade out, if there was one.

    Fade In: How long the music which is assigned to the current music block takes to fade in.

    This means that you can't directly control the fade-out time of the track you're setting up to play, but must instead set it with all the blocks it will be fading to. Hope that makes sense!


    Poor, poor Macintosh users. ;j


    @Cryect: Falling sand does indeed spawn in a corner -- the upper-northeast corner of the block specified, to be exact. Seems like the game then snaps it to a horizontal block coordinate (to the block specified) before it becomes visible. Therefore, if there is a block directly north, northeast, east, on the defined spawn coordinate, or directly above any of these four blocks, sand and gravel will not spawn. This means a 4x4 space is required to spawn a 1x1 block =X. Minecarts, TNT, and boats also spawn in this corner. These five items would ideally spawn directly above a block within the specified selection area.

    Edit: Sand can fall through untriggered doors, unless it spawns directly above them. Is it possible to keep sand in falling state when spawned above an "invisible" or rather untriggered door, and to change it to falling state when the door disappears? If so, that can be a roundabout way of creating water gates, light switches, etc.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from Cryect »
    Tomorrow will be reading over the posts of the past few days been busy with work and just focused on coding today.

      [*:29xs271u]Mob spawners now can spawn more types of entities.
      [*:29xs271u]Music fade in and fade out can be controlled and more can be seen.
      [*:29xs271u]Fixes items not being usable if a block is highlighted
      [*:29xs271u]Fixes locked doors to not have lapis on the bottom and top

    No Maps - http://www.mediafire.com/?0ss2i1y2b3g5iak
    With Maps - http://www.mediafire.com/?4hc6snyeuamebd0



    Very cool, thanks so much! I'm psyched. Probably a good thing you didn't read over all the most recent posts. You might end up with a small migraine when you do >.<;.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from rzork »
    When going through a trigger that is linked to a music block. Music is in .ogg format.


    Does it happen every time, to any trigger that is linked to a music block? Have you tried with different .ogg files, such as the ones provided with Minecraft? (cat.ogg and such) Haven't had this issue personally, and run w7 64bit.

    This may seem silly, but who's up for starting a new topic dedicated to support, so this can be just for comments, suggestions/requests, and updates? (Heck, I think this mod deserves its own board or even forum.)


    @Cryect - suggestion: Wind/Fan blocks. Generate wind or underwater current that pushes the player and other entities away. Effective for a certain distance or until the flow/current reaches a solid block. Possibly de-/re-activate-able via redstone. Yay/nay?
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Quote from cokeman5 »
    What would I have to do so that when I make a new world it is like a normal minecraft world, instead of it starting out flat?

    Also, when I try to right click a mob spawner with the cursor it just selects it, how do I edit it?


    As for the first question, this functionality has been disabled in AdventureCraft. All chunks generated in AC are completely flat. IMO the best way to do that is to start a new world in unmodded Minecraft Beta, explore as far as you'd like to build your AdventureCraft map, then quit, copy and paste that save from .minecraft\saves to AdventureCraft\maps, then re-open in adventure craft. It's a little trouble, but nothing too bad =P.

    Second, ensure that you're in debug mode when you try to right-click with the cursor (F4 to enter debug mode). Extra functionality for those sorts of tools is disabled outside of debug mode, mostly due to dual-wielding.


    @Cryect: Ah! I almost forgot. A simple request, but would be handy. Can you enable ctrl+mouse-scroll to change slots with the off-hand? I'd love that 8D.
    Posted in: Minecraft Mods
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