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    posted a message on Spawn Detector (Liteloader Only)

    Yeah, I know. I didn't know much about what liteloader files were. If they had a certain formatting or anything.


    I downloaded the mod the first time with Windows Edge. The second time I downloaded it, I was using Chrome.

    Posted in: Minecraft Mods
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    posted a message on Spawn Detector (Liteloader Only)

    Yay! I got it working. Thanks for the awesome mod, Shadow Hawk.


    Turns out the issue wasn't with Liteloader or Forge, but somehow a broken download link. When I originally downloaded the mod, it was a Zip file, instead of the '.litemod'. I redownloaded again from the link above, and got the correct '.litemod' file.


    Everything is working now.

    Posted in: Minecraft Mods
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    posted a message on Spawn Detector (Liteloader Only)

    I have the latest version of Liteloader for Minecraft 1.10.2, the snapshot release. I am using this in partnership with forge.

    For some reason, Liteloader will not load this mod. I cannot understand why. I dropped the zip into my mods folder. It doesn't look like it throws an error message or anything. It's simply ignored. Any tips?

    Posted in: Minecraft Mods
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    posted a message on [1.5.2 All Mods] [SSP/LAN] Mob Talker & Cute Mob Models! Achievements! DEVELOPMENT ENDED.
    Quote from 2030knight

    I'm not talking about how hard it would be to create the code... I'm talking about that the mod hasn't been updated for a while already...

    it's just beeing kept functional... although I think there's an update coming...



    you just wait... this will be updated to work with miencraft 1.5... xD


    Well I assumed that, lol. I ment after everything's caught up and all that.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2 All Mods] [SSP/LAN] Mob Talker & Cute Mob Models! Achievements! DEVELOPMENT ENDED.
    Quote from 2030knight

    I like your idea... but I think it might be too hard to be implemented...


    I am also a programmer for java. I make custom plugins for our bukkit server wraithaven. I've also made simple java programs and games. I understand that, yes, it would be a little hard. But it can be simply done in the same manner bukkit did their plugin system.

    Simple have a folder somewhere in the .minecraft folder called "Mob Talker Plugins". Then have jar files be put in here. The plugin would have the default:

    public static void main(final String[] args){
    //code
    }

    Then mob talker would run the line:

    String pluginname = "MobWait";
    String command = "STAY";
    String args = "args1 args2 args3";
    String path = "What\ever\the\file\path\is\Mob Talker Plugins";
    Runtime.execute("cd "+path);
    Runtime.execute("java "+new File(path, pluginname).getSimpleName()+" "+command+" "+"args);

    The command and arguments would be passed down as java initializers. Yes this code probley has a few typos, but overall should work. Not too hard. Hardest part would be to decode the script into a plugin name, command, and arguments. Other then that its simple. Also an API would help. ^^
    Posted in: Minecraft Mods
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    posted a message on [1.4.2][SSP/LAN]Mob-Talker Beta-11[open-sourced]
    Quote from MQhelper

    It would be better if you would have posted this in the new thread,as this one is not active anymore. :)

    http://www.minecraftforum.net/topic/1609296-147-ssplan-mob-talker-cute-mob-models-unofficial-update-achievements-scmowns/


    Sorry about that. Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2 All Mods] [SSP/LAN] Mob Talker & Cute Mob Models! Achievements! DEVELOPMENT ENDED.
    Hi. I've used this mod, and think its quite amazing. Although, I had a simple feature request. Plugins maybe? This mod is great in concept and in art, but there is little to do other then have the mob follow you around and talk to it. More actions would bring the mobs to life more then they are now.


    My idea is to have plugins. A folder where the player can download plugins from other fans and drop them in. Then scripts can use these plugins for more actions.

    For example, I have a plugin that allows mobs to stay in place until futher notice. I'll call the plugin MobWait for demonstration purposes. Then script can then call something like:

    #MobWait-STAY=(args1, args2, args3, ..,etc)

    then the mod will pass down the command "STAY" and the arguments to the plugin "MobWait", then the plugin can run its code.



    I belive that this idea will highly bring out the ideas and imagination of the fanbase. As well as bring the mod to life, sort of speak.

    Just an idea. Thanks






    Ps. One other idea is the abiliy to install multiple scripts at once. Then when a mob spawns, it would take on a random personality from the scripts. This will allow for certain mobs to get a chance to be violent, and others to be very nice. Just to help bring out a lot of personality from mobs. Plus it gives the game a kind of "surprise" to it. "What's this creeper going to act like?", and "Is this cave spider going to kill me, or help me?"

    Also would make the game easier to check out scripts on a large scale without having to switch out scripts all the time.

    Sorry, just thought the mod could really use this.
    Posted in: Minecraft Mods
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    posted a message on [1.4.2][SSP/LAN]Mob-Talker Beta-11[open-sourced]
    Hi. I've used this mod, and think its quite amazing. Although, I had a simple feature request. Plugins maybe? This mod is great in concept and in art, but there is little to do other then have the mob follow you around and talk to it. More actions would bring the mobs to life more then they are now.


    My idea is to have plugins. A folder where the player can download plugins from other fans and drop them in. Then scripts can use these plugins for more actions.

    For example, I have a plugin that allows mobs to stay in place until futher notice. I'll call the plugin MobWait for demonstration purposes. Then script can then call something like:

    #MobWait-STAY=(args1, args2, args3, ..,etc)

    then the mod will pass down the command "STAY" and the arguments to the plugin "MobWait", then the plugin can run its code.



    I belive that this idea will highly bring out the ideas and imagination of the fanbase. As well as bring the mod to life, sort of speak.

    Just an idea. Thanks :D






    Ps. One other idea is the abiliy to install multiple scripts at once. Then when a mob spawns, it would take on a random personality from the scripts. This will allow for certain mobs to get a chance to be violent, and others to be very nice. Just to help bring out a lot of personality from mobs. Plus it gives the game a kind of "surprise" to it. "What's this creeper going to act like?", and "Is this cave spider going to kill me, or help me?"

    Also would make the game easier to check out scripts on a large scale without having to switch out scripts all the time.

    Sorry, just thought the mod could really use this. :)
    Posted in: Minecraft Mods
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    posted a message on More Pistons Idea
    Basically I had an idea for a mod to add new type of pistons to the game. Currently there are 2 types. They would mostly function like current pistons however they would have some slight different abilities.

    TYPES:
    Longer Arm Piston- The piston would push blocks 2 meters forward instead of just 1 meter. However, if only 1 meter of space is available, it would only push them 1 space.

    Automatic Piston- This piston would automatically push forward when a block is placed of generated in front of it. (ex: sand falling) Powering it with redstone would still make it extend normally.

    Grabber Piston- It would work the same way as automatic pistons only with sticky pistons. And it would only extend if the block is 2 spaces in front of it with a block of air between.

    Magnetic Piston- It would work like a normal piston but instead of pushing what ever it touches, it would push all the block 12 meters ahead of it. Up to a bed rock, obsidian, or another unmovable object. The magnetic field would not be able to pass through it.

    Magnetic Positive Piston- Same thing as the piston above only it would act like a sticky piston instead of a normal piston.

    Gentle Piston- Would be able to push around Transparent block such as redstone and flowers.

    Launcher Piston- Throws all entities it pushes several block ahead instead of just pushing them.

    Diamond Piston- Can push block up to 32 block instead of the normal 12

    Mega Piston-Can push up to 100 blocks instead of 12 or 32.

    Chain Piston-When pulled by a sticky piston or another chain piston, it would pull any blocks in front of it. (much like from the original piston mod) Otherwise it would just act like a normal sticky piston.

    Crusher Piston- It would compress block down into their simpler form when it pushes 2 of them into a non-movable block. (cobblestone=smooth, sand=sandstone, gravel=clay, end-stone=end portal frame, half-tiles=their full blocks)

    Breaker Piston- When pushing several blocks, if the piston cannot push again when powered,(ex obsidian, bedrock, 12 block limit) it would turn the block closest to it into item form. So you can make automatic cobblestone farms. :smile.gif:
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Canoby

    Try a different browser, or (if you are using a laptop) try another connection.

    Or just wait and try again about an hour later.


    AFAIK you can use pistons just fine, but you have to switch the controller "off". People use pistons to create "landing gear" and to make hitches etc., though doing this "on the fly" while the controller is active doesn't quite work yet. - bear in mind it's been a while since I played with pistons on a Zeppelin.

    Do you mean add live craft piston support? I'm thinking it may be on the list (albeit after a few bigger items).


    Kinda, I mean for example you create a large 5x5 hollow box of wooden planks with a door on it. You would be able to throw a type of controller box on it to glue everything together, and then that entire box can be moved by pistons around as it were a single block. Without making the already placed block collide with each other, and maintaining it's shape. This would be to make auto driving trains you can go inside of, or castle gates without having the pistons come up out of the ground. Basically The same way that 1 piston can move up to 12 blocks at once, just adding more dimension to this concept. It would continue to render the blocks normally after the box is placed so redstone and everything would still work on it.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Hello, I've used this mod and found it very fun to use. The collision is a bit off but its still cool. I also have a suggestion if your interested.

    Why not make piston pushable machines? They would not be controllable and would remain a normal block unless a piston pushes them/ pulls them/ pushes another block into them. Then they will turn into a block tile entity and move as if it were just one block, still following all the same piston rules. (can't move more then 12 blocks out, stops at obsidian, etc.)

    It would be very useful for making automatic machines such as trains, cars, elevators, digging machines, etc. You would be able to store redstone on it as well that can be used when the machine is not being pushed, to make the machine controllable with redstone. Thus allowing things to not only move around, but also have a function!

    Tell me what you think about this idea if you can.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Hello, I have downloaded and tested your mod.

    This mod is awesome! Best one so far! Very fun to use as well. I have found 2 bugs however.

    1) If a player rides the ship to the top of the map, they are unable to edit the top layer of the ship. Sometimes can't even ride the ship back down. The top layer of the map can hold blocks, placed naturally or by use of say world edit or something else. But it is not editable by the player. So it makes it impossible the edit the ship once that point is reached. The solution: just make the ship not able to move higher then layer 126, instead of 127. Problem solved.

    2) If 2 active TNTs go off on the ship at once while its active, the games crashes instantly.

    Other then that, no problems found. Great mod!

    Also, it would be awesome if you can make RedStone work on the ship while its active. :smile.gif: Maybe not block placement, but it would be awesome to fly around while unloading waves of arrows down upon unsuspecting zombies and creepers. :smile.gif:
    Posted in: WIP Mods
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    posted a message on Mob Team-up
    I had recently just finished my largest mob trap machine ever. =) but the mobs did not like to die. =(
    Well, I have a red stone light at the collection point leading back to my house. It went on, so I headed off to the trap. The trap contains a near vertical spiral stairway. When I got there, 2 creepers jumped out and blew up half the trap. D= The worse part was, there was no drops at the collection spot. Just a chicken that had somehow slipped though.
    How could the chicken do such a thing?!
    Posted in: Survival Mode
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    posted a message on Some Ideas I had
    I was collecting some stuff to make a bow. (Killing some :Spider: ) when I came up with the best idea for mine craft ever! :Notch: said on wiki that he was planning on making little tribal villages to find other people at. Well if that is ever implemented, this idea would solve a lot of mob problems. You could hire people to help you. You could go to a merchant and buy ideas for gold, you could hire an archer who shoots any :SSSS: :Zombie: :Skeleton: :Spider: :Pig: :Sheep: :Notch: who get to close for him. You could buy maps of the area. Yeah! stuff like that. Of course, attacking them will turn them rebellious against you. lol. And you would have to pay the archer so much :GoldBar: per day. Or else he'll quit.
    Posted in: Alpha - Survival Single Player
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    posted a message on Some Ideas I had
    Yeah, I agree. Making it flow slowly would be better. And I though a while. Maybe having it blow up would be a bit much. It would almost erase the need for :tnt: . A player could just get some oil in a bucket, go to the top of a hill, and pour. The oil would run down the side all over. Basically setting a bunch of liquid :tnt: everywhere. Get some flint and steel and you could blow the mountain with little effort. Agree? So maybe just have it set fire quickly. It sounds more like oil than exploding. Like coal. Flaming waterfalls, Some more like lava. =( Both ways have pros and cons.

    Another way to do it is just making it explode, but making oil extremely hard to find. =)
    Posted in: Alpha - Survival Single Player
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