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Aug 10, 2014VadarRadar posted a message on ☢ Fallout: Desolate Roads ☢ REGENERATION ☢ The Return ☢ [Need Staff]Posted in: PC Servers
Feb 2, 2012Ya, he is probably going to get screwed and end up doing hardcore drugs, getting into jail, being shady, and if he isn't already, become an alcoholic. If he is that open about it, it is probably too late to help him.Posted in: General Off Topic
And by helping him I mean talking him out of it. This will never change him/her, and the only way to have a chance is to report him, as the above users said.
Feb 1, 2012Posted in: SuggestionsQuote from illuknisaa
Both mountain and swamp biomes just suck.
This is what they should look like:
For swamp biome I think there should be a ground half block so that water is not one block deep. Maybe you could walk/run faster than in 1 block deep water.
......... I honestly can't even think up a response to this. I can't. This is honestly one of the stupidest thoughts I have ever seen.
Things like this is why I hate the majority of humanity.
Jan 29, 2012I just don't get Notch, add a mob (sharks) and add another weapon that specializes in being used underwater, maybe a spear. He needs to atleast try it, instead of saying it will never work.Posted in: Suggestions
EDIT: Killing a shark = 1 out of 20 chance of getting a shark tooth. If you do manage that, 1 in 5 chance of getting a non-chipped (perfect) tooth. Stick-Stick-Tooth, viola, spear, ruler of the ocean.
Jan 28, 2012Posted in: SuggestionsQuote from X__toshiro__x
NOW JUST SHUT UP AND LET PEOPLE SAY WHAT THEY WANT I HAVE MY RIGHTS AS AN AMERICAN CITZEN TO *****
Mods/Admins..... forgive me for this.
HOW ****ING STUPID CAN YOU GET. SERIOUSLY.
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Nov 10, 2011FifthWhammy posted a message on [V1.2.5] [SSP] Sensible Enchanting v4.9 - Updated for 1.2.5!Posted in: Minecraft Mods
(Thanks to Souwnd for the banner!)
Sensible Enchanting v4.9
for Minecraft 1.2.5 SSP
New in v4.9: 1.2.5 compatibility! That's all for now.
This minor (and customizable) mod is intended to take away some of the annoyances you might experience while enchanting items in Minecraft 1.2.5.
- By default, all enchantment costs are halved! (You may adjust this or turn it off using a custom settings file--see below.) A level 50 enchantment now only costs 25 experience levels, a level 15 enchantment now only costs 7 experience levels, and so on. (Cost is rounded down if needed. However, minimum cost is 1 experience level, so no free level 1 enchantments.) The enchant window still displays the enchantment's power, but the new cost is visible as well. You'll still need 30 bookshelves for the maximum power of 50.
Why? Because as it stands now, getting the 50 XP levels for a max enchantment requires you to kill
1785925 hostile mobs without dying or enchanting anything else. Frankly, I think that's ridiculous. In my opinion, high level enchantments shouldn't be limited to those willing to construct mob grinders and stand in one place whacking mobs for hours. In comparison, reaching XP level 25 requires 455244 hostile mob kills, which seems more reasonable. (I just discovered that the XP formula was changed for 1.0 and up. Mob counts updated accordingly.)
- You may now increase and decrease the levels of the available enchantments at will! When you place a valid item on an enchantment table, plus and minus buttons will appear at the top right of the GUI. Click them to increase or decrease the slots' enchantment levels by 1; shift-click them to increase or decrease the levels by 10 instead! For convenience, the third enchantment slot will always start with a maximum power enchantment. Note that you cannot increase the enchantment level beyond the table's capability, so you'll still need bookshelves.
Why? Because currently, anyone who wants a certain level has to sit at the enchantment table and drop the item on it over and over and over again, and what fun is that?
- High level enchantments are now more likely to produce multiple effects! For instance, the average level 50 enchantment on a diamond sword would receive multiple effects about 56% of the time. With Sensible Enchanting, that chance is increased to over 70%! Note that low level enchantments (and checks for third and fourth effects) receive a much smaller benefit. If you prefer, this bonus may be adjusted or turned off using a custom settings file.
Why? Because having almost half of highest level enchantments be single-effect seems a bit too weak to me.
- If you enchant an item and are disappointed with the enchantment--say, Knockback II on a level 50 diamond sword--you can immediately reverse the enchantment to recover 80% of the levels you spent! (You may adjust this or turn it off using a custom settings file.) Once you enchant an item, a red reversal slot will appear with the number of levels you can regain displayed in yellow. If, after seeing how your item turned out, you elect to reverse the enchantment, the just-enchanted item will revert to normal and you'll regain those levels! However, due to the strain placed on the item, some of its durability will be lost depending on the strength of the original enhancement. Furthermore, reversal is a one-time opportunity--if you take the item from the table, the enchantment becomes final and you won't get another chance to recover your XP. Choose wisely!
Why? Because if you don't get a satisfactory result, you shouldn't have to earn all of those levels again just for another shot. Although enchanting is random by nature, you deserve to be rewarded for your work.
- At any enchantment table, you can now repair enchanted items for a modest XP cost! (If you prefer, you may disable enchanted item repair or modify the XP cost for repairs using a custom settings file--see below.) The exact cost varies depending on the number of enchantments and the strength of each individual enchantment, but is not affected by the item's type, material, or remaining durability; for instance, that Sharpness III in the screenshot below costs only 3 levels to repair, considerably less than the 20 levels spent to make it!
To repair an enchanted item, simply place it on any enchantment table, and a blue repair slot will appear with the XP cost displayed. (You'll also see the repair slot just after you enchant an item.) However, just as with normal repairs, you'll need to use another item of the same type and material, although this item does not have to be enchanted. After placing that item in the new component space, click the repair slot to add durability back to your enchanted item for the cost of your component item and some XP. Note that attempting to repair enchanted items using a standard crafting grid will still result in the loss of the enchantment, so make sure to do your enchanted item repairs at an enchantment table!
Why? Because enchanted items are meant to be used, after all.
- Bookshelves are no longer obstructed by objects in between them and the enchantment table!
Why? Because some players get confused when they have 30 bookshelves but aren't getting maximum level enchantments because of an errant torch, ladder, or sign. (If you prefer Minecraft's original bookshelf-counting algorithm, you can reactivate it using a custom settings file.)
Screenshots for your viewing pleasure!
First, some v4.0 shots of enchantment reversal (note that enchantment costs were set to 100% for this demo):
Just after enchanting, you've given the opportunity to reverse it to regain some XP...
...like so! The item was damaged due to the strain of reversing the enchantment, but it's easier to replace items than XP!
Both cost and power are now displayed! Note the plus and minus icons in the top right corner of the GUI.
Clicking on those icons will adjust the levels of the available enchantments!
Place an enchanted item back on the table to see its repair cost.
To repair, place the second item in the component slot and click the blue "repair" slot. (Yes, that's what it says. Original, isn't it?) Unlike vanilla repairs, SE repairs preserve your item's enchantment!
Like most other mods, installation is simple: open your minecraft.jar, drop in the .class files included, and copy the new SEenchant.png file into the jar's gui folder. Delete the jar's META-INF folder if you haven't already. That's it!
That's all for now. Stay tuned for new updates and ports for new Minecraft versions!
Sensible Enchanting is designed for maximum compatibility with other Minecraft mods, overwriting only one base class--the enchantment table block. Most mods that don't modify the enchanting system or the enchanting table block, including TooManyItems, SinglePlayerCommands, and practically all ModLoader mods, can be used alongside SE. However, since SE uses a separate enchantment GUI, inventory mods and GUI mods such as Customizible Inventory may not be able to modify it. (All other GUIs, however, should be changed as expected.)
If you're using a texture pack with custom GUIs, SE's variant of the enchantment GUI won't match your texture pack. Unfortunately, I can't do much about this--I'm a modder, not a magician. Of course, you're welcome to modify or replace SEenchant.png for use with your texture pack.
Custom Settings (NEW!):With the optional custom settings file (SensibleEnchanting.txt), you can disable enchanted item repair or alter the enchantment and repair cost modifiers. Place SensibleEnchanting.txt in your .minecraft directory (where lastlogin and options.txt are found) and modify it to suit your tastes. (The settings file is annotated, so reading it will tell you what sorts of settings are available and what they do.) If you don't install the custom settings file, Sensible Enchanting will use the default values.
If you already have a custom settings file from an earlier version of SE, you can safely keep using it without issue. SE will just use the default values for any new settings your old file left out.
That's all for now!
Download now! (Sensible Enchanting v4.9 for MC 1.2.5, 21 KB, 4/4/2012)
Links to previous versions:
Sensible Enchanting v4.8 for MC 1.2.4, 21 KB, 3/25/2012
Sensible Enchanting v4.7 for MC 1.2.3, 21 KB, 3/5/2012
Sensible Enchanting v4.6 for MC 1.1.0, 21 KB, 2/2/2012
Sensible Enchanting v4.5 for MC 1.1.0, 21 KB, 1/14/2012
Sensible Enchanting v4.0 for MC 1.0.0, 22 KB, 12/8/2011
Sensible Enchanting v3.0 for MC 1.0.0, 18 KB, 12/4/2011
Sensible Enchanting v2.5 for MC 1.0.0, 14 KB, 11/30/2011
Sensible Enchanting v2.0 for MC 1.0.0, 26 KB, 11/25/2011
Sensible Enchanting v1.5 for MC 1.9pre5, 25 KB, 11/15/2011
Sensible Enchanting v1.0 for MC 1.9pre5, 11 KB, 11/11/2011
Special thanks to the fine fellows responsible for the Minecraft Coder Pack. If you'd like to get started with your own Minecraft mods, MCP's a great way to start. (But if you just want to play this mod, you don't need to worry about MCP at all.)
Disclaimer: This Minecraft modification was created by FifthWhammy, who does not own the rights to Minecraft or Minecraft source code. (That's Mojang AB, not me.) You may distribute this modification freely as long as credit is given and this README file is also included. Neither I nor Mojang are responsible for any damage, distress, or data loss suffered by you, the user of this modification. Use at your own risk. Batteries not included.
Aug 25, 2014Posted in: Recent Updates and SnapshotsQuote from mg127PS: they added a "custom world" option where everyone can adjust values for the terrain generation.
They just added Wedge, a mod created my TheMogMiner himself, without even making it user-friendly. I mean, it's already quite sad they keep taking mods into the game instead of creating something you would expect from a paid professional but they took months to implement code wrote by one of them and they even didn't think of revamping it to make it simpler, more intuitive and more powerful; for example, try having a map with not many caves, high rolling hills and large flat beaches: it takes hours of frustrating trial and error to realize it's goddamn impossible.
And don't even get me started on the "optimization" that is making the game almost impossible to play on my old laptop that used to run 1.6.4 just fine.
The above represent 90% of the update from the perspective of someone who just wants to play the game and not make it prettier or more fit to a plugin API that is going to happen so late it'll probably be irrelevant. It's disappointing to say the least.
Jul 18, 2011AtomicStryker posted a message on [1.12] Multi Mine - switching off a block doesn't heal it anymore!Ladies and Gentlemen, i give you ... Multi Mine.Posted in: Minecraft Mods
Skip to 1:15 for the actual mod
It's so you don't have to point nonstop on a Block, never letting go of the mouse button, to finish it off. You can pause, walk away, mine another Block ... whatever you want.
As of 1.3.2 this mod is completely networked. It works for multiple people on a server, you can take turns beating Blocks ... or mine together for more Speed!!!
Block Damage is limited to 30 Blocks at a time across the server. It is not saved, it does not interfere with your savegames. Damaged Blocks regenerate "slowly" after an initial short duration.
Downloads moved to:
My other mods:
Sep 19, 2013Posted in: Minecraft NewsQuote from randomsteve
Am i the only one who is quite dissapointed in the changes discovered so far? Why do they spend their time on making instagram filters, while their are so much more important things to do....
Agreed. This is a "feature" I will never ever use. Completely pointless and stupid.
Feb 24, 2012MissAllaprima posted a message on Why are the moderators refusing to enforce these rules in the modding forum?Posted in: Forum Discussion & Info-NO asking for mods to update.
-Bump Threads - Do not bump threads to get more replies or reply to older threads that have dropped off unless there is significant new information to add.
Why are these rules not being enforced? Do they honestly not care about the fact that many, many mods are pushed off the pages by noobs who can't even upload an avatar shitting up the forum with their begging?
Jan 26, 2012Kittychanley posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open betaMy chat window continuously repeats: Error in TileEntityBuilding.updateEntity(). Check Millenaire.logPosted in: Minecraft Mods
This is what the log says:
2.1.4 26-01-2012 20:21:50 MAJOR: abandonedmine_0 at 505/79/2151/2/0 null: Speak: Error in TileEntityBuilding.updateEntity(). Check millenaire.log. 2.1.4 26-01-2012 20:21:50 ERROR: abandonedmine_0 at 505/79/2151/2/0 null: Exception in TileEntityBuilding.onUpdate(): 2.1.4 26-01-2012 20:21:50 Exception, printing stack: 2.1.4 26-01-2012 20:21:50 java.lang.NullPointerException at MLBuilding.checkSeller(MLBuilding.java:991) at MLBuilding.updateTownHall(MLBuilding.java:4401) at MLBuilding.updateBuilding(MLBuilding.java:4031) at mod_Millenaire.OnTickInGame(mod_Millenaire.java:521) at ModLoader.OnTick(ModLoader.java:1131) at EntityRendererProxy.b(EntityRendererProxy.java:16) at net.minecraft.client.Minecraft.x(SourceFile:742) at net.minecraft.client.Minecraft.run(SourceFile:662) at java.lang.Thread.run(Unknown Source)
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