If I need to be:
IGN: arcticwolf15
Days playing: none, since I can't join
Join reason: I need a new server to play on
Activity: Anywhere from 2-6 hours a day, not just on Minecraft though
Skin: I won't use the default, but I have a custom prisoner skin based off my main one
Two things:
1. Am I accepted?
2. It seems like the OP and application say two different things: OP says skin is optional, and application says (required), so which is it?
I found this seed, which had a crapload of clay deposits.
Spawn: -25, 64, 5
Picture:
The red is the clay deposits. Please note that I rendered the world a SECOND time, so it may be off. This is also rendering a SINGLE time, not moving after spawn.
Minecraft Username: arcticwolf15
Age: 13
Name: I don't feel great about giving my name away, but I go under the fake name Ahnic Shria
Gender (Male/Female): Male
Country of Residence: USA
Why do you want to play on the Server? (3 Sent. Min.): I have not started playing on servers until recently, when my friend created a private server. Now, I can't go on because his computer has problems. I heard about Prisoncraft, which is not down. I considered this server when I heard about it, and I'm really looking forward to playing on it.
How active will you be on the server?: I'm only active (during school time) on the weekends, Friday through Sunday. During the Summer, I can play almost every day. During that time, I may go on the server.
Do you have a microphone (Yes/No): Yes
Will you be active on our Teamspeak (Yes/No): No, don't know what it is.
Have you read and understand all the rules? (Yes/No): Yes
Are you using the Prisoner Skin? (Required): No
Are you willing to sing "Friday" by Rebecca Black on Teamspeak?: Hell no... Okay, maybe. :smile.gif:
Any other information you would like us to know about you: I would like to be PMed about my application, when that is done, and when the server is back online. (Yes, I read the post :tongue.gif:) Also, I have served as OP on multiple servers, and never once have I been taken out of this status.
1. When you start the game, go to the task manager, find javaw.exe, right click, and set priority to high or realtime.
2. Press f11
3. Turn on fast graphics
4. Turn down render distance
The only glitches used were the slope-phase glitch (which makes them magically appear). Despite what it looks like, the propeller is not actually a booster. It hits the cart on the tracks, which is then hit against the other carts in the stack, thus causing momentum. Physics man. SCIENCE.
I used the Too Many Items mod, and Single Player Commands mod. Besides this, no actual hacks were used in the game.
Fun Fact: After I filmed this, it immediately started raining.
Okay, here's what I do in most of my Mining and Crafting:
Build TNT cannons
Build TNT cannons that LOOK like they work, but blow themselves up (make your friend operate it!)
Blow up random crap
Set fires
Spawn 30 creepers, and put lightning on them. Turn of fly... (mods)
Have a wolf-sheep war
Build statues, use TNT cannons
Experiment with water
Build an obsidian generator
Play Zombiecraft
/kick pyrokitt (don't ask)
Redstone contraptions
/kick pyrokitt
Run a server
/kick pyrokitt
Play around with lightning in single player commands
Okay, who here likes the mod support? Probably no one, because THERE IS NONE. Notch plans to add it, and I have a few ideas on how it will work. And no TL;DR ****.
Adding ModsThe Mod Folder
Much like the texture pack folder, you will place mods in .zip form here. The game will then know to use these files when the mod is active (see below). Also like texture packs, mods can have .txt's for their descriptions, and .png's for their picture.
Activating and Deactivating ModsWith a single click!
Once the mod is in the mods folder, the player can scroll through them, and click the mods they want. Mods that are active will have some indication (like a checkmark) as to when they are active. Activation simply determines whether the mod is used or not.
Behaviorand Existing .class Mods
Now for the gameplay portion. Modded .class files are loaded, and played as they would be as if they were in the .jar file. Now, at this, it seems you would be limited to only new .class files, and not being able to edit the old ones. Not to worry, as there will be a new file. For now, I call it change.class. The game will scan this file, and read it as it normally would. However, the file will tell the game to make alterations to existing files. This could be using the e.class in that mod instead of e.class in the .jar, adding a line to the original .class, or disregarding an original class file altogether. Textures will by handled by corresponding .png's, each unique to the item, so no need to constantly tinker with the terrain.png.
Multiple ModsNo More Incompatibility!
Here's the best part. Mods have very little opportunity to overlap and cause problems. I'll do this portion through example. Say you have IC.zip (Industrialcraft) and SDKG.zip (SDK Gun Mod). Let's say that they both use a block with id 200. Not to worry, as the game will treat both items as different entities. How? One block would have the id IC_200, and the other SDKG_200. The same goes for .class files, such that there is e.class, IC_e.class, and SDKG_e.class. The only problem I see is that a change to from both mods to the same original .class file might cause problems.
Removal of ModsIt won't crash your game!
Mods will stay in the mod folder until manually deleted in game or removal from the computer. You can also just deactivate it. But what happens to the SDK_200 item you picked up? The game will give it a placeholder sprite (like a ?) and keep in in your inventory. However, you can't use it for anything. This way, you won't crash your game. The same goes for blocks. Mobs that are not original will be despawned, and modified mobs will return to their natural state.
Mods and ServersCoD: Minecraft Warfare!
Your server will also get a mods folder, which will tell the server what to do. They work the same way, and may even correspond to SP mods, but must be added and deleted manually. Using SDK Gun mods from earlier, a server admin would use an SMP version of the mod. A .class file would tell the server it corresponds with the SP mod SDKG.zip. When a player joins, if they do not have the mod, they will be kicked. The needed mods will be listed, and they can get them if they wish. If a mod is not active in SP, but a server requires it, the server has a setting to activate it for that play only, so that a person won't be unnecessarily kicked.
MockupsWhoo! Photoshop!
None yet, but you could contribute some if you wished.
Correct me if I'm wrong, but a normal creeper blast is 1/4 the strength of TNT. An electric creeper is double that, so it is 1/2. TNT cannot break obsidian, so no creeper can, be it normal or electrified.
Actually, I believe that TNT is 4 power, Creeper is 3, and Ghast-fireball is 1. Thus, a charged creeper is STILL more powerful than TNT, but probably not enough to destroy obsidian.
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If I need to be:
IGN: arcticwolf15
Days playing: none, since I can't join
Join reason: I need a new server to play on
Activity: Anywhere from 2-6 hours a day, not just on Minecraft though
Skin: I won't use the default, but I have a custom prisoner skin based off my main one
0
0
1. Am I accepted?
2. It seems like the OP and application say two different things: OP says skin is optional, and application says (required), so which is it?
0
And there you have it!
0
0
Spawn: -25, 64, 5
Picture:
The red is the clay deposits. Please note that I rendered the world a SECOND time, so it may be off. This is also rendering a SINGLE time, not moving after spawn.
0
Age: 13
Name: I don't feel great about giving my name away, but I go under the fake name Ahnic Shria
Gender (Male/Female): Male
Country of Residence: USA
Why do you want to play on the Server? (3 Sent. Min.): I have not started playing on servers until recently, when my friend created a private server. Now, I can't go on because his computer has problems. I heard about Prisoncraft, which is not down. I considered this server when I heard about it, and I'm really looking forward to playing on it.
How active will you be on the server?: I'm only active (during school time) on the weekends, Friday through Sunday. During the Summer, I can play almost every day. During that time, I may go on the server.
Do you have a microphone (Yes/No): Yes
Will you be active on our Teamspeak (Yes/No): No, don't know what it is.
Have you read and understand all the rules? (Yes/No): Yes
Are you using the Prisoner Skin? (Required): No
Are you willing to sing "Friday" by Rebecca Black on Teamspeak?: Hell no... Okay, maybe. :smile.gif:
Any other information you would like us to know about you: I would like to be PMed about my application, when that is done, and when the server is back online. (Yes, I read the post :tongue.gif:) Also, I have served as OP on multiple servers, and never once have I been taken out of this status.
0
1. When you start the game, go to the task manager, find javaw.exe, right click, and set priority to high or realtime.
2. Press f11
3. Turn on fast graphics
4. Turn down render distance
0
What do you think?
World Save: Download
1
2
Okay, here's what I do in most of my Mining and Crafting:
Build TNT cannons
Build TNT cannons that LOOK like they work, but blow themselves up (make your friend operate it!)
Blow up random crap
Set fires
Spawn 30 creepers, and put lightning on them. Turn of fly... (mods)
Have a wolf-sheep war
Build statues, use TNT cannons
Experiment with water
Build an obsidian generator
Play Zombiecraft
/kick pyrokitt (don't ask)
Redstone contraptions
/kick pyrokitt
Run a server
/kick pyrokitt
Play around with lightning in single player commands
0
0
Adding Mods The Mod Folder
Much like the texture pack folder, you will place mods in .zip form here. The game will then know to use these files when the mod is active (see below). Also like texture packs, mods can have .txt's for their descriptions, and .png's for their picture.
Activating and Deactivating Mods With a single click!
Once the mod is in the mods folder, the player can scroll through them, and click the mods they want. Mods that are active will have some indication (like a checkmark) as to when they are active. Activation simply determines whether the mod is used or not.
Behavior and Existing .class Mods
Now for the gameplay portion. Modded .class files are loaded, and played as they would be as if they were in the .jar file. Now, at this, it seems you would be limited to only new .class files, and not being able to edit the old ones. Not to worry, as there will be a new file. For now, I call it change.class. The game will scan this file, and read it as it normally would. However, the file will tell the game to make alterations to existing files. This could be using the e.class in that mod instead of e.class in the .jar, adding a line to the original .class, or disregarding an original class file altogether. Textures will by handled by corresponding .png's, each unique to the item, so no need to constantly tinker with the terrain.png.
Multiple Mods No More Incompatibility!
Here's the best part. Mods have very little opportunity to overlap and cause problems. I'll do this portion through example. Say you have IC.zip (Industrialcraft) and SDKG.zip (SDK Gun Mod). Let's say that they both use a block with id 200. Not to worry, as the game will treat both items as different entities. How? One block would have the id IC_200, and the other SDKG_200. The same goes for .class files, such that there is e.class, IC_e.class, and SDKG_e.class. The only problem I see is that a change to from both mods to the same original .class file might cause problems.
Removal of Mods It won't crash your game!
Mods will stay in the mod folder until manually deleted in game or removal from the computer. You can also just deactivate it. But what happens to the SDK_200 item you picked up? The game will give it a placeholder sprite (like a ?) and keep in in your inventory. However, you can't use it for anything. This way, you won't crash your game. The same goes for blocks. Mobs that are not original will be despawned, and modified mobs will return to their natural state.
Mods and Servers CoD: Minecraft Warfare!
Your server will also get a mods folder, which will tell the server what to do. They work the same way, and may even correspond to SP mods, but must be added and deleted manually. Using SDK Gun mods from earlier, a server admin would use an SMP version of the mod. A .class file would tell the server it corresponds with the SP mod SDKG.zip. When a player joins, if they do not have the mod, they will be kicked. The needed mods will be listed, and they can get them if they wish. If a mod is not active in SP, but a server requires it, the server has a setting to activate it for that play only, so that a person won't be unnecessarily kicked.
Mockups Whoo! Photoshop!
None yet, but you could contribute some if you wished.
Thanks for reading, and tell me what you think!
0
Actually, I believe that TNT is 4 power, Creeper is 3, and Ghast-fireball is 1. Thus, a charged creeper is STILL more powerful than TNT, but probably not enough to destroy obsidian.
0