He's the guy that made the More Mobs mod. Ogres, wraiths, horses, etc.
Seriously, where the hell have you been to not know that?
I personally hadn't known who drzhark was either, when I list the top mod authors I would prefer not to play minecraft without their mods, it'd be doug, ayutashi, and 303/risugami, throwing in the controller block author as well.
haha thats kind of you.. and yeah same for me, those are the main modders that I know.
since you seem like an experienced modder, i was wondering if you could add a fish diversity mod. different fish heal more or less.
bass-1/2 a heart raw, 3 when cooked
snapper-same amount as the normal fish
trout-1 1/2 hearts raw, 4 cooked
shark-2 raw, 5 cooked
squid eggs-4 raw, 9 cooked
it would defiantly increase your popularity. you would probably be as popular as drzhark.
I don't even know who drzhark is...
Quote from spek »
could you make a ladders unleashed? perhaps with that i could make a trap-door by placing a plate over a ladder. or mine physics would go crazy on me and create some sort of one way door or something... either way, a ladders unleashed mod sounds nice.
I might later, I've been busy.
Quote from CreeperDaReeper »
dougbenham, (when MCP updates), why don't you just make a version of Super Trees with a settings.txt like how Ayutashi's Tree Drops mod works? That way people could choose just which options to use, how fast the trees grow, and how tall they grow.
Can you just make a tree mod that just speeds up tree 'growth', not 'instant' like current, but say, one that waits
for a couple of minutes to start the growth cycle? And does not affect the shape of the trees at all?
I've bee using 'normal trees without tallness' but I find that I no longer see the real tall and spread-out trees
(that kind of look like maples) anymore. I've planted 300-400 so it seems that, currently the tree shaping has
been affected.
Anyway thanks again for your mods.
I know what you're saying, I already have so many versions of SuperTrees I cannot tailor to your specific needs. And yes you are correct that it does get rid of the really tall and spread-out trees that MC generates.
Quote from lonnez »
I downloaded the lightstone torch mod during 1.2.6, now with beta, whenever I load my world, it gives me an error because it can't load the lightstone torch. I need some help on how to fix this because everything that I tried doesn't work. Or if you could come out with an update that would work too. I also need an updated version of the mod loader. Thanks.
Use MCEdit to get rid of the torch for the time being.. Or just stick with MC 1.2.6 which is compatible with my mods.. Its that simple.
I want to make a checkpoint system using your tele signs, can you make a video or something once you've updated it would really help since i'm not fully understanding.
Yes I will when I update to beta.
Quote from SarahJLA »
First thing first- you are amazing. All your mods are so helpful. You do a wonderful job with them.
Quick question about your lagless explosions
This mod changes any explosion to not drop any blocks as a result of the explosion and also turns off the graphical 'poof' from it. This will help if you want to have massive TNT explosions :biggrin.gif:
Is there anyway you could do a separate file/mod for just the explosion minus the 'poof', that will still drop blocks?
Yes I will when I update to beta.
I will update my mods to beta when MCP comes out with compatibility.
Hello, I seem to have a problem with your ''Telport Signs'' mod :/ It just doesnt work. I made a sign, mounted it on a wall of dirt and typed in ''[LOP]'' on the first line, to get the location and I can't right click the sign and when i look at the sign it just says ''[LOP]'' Help?
Its [LOC]
No Result and yes i do have modloader and i deleted the META-INF folder
You type [LOC] on a line and then you right click the sign after it is placed..
Quote from rpg500e »
Quote from rpg500e »
Quote from dougbenham »
If you can get Corosus to send me the source he used to create his mod, I'll try to make it compatible.
Edit: I took a look, Corosus' mod just alters it too much of the source. My mod is a little smaller in comparison and I don't want to bother figuring out what all he changed. Just ask him to make his compatible with mine. I used MCP actually, so if he has the MCP source for his then tell him to send it to me, then I might be able to do something.
Hello, I seem to have a problem with your ''Telport Signs'' mod :/ It just doesnt work. I made a sign, mounted it on a wall of dirt and typed in ''[LOP]'' on the first line, to get the location and I can't right click the sign and when i look at the sign it just says ''[LOP]'' Help?
Hmm. I seem to be having a problem with the Redstone Unleashed mod. It would appear that in some cases, certain segments of redstone do not update. Specifically, they refuse to become unpowered when their power source is turned off until I remove and replace the segment.
Any ideas as to what the problem might be, or how to fix it?
If you could tell me the situation where that occurs I'd love to see if I can fix that.
Quote from Muscar »
What's the state with multiplayer version of these? especially torches unleashed. I see no reason not to do it, possible as a hey0 plugin.
Or have someone else already done that? been looking for it but haven't found anything.
I don't play multiplayer and I don't even know what hey0 is. I don't really want to spend time on something like that when I'm not going to use it. If someone else wants the source code I can send it.
Okay so here it is. I put on a pumpkin and jump in the water, I'm fine for about as long as breath normally lasts and my breath meter is still full when all of the sudden i start drowning. I have tested with and without a pumpkin on my head and no matter what I still start drowning after about 10-15 seconds. I can hold Lctrl and move underwater like I'm above it, so I'm pretty sure the mod is installed correctly. Also all this is in multiplayer. I can't even wear pumpkins in singleplayer.
Am I missing something or what?
Thanks
It is not designed for multiplayer. I know it works for singleplayer. Sorry bud. I don't play multiplayer at all..
Quote from rpg500e »
Hey Doug, Hopefully said it before , but ultra-thanks for all your awesome mods (I use most of em). Thanks for all your thankless hard work and hopefully my thanks will make it a bit less thankless :smile.gif: lol
Anyways I absolutely NEED your breathing aparatus/hermes boots one, and recently while trying out Corosus' pet mod (viewtopic.php?f=25&t=86872) I saw one of the classes conflict (hf i think?). I tried my hand at a merge, but couldnt get it done.
Thought I might be so bold as to ask for that, maybe? At the very least let you and whoever else cares know.
Again, a million thanks and I wish you a beautiful life for what you do kind sir
P.s. Will post the same request on his thread of course
If you can get Corosus to send me the source he used to create his mod, I'll try to make it compatible.
Is it just me, or does Lagless Explosions not work? I tried installing this mod all by itself even, and the game runs flawlessly, but the Mod has no effect. Is there some sort of trick to this? :/
Shoot I'm really sorry, I accidentally uploaded the wrong ks.class file.. Its updated now.. My bad. Just re-download and try the new one. Sorry..
If I may, can I request can that you make Hermes' Boots compatible with Kingbogz's Mod of Obsidian Tool and More. The link to the place is below. The problem is that when I try to craft the Hermes' Boots it makes the Rough Obsidian Ingot (the darker colored one) instead of the boots. Probably, because of the conflicting IDs.
It isn't a problem with my mod. Whats happening is my mod gets loaded before Minecraft Advanced and my mod uses ModLoader's getUniqueSpriteIndex function to get an icon position, then Minecraft Advanced gets loaded and is hard-coded to take that icon position. So you should complain to the Minecraft Advanced maker to tell him to use ModLoader's getUniqueSpriteIndex function or whatever it is. Sorry for an inconvenience.
Quote from DeHaynes »
Quote from dougbenham »
Fixed TeleportSigns!
ok, I notice 3 problems.
1. Depending on where you stand, sometimes the sign will teleport you to your location for a second and then teleport you back. (I have a small test world I can send you but it is too big to attach here.)
2. I have one teleport sign FAR away from my main part of the world. When I teleport to or from here, it teleports me to a location with only sky and the clouds fly by so fast they flicker.
3. If I have an item in my hand like a torch and I right click on the teleport sign, it will mount the torch somewhere around the sign and not subtract it from my stack. So I have 64 torches, when I come back to the sign, I pick up a torch off the ground for a total of 65.
If you want I can send you the test world, but I need an address or FTP site or something.
I don't see how TeleportSigns would teleport you to your destination then straight back.. Unless you clicked on a new TeleportSign..
Sorry about that it was a problem with MCP. I updated the code properly but the keyTyped() function wasn't reobfuscated when I recompiled with MCP... So I had to fix that.
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I don't play SMP sorry. Maybe one day.
No I haven't updated any of my mods for MC Beta. I'm waiting for MCP.
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haha thats kind of you.. and yeah same for me, those are the main modders that I know.
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I don't even know who drzhark is...
I might later, I've been busy.
Thats a good idea. We'll see.
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I know what you're saying, I already have so many versions of SuperTrees I cannot tailor to your specific needs. And yes you are correct that it does get rid of the really tall and spread-out trees that MC generates.
Use MCEdit to get rid of the torch for the time being.. Or just stick with MC 1.2.6 which is compatible with my mods.. Its that simple.
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Yes I will when I update to beta.
Yes I will when I update to beta.
I will update my mods to beta when MCP comes out with compatibility.
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Why not? Is there something wrong with your mouse?
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You type [LOC] on a line and then you right click the sign after it is placed..
Edit: I took a look, Corosus' mod just alters it too much of the source. My mod is a little smaller in comparison and I don't want to bother figuring out what all he changed. Just ask him to make his compatible with mine. I used MCP actually, so if he has the MCP source for his then tell him to send it to me, then I might be able to do something.
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Its [LOC]
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If you could tell me the situation where that occurs I'd love to see if I can fix that.
I don't play multiplayer and I don't even know what hey0 is. I don't really want to spend time on something like that when I'm not going to use it. If someone else wants the source code I can send it.
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It is not designed for multiplayer. I know it works for singleplayer. Sorry bud. I don't play multiplayer at all..
If you can get Corosus to send me the source he used to create his mod, I'll try to make it compatible.
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Try re-downloading please. I made small change
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Shoot I'm really sorry, I accidentally uploaded the wrong ks.class file.. Its updated now.. My bad. Just re-download and try the new one. Sorry..
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Sorry about that, I updated it to work now. Thanks for pointing that out.
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It isn't a problem with my mod. Whats happening is my mod gets loaded before Minecraft Advanced and my mod uses ModLoader's getUniqueSpriteIndex function to get an icon position, then Minecraft Advanced gets loaded and is hard-coded to take that icon position. So you should complain to the Minecraft Advanced maker to tell him to use ModLoader's getUniqueSpriteIndex function or whatever it is. Sorry for an inconvenience.
I don't see how TeleportSigns would teleport you to your destination then straight back.. Unless you clicked on a new TeleportSign..
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Sorry about that it was a problem with MCP. I updated the code properly but the keyTyped() function wasn't reobfuscated when I recompiled with MCP... So I had to fix that.