• 2

    posted a message on [1.4.7-WIP] [FORGE] MAGICWANDS (FORMERLY BY MIGHTYPORK)
    Hi everyone.

    This is one of my favorite mods, though it looks like there isn't much interest in updating it or developing it further.

    As such, I started working on it on my own. I've received the official go-ahead from MightyPork, but if anyone wants to take it over again, I'll gladly hand over the sources to them. :-) I don't guarantee I'll have revisions out the day Minecraft updates, but I'll try to have them out within a month at least, hopefully sooner.

    Anyway, so far I haven't tested it much, but I used MightyPork's sources from 1.2.5 as a starting point, so it should function the same way. Hopefully I've caught all the changes that needed to be made to make it work with the Minecraft 1.3+ internal changes. In theory, that also means that it should work server-side as well, but I haven't tested that yet either. (I don know it won't work if the mod isn't installed on the server side.)

    If you're interested in this mod, please let me know here.

    Thanks.

    And a big thank you to MightyPork for making some of the best mods (IMHO) and for turning them over for others to develop when you wanted to stop.

    And now: Download [1.4.7a][Forge]MagicWands Updated: March 2, 2013

    Please let me know if you have any problems...

    *** IMPORTANT *** I forgot to add Emerald, ID 129, to the breaking/mining wands. If you want to leave Emerald ore alone while breaking or surface-mine it, you'll have to add the number 129 to the magicwands.properties file. *** IMPORTANT *** I'll add this as default in the next revision.

    Installation instructions:

    The usual... First, install Forge. After that you should be able to either put the zip file in your .minecraft/mods folder or import it into your minecraft.jar file, whichever you prefer.

    This mod does not change any of the core class files, so, in theory, shouldn't interfere with any other mods. If you get an ID conflict with another mod, it has a properties file (see below) where you can change the item IDs.

    Recipes

    Building wand




    Mining wand




    Breaking wand




    Reinforced Building Wand




    Reinforced Mining Wand




    Reinforced Breaking Wand



    To use the wands

    Hit a block with the wand, then, while holding an action key (see below), hit a second block.

    Any wand

    CTRL - Display in-game usage for that wand


    Building Wand

    X - Build a full cube
    C - Build an empty cube/room
    V - Build an open frame
    X+V - Cover an area with a 5x5 grid of torches (anti-monster)
    X+C - (Reinforced wand only) Fill an area with water
    X+C+V - (Reinforced wand only) Fill an area with lava
    C+V - (Reinforced wand only) Fill in caves with stone


    Breaking Wand

    X - Break all except ores
    C - Break everything
    V - Remove liquids (water/lava) and plants


    Mining Wand

    X - Mine everything
    C - Mine only shovelable stuff (dirt, sand, gravel, etc.)
    V - Mine only wood
    X+C - Mine ores from the surface

    Other Info

    Reinforced wands can cover a larger area than the non-reinforced ones. Note: The mining wands are rather severely limited to the number of items they can mine simply because Minecraft can't handle a huge number of loose items without lagging. Since Minecraft has added the combining of loose items, however, these limits might be able to be expanded a bit in future versions.

    The first time you use the mod, a "magicwands.properties" file will be generated in your .minecraft/config folder. You can set the keys that are used for the actions here. Otherwise the other properties change what blocks the wands affect. (More details will be posted later if there's demand for it, otherwise feel free to play on your own.)

    While this mod is currently listed as requiring Forge, it's still actually using the old ModLoader code and textures. This will be changed in coming versions to actually use the Forge hooks, texture mappings, and such.
    Posted in: WIP Mods
  • 2

    posted a message on Petition to Change a Couple Things
    Quote from SicklySIGFRIED

    If you replace the jar and generate an old map, then replace the jar, only the chunks that were rendered will be old. Once new terrain is generated, it will have swamps, ravines, ect..


    ...and jagged edges between the old and new chunks, no strongholds or mines in the old terrain, etc.

    I approve of this message.

    Though it would be nice if these were configurable options. (e.g. b1.2_01 terrain, no abandoned mines, yes strongholds, yes gravel piles, no large shallow oceans, yes vast and high deserts, etc.)
    Posted in: Suggestions
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