In this episode of Inferno Mines, we keep derping around in the Lower Mines and complain about minecart lagg. On a side note, I really need to pay more attention to my armor.
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Jul 4, 2013So, should we update to 1.6 for Inferno Mines? Does anyone know Vechs's stance on the update? I haven't been watching his dev com because I'm afraid of spoilers, so I don't know if he's said anything about it there.Posted in: Maps
As far as I can tell, the only relevant changes seem to be the potion/golden apple re-balancing, and the potion nerfs seem to offset the golden apple buffs.
At any rate, in this episode of Inferno Mines, we keep progressing through the Lower Mines.
Jun 23, 2013Posted in: MapsQuote from Magnificenes
What mod did you use to randomize the items in chests in Inferno Mines?
Vechs usually uses Kamyu's Populate Chests tool for this.
And now for episode 10 of Inferno Mines, where we find hidden loot after farming FlameVenoms off camera.
Jun 18, 2013iluvredwall posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!Posted in: Minecraft ModsQuote from Davidee
This has been suggested before, but that would be a lot of work. You'd have to write everything in yourself - every single possible tag on every single item. Perhaps if there was a way to load all of this information directly FROM the wiki...
EDIT: As for the GUI itself, the code is very messy... It works, but it isn't designed very well. I'm considering rewriting it with my MSC2 GUI Library, but even that would still be a decent amount of work.
Well, it's already all written on the wiki. All it would really take to turn it into something that can be easily parsed by code would be bulk formatting the lines (which is indeed a lot of work, but i feel that it would save more time than it would waste). Alternatively, I can just copy the wiki formatting directly (perhaps with a few changes to make it a bit easier to parse) and create my own parser to read it.
Also, I forgot to ask earlier, but can we have double-click to open/edit, and enter key to save from the edit gui? (slightly easier to implement than descriptions)
Jun 18, 2013iluvredwall posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!Do you have the source anywhere for download, or do you not do that? I can't seem to find one anywhere on your post, but your terms do allow decompiling/editing. I want to see if I can add descriptions from minecraftwiki for the tags based on the tileentity currently being edited, but don't particularly want to decompile the mod myself... (Last time I tried to decompile a forge mod, it failed completely, but I don't remember why. Perhaps this mod would be different, or decompilation of forge mods is easier now, but it would still be nice not to have to decompile.)Posted in: Minecraft Mods
Or I guess you could add it to the mod yourself. Either way works, really.
Also, I just got the idea of suggesting tags that don't currently exist on the tileentity based on the tag structure/description file. (Perhaps a "ghost" tag, represented by a tag of a different color (gray?) that is turned into a real tag when the user adds a value to it.)
Jun 10, 2013Okay I accidentally recorded Inferno Mines without audio one day and had to use ShadowFyre's instead (and his is pretty bad), so I uploaded that day's episodes all together, along with the next episode, which has comprehensible audio.Posted in: Maps
In the first three, we mine some coal (episode 4--super exciting [/sarcasm]), then take on the Old Dormitories (episodes 5 and 6).
In episode 7, we go to Skylight C.
May 30, 2013I uploaded episodes 1 and 2 of my playthrough of Inferno Mines with ShadowFyre a couple weeks ago, but forgot to post them here, so I guess I'll do that now? Episode 3 will be up sometime later this week.Posted in: Maps
Also, you can tell we're really good because I immediately fall into lava. And you can tell our server is good from the constant dc'ing.
In this episode, we walk around and do nothing.
In this episode, I walk around and ShadowFyre does nothing.
May 20, 2013I've started uploading my playthrough of Vechs's CTM map Inferno Mines (Super Hostile #12) with ShadowFyre, because the YouTubes totally need more Super Hostile videos.Posted in: Let's Plays
Here's a link to the playlist; I'll be adding videos as I upload them.
I tried to embed the playlist, but that doesn't seem to have worked, so here's the first video instead.
May 15, 2013Posted in: Minecraft ModsQuote from qwertysam
Also, I don't plan on updating until 1.6, or possibly the Modding Api since 1.6/The new launcher will change how mods are installed and could mess up MCP or something or other. Anyways, I AM developing a PVP minigame map, and so far it's going great! It'll have a fully changable settings wall with levers to configure if it's teams or every man for themselves, how many classes are available, What map to play or, or a random map, if the maps should be in dark/ambient mode or light mode, and it even has coo beans effects and scoreboards and chests that are automated with refilling, and it's all done with command blocks and redstone
1.6 won't change how mods are installed, and every update could mess up MCP, because the obfuscation changes whenever any new classes or methods are added.
But at any rate, you don't seem to be distributing any of the fancy textures with your Fancy Log Tops mod. I assume you forgot to because MCP doesn't put the textures with the code after you obfuscate it.
Also, good luck with your minigame map!
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