Thanks so much everyone! We're so happy to see all the support for "Hobo!"
This contest inspired us to want to make a documentary about the first ever Minecon!
Please check out the Kickstarter for Team Bashurverse to make an awesome documentary about Minecon!!!
http://www.kickstarter.com/projects/bashcraft/bashcraft-the-legend-of-minecon
If you can't donate you can be just as awesome by spreading the word!!!
- reymas
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Member for 13 years and 4 months
Last active Tue, Dec, 31 2013 08:26:57
- 0 Followers
- 63 Total Posts
- 6 Thanks
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Sep 22, 2011reymas posted a message on 1.9 Pre-Release is Out for Testing!1.10? Isn't that um...8 steps back from 1.9? 1.1 is the same as 1.10. It isn't one-point-ten. Isn't this technically 1.9.1 or 2.0?Posted in: News
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Aug 5, 2011reymas posted a message on Bethesda, Mojang & "Scrolls"You can't copyright single words but you can trademark them individually if they are part of a trademarked IP. And it's not about using the word in common language, it's about using the word as title of a franchise in the same entertainment medium. That is where the claim becomes legitimate.Posted in: News
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Aug 5, 2011reymas posted a message on Bethesda, Mojang & "Scrolls"Sadly, you can trademark single words, and I'm sure over the years Bethesda has done so with all words they could associated with their biggest franchise.Posted in: News
Mojang has grossed approximately 56 million from their first game. Zenimax (the parent company of Bethesda) is worth billions. They bought ID software, the progenitor of the first-person shooter. Mojang is, sadly, still a speck of dust on the industry.
Mojang has two choices, change the name immediately, or get sued into ruin. It sucks, but it's lawyers versus lawyers at this point. Hopefully it doesn't go to court and Mojang concedes to the name-change.
On a personal level, I think this has to do with the 11.11.11 release date and Mojang's Microsoft deal beneath the surface. I guarantee that Zenimax's lawyers flipped out and tried to find a way to sue Mojang over the release date, but they couldn't, so they came up with this. For some reason they feel challenged, which is weird, and they're probably hoping that the lawsuit will put Mojang's Microsoft deal in jeopardy as well. -
Aug 1, 2011reymas posted a message on Digital Diamond: BashcraftEpisode 2 is up on the channel!Posted in: News
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Jul 26, 2011reymas posted a message on Digital Diamond: BashcraftWhat is a cridekt?Posted in: News
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Jul 25, 2011reymas posted a message on Digital Diamond: BashcraftEpisode 2 is currently in production. We hope to have it complete by this coming weekend.Posted in: News
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Jul 25, 2011reymas posted a message on Digital Diamond: BashcraftThanks for featuring us Sacheverell! Hope you all enjoy!Posted in: News
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Ok great, are the distances measured in blocks or chunks?
I currently have it looking like this:
That's where I put the params, so will that be 500/150 blocks or 500/150 chunks? hehe
EDIT: Seems to be measured in blocks.
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EDIT: Those commands aren't in the ruins.txt for the latest version
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Amazing mod you've put together here!
I'd like to ask you what you'd recommend for the lowest settings of frequency for the appearance of ruins. I am preparing a custom world for a server and they want ruins mod on it but even when I put the settings to what I think to be the lowest possible in the config, I still get far too many ruins in a single area. On open plains and desert I can still see upwards of 10 ruins with normal view distance just looking around.
The current settings I have are as follows:
From my understanding this should mean that a ruin should only try to spawn once per chunk and it should not cause another ruin to spawn. So several questions:
1. Can I use decimals, say 0.1 or 0.05?
2. Are the chances per TML file or overall? So if I have more TML files in a folder, will more ruins spawn overall? Or will it be the same amount only with more variety (ie: if I have just 1 TML file it will spawn 10 of the same ruin in one view distance area?)
3. Can I create blank TML files to populate the area with? How would I do that?
4. "If not, it will choose a generic ruin from the root ruin folder." - does that mean it will take TML files from outside the specific biome folders, or it will scan all biome folders for TML files? So if I have no TML files loose in the root folder and I set the specific's to 5, there would be a 95% chances that nothing would spawn or that it would take from ANY of the biome folders? My "specific" chances are currently all set to 100 so that the biomes only take from their specific folders but not sure if that's how that works!
Thank you for your time and for your awesome mod!
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Sorry to necro this but...
Anyone know if decimals work? Because sometimes even 1:1:1:1 is too frequent.
Also, is the frequency percentage chance or an overall chance?
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CREDITS:
Bashur as Bash Ketchup, Bash's Mom and Rooster
ShadyVox as Larry - Random crowd : http://www.youtube.com/user/ShadyVoxYT
CavemanFilms as Prof Pine: http://www.youtube.c...er/cavemanfilms
Awesome music made by Syntope : http://www.youtube.com/user/Syntope
Old man in crowd played by Reymas
Written, Directed and Edited by: Bashur
Mod Coordinator: SinKillerJ
Titles/Graphics: Ninjafishy
Custom Textures: Sergaz
Texture Pack: Sphax
Opening TV Animation: CaveManFilms
Set Designer: NuclearPirates
Set Builders: HippyNinja, NinjaFishy, Crazymajor, Methas
Puppeteers: NuclearPirates, HippyNinja, Crazymajor, Methas
Server Provided By: LegendaryCraft http://www.legendarycraft.com/
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Same issue here. TPs no longer working in 1.5
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Hey man, thanks for the app but your gallery seems to be private and I can't see the images.
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A better way to think about it is a whole new game built on top of Minecraft, but that's a start.
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We haven't made any final decisions whether it will be F2P, P2P or something in between.
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Hat Films receives special thanks simply because they are so inspirational, supportive and encouraging to Bashcraft and the project. They are not directly involved at this time.
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"RUNE" is by far the most ambitious and in-depth project ever planned for the world of Minecraft. Bringing together the amazing talents of the Bashurverse, FyreUK and LegendaryCraft as well as many others, we aim to revolutionize Minecraft from the ground up. Utilizing the official modding API and a team of highly talented individuals, we aim to create something wholly new and mind-blowing.
"RUNE" was originally conceived in 2007 as a concept for an original dark fantasy MMO, with many innovative concepts and features as well as a rich lore-base and unique story. It was primarily inspired by such game series' as "The Elder Scrolls," "Ultima," "Dwarf Fortress" and "Wurm" (the game Notch made prior to Minecraft). We initially attempted to use the Unreal 3 Engine to create a tech demo but funds were scarce. Now that the modding API is on the horizon, we have found that Minecraft is the perfect canvas upon which to create our world.
We don't consider this project to be a mod pack or a simple role-play server, but in fact to be an entirely new game unto itself. We view Minecraft and its modding API to be our SDK to create the game we've always wanted to play.
The primary idea behind "RUNE"'s design is the balance between "freedom" and "purpose." We love the freedom that Minecraft provides, but we're also very invested in deep story-based games that give you purpose in the world. We endeavor to marry the two. The story and mechanics of the game all serve this purpose, to give players all the freedom they are used to but with a great over-arching story-based purpose and consequences to every choice they make.
"RUNE" is most definitely not for the feint of heart.
With a completely hand-designed map (utilizing WorldPainter and VoxelSniper) we have created a massive, seamless world. The world itself is approximately 25,000 by 13,000 blocks with the 256 tall heightmap. This size seemed to be perfect for a massively scaled world but not so big that players would never run into one another.
It is based off of the following map design by BetoMoraru and Cyfae:
The map in worldpainter looks like this (90% complete):
With biomes:
We still have to put more work into the poles and texture the ocean floor but other than that the world is almost ready. Special thanks goes out to Captain_Chaos, creator of WorldPainter who worked with us to add custom Rune features to his program and make our lives so much easier.
Some called it "Ataxius," others "the Nether" but it soon became apparent that this realm was encroaching dangerously upon the world of the living. Waves upon waves of undead creatures began to flood the lands. Great armies turned their weapons upon these other-worldly foes: The "Umber-guard" of Ruuk Sahlatte were known as some of the fiercest nether-hunters, as well as the Erimites' own "Scarred Legion" of specially trained warriors. After a time, however, it became apparent that even with the Archons at the vanguard, the undead hordes were only growing stronger.
The land was ravaged, whole cities abandoned and left to rot. Civilizations desperately pulled back their defenses around their capitols, leaving many innocent civilians to the hands of the Netherites. Finally, the proverbial dam was broken, and a great storm of chaos magic swept across the world. As the skies darkened and the seas boiled, the five Archons channeled the last of their energy into one final gift, an event known as "The Culling."
They laid down their very lives and channeled their energy into large magical barriers around the capitol cities of each of the five major kingdoms. These came to be known as the Five Shells or "Emun Tserath," the great protectors. As the storm of chaos raged outside, what remained of the battered people of Rune huddled, trapped in the cities they had so diligently crafted. Their greatest symbol of achievement would now be their prison for the next thousand years.
Cut off from the outside world, they were forced to adapt to the isolated nature of their environment, requiring the development of underground farming systems, and militaristic rationing in many cases.
We have been living this way generation after generation, the microcosm taking its toll on our society. However, that is all about to change. As prophesied, the shells are fading, and soon we who have been trapped inside the walls since birth will be free to once again conquer the land.
Each kingdom has chosen and trained a select group of citizens, charged with venturing forth into the reborn landscape and reclaiming it for our people. It will be a long, hard journey, as the old civilizations have been utterly destroyed and overgrown by the relentless forces of nature.
These brave, intrepid few will set foot upon land untainted by civilization for an entire millennium. We will build roads, found new settlements, discover and preserve old ruins and reestablish relations with the other kingdoms. With only ancient historical texts and maps at our disposal, you will be discovering the old dominion of Rune anew.
The caged era is coming to a close and a Golden age is upon us. Go forth and carry our flag to far corners of the new world!
*For more information check out the Lore Thread HERE!
If you feel you have anything to offer this project, from coding to art, from world design to sponsorship, and would like to be a part of the most ambitious project Minecraft has ever seen, please post an application as a reply to this thread with the following format:
Name:
IGN:
Age:
TimeZone:
Services Offered (coding, building, texturing, etc.):
Examples of relevant past work:
What drew you to this project:
Questions/Comments:
RUNE Facebook Page: http://www.facebook.com/ProjectRUNE
Bashurverse: http://www.bashcraft.com/ - http://www.youtube.c...ser/Bashurverse
FyreUK: http://www.fyreuk.com/ - http://www.youtube.com/user/FyreUK
LegendaryCraft: http://www.legendarycraft.com/
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Thank you Captain Chaos!
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I am the producer on "Legend of Hobo" and we're currently working with FyreUK on a top secret project. I sent you a PM about it and I know you must get a lot of them but I'd appreciate a response whenever you get a chance.
Thanks!