• 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    @bioxx
    You should provide the link to the required MCforge version, this way it's less a pain in the ass to get everything right.

    By the way, the 3.0.81 version link is this: http://lexmanos.no-ip.org:8080/job/Forge/81/
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] DaftPVF's mods
    The Ingame Info could use some more work. As it actually has only a few options.

    Some new tags like <stime> and <htime>.

    Possibility to use IFs using tag's output values. So for instance:

    If I want all of my info to change color based on my light level (so I can see it better on dark areas or bright areas).

    I could use:
    if{<lightlevel> =< 5}(&f ...rest of the hud here...)

    And increasing up to maximum light level when the text would be black.

    But anyway, the mod is already good the way it is now :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [Request] Oldschool Chests (Full Block Size)
    Bump
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [Request] Oldschool Chests (Full Block Size)
    I like the new chests but they are bugged as hell. Sometimes they don't close when you exit it's screen, it's cover (while open) enters the block behind it...

    I would like to know if anyone can make them full-sized. It's mostly because I use BuildCraft, and having a hole on the wall/ground is quite uggly. So if the chest if full-block sized, the small holes won't appear. It can have the opening/closing animation. I just need it to be bigger.

    Btw, I searched the forums and on Google and was surprised that no-one ever wanted the old chests back :tongue.gif:

    Edit: S
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Quick question on a digital art creator...
    Photoshop CS2 should do the trick, there are little improvements from CS2 to CS5, just some features like content-aware scaling/filing and other stuff, most of the time you won't need them and when you need it isn't hard to do it by yourself.
    Posted in: Fan Art
  • 0

    posted a message on Would you say greifing is part of the fun?
    With friends it's griefing all the time, but the good-sported griefing kind. Like flooding the house or things that won't cause and extensive damage.

    I don't think griefing is part of the fun on public servers, as in minecraft, you just need an pickaxe to torn apart a 1m thick wall, when in real life it would take some explosives, or a ****-ton of time.

    Except when it's with a friend, and he's okay with it and you should let him grief too. Just griefing him and getting mad when he destroys your workbench when you where crafting something isn't fair :tongue.gif:
    Posted in: Discussion
  • 0

    posted a message on Creeper Apocalypse?

    LoL
    Posted in: Discussion
  • 0

    posted a message on What's the WORST type of Minecraft Videos?
    I kinda like Mod Spotlights, but only the good ones. For a mod spotlight to be good:

    1: They don't need to show the crafting recipies. It takes way too much long to shom them, also, if the viewer wants to know, he can either check the mod-page or use some mod like Craftguide.
    2: Play a little with the mod and try to learn a little about it, read it's wiki and etc. It's really annoying when someone do a spotlight about something they barrelly know how to use and have to learn WHILE recording.
    3: Mod spotlights don't need to cover every single feature the mod adds, just the most important and amazing ones. For instance, making a mod spotlight of, let' say, BuildCraft and showing everything each pipe, machine, item does. It's a mod spotlight not a tutorial video.

    If a mod-spotlight video have done all of the above right, I'll be glad to watch. After all, that's one of the best way to find about good mods.

    Let's plays: I like more when there are mods, for me to watch a vanilla let's play it needs to be really creative. I don't want to watch what I do all the time on vanilla: Cut trees, get cobble, mine... Even In modded let's plays, just cut the boring mining/tree cutting time, or speed it up with some cool music on the background.

    Hmm, what else?

    Ah.

    The audio quality needs to be decent, I don't care much about typing/clicking sound as long as they aren't too much loud (like the touchpad buttons of laptops, god they're loud).
    About the voice, well, I don't agree about the "right age" to have a good voice. I always had a deeper voice than everyone since I was really young, and at about 11-12 my voice was deeper than some adults I know. Maybe it's about luck, the only bad side of having deeper voice when you are young (at least to me), is that you are probably going to have A LOT of hair, and beard. :sleep.gif: It's annoying anyway :tongue.gif:
    Posted in: Discussion
  • 0

    posted a message on [IDEA] Conquer Craft
    No one? :sad.gif:
    Bump... Snif
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [IDEA] Conquer Craft
    Bump
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [IDEA] Sticky Slimeballs
    I don't know how nobody thought of this before!

    Nice idea, code-wise I think it wouldn't be hard to implement, maybe a kind moder could do it?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [IDEA] Conquer Craft
    Conquer Craft


    Mod Idea: Conquer Craft
    Style/Genre: War/Real-Time Strategy
    For a more detailed and worked inf, download this .pdf file (or view it on browser)

    Table of Contents:
    1) Intro
    2) Economy
    3) Collecting and Building
    4) More Info

    .Intro

    • Conquer Craft is a mod/gamemode that add a lot into the concept of “strategy” of the game. You grow, collect, build, sell, trade, make war... The world is yours, and it’s you who decides how you are going to rule it.
    • The basic concept is: Select a continent, collect ores and etc, sell them to other players or make jobs for NPCs, with that you get capital to invest in researches, army and much more.
    • The game is played, unlike normal gamemode, by a top-view camera, just like most of the RTS(real time strategy) games, you select areas to dig, also you build, contract npcs to join your contry as workers, scientists, miners, soldiers and etc.


    .Economy
    The economy in Conquer Craft is quite complex. There are taxes, wages, upkeep cost, market variation and much more.
    One of the most important ways of making money is the outside market, prices lowers as offer rises, and etc.

    Invesments:
    One can invest in another nation’s economy as a whole or a part of it. For instance, he can invest in the technology development, army...
    It works like this, (the scenario bellow is most common with recently-founded nations):
    A nation wants to develop Nuclear Energy, but it doesn’t have the necessary resources nor the necessary money. This nation can make a “Investment Request”, and another nation can accept it.
    Invesments are refounded by various ways, which are defined by the investors. The are 2 major ways of getting an outcome of an investment:

    Lifetime fee: The player who got invested have to pay a lifetime-long fee, they are most of the times really low and are best for nations with a really stable economy. The downside is that you , as the name suggests, pay it forever, or until the nation dies or is conquered. Lifetime fees can be canceled/changed by the nation who invested at any time. But to change it, the invested nation have to agree (if the change is to a higher price).

    Short-term fee: The player who got invested have to pay a (at most of the times big) fee, only once or for short period. The short-term fees are most usually paid with initially with money, and latter (if the investment was aimed at something that produces any resource), with the resources that the investment helped produce. This is the best way for small, and low outcome investments. The downside is that short-term fees are most of the times big.
    There is, also, the possibilty to don’t pay for the investments, but this may result with unsatisfaction from other countries, and may even mean war. So be carefull, even if you know you can win.


    .Collecting and Building
    In Conquer Craft, collecting is made by sellecting an area, and ordering NPCs (or the president, at the beggining) to dig it. They need to be provided with resources like cobblestone or ladders to get trough holes or rough terrain. You can also upgrade one’s tools, armor and inventory for longer mining time. Building is done the same way, you select the are that needs to be built with something, assign materials to each part and assign builders to it. You can also control your president while building, but it will still cost you energy to build-break.

    There are special “blocks”, who assign buildings to things you build. For instance, if you build an apartment, each room has to have an house-door, with a bed inside. This way, NPCs can sleep and have a house. Each room can hold only one family, and have 6 beds at maximum. (Families won’t be bigger than 6 persons).
    Also, there are other kinds of buildings, which are shown on the next section.


    .More Info
    For a more detailed and worked inf, download this .pdf file (or view it on browser)
    The PDF include some buildings with a basic "pre-built" model, their specs and costs.

    For Artists
    If you are good with textures/models I need help for demonstration purposes only (for the special blocks like operation table.

    For Modders
    If you think my idea is good and think you can make a mod of it, don't hesitate to contact me for more in-depth info. I will be updating a upgrading this topic. It won't be soon because I want to focus on the PDF first, because there I can organize myself easily.

    For Anyone Else Who Likes This Idea
    Post what you think, what I can improve, what is good/bad. Give ideas, support. Anything is welcome and appreciated.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Server of the website is down, but, as i got super googlinh skills I found the link to the 128x version, for 1.0.0:
    http://www.mediafire.com/?e3d68hq4sg74x97

    :smile.gif:

    Edit:

    Ninja'd by Exanurous lol
    Posted in: Resource Packs
  • 0

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    I intalled Modloader, ModloaderMP, McForge, 4096Ids, GuiAPI, and the Extended Ids version of ID Resolver, but It gives me an error:
    11/01/2012 22:29:38 IDResolver ReloadIDs
    INFO: IDResolver - Error while initalizing settings.
    java.io.IOException: O sistema não pode encontrar o caminho especificado
    	at java.io.WinNTFileSystem.createFileExclusively(Native Method)
    	at java.io.File.createNewFile(Unknown Source)
    	at IDResolver.ReloadIDs(IDResolver.java:772)
    	at IDResolver.AddModGui(IDResolver.java:101)
    	at IDResolver.<clinit>(IDResolver.java:90)
    	at yy.<init>(Block.java:211)
    	at yy.<init>(Block.java:246)
    	at gm.<init>(SourceFile:9)
    	at yy.<clinit>(Block.java:1090)
    	at acr.<init>(RenderBlocks.java:155)
    	at rg.<init>(SourceFile:19)
    	at iw.<init>(RenderItem.java:26)
    	at lk.<init>(SourceFile:26)
    	at net.minecraft.client.Minecraft.<init>(SourceFile:101)
    	at nm.<init>(SourceFile:35)
    	at net.minecraft.client.MinecraftApplet.init(SourceFile:33)
    	at net.minecraft.Launcher.replace(Launcher.java:143)
    	at net.minecraft.Launcher$1.run(Launcher.java:87)

    My Windows is in Portuguese so I'll translate a little line:
    "O sistema não pode encontrar o caminho especificado"
    It says:
    "The system could not find the specified path"

    Any ideas?

    All of the mods installed are the one listed above, all to the latest version. I'm preparing minecraft for a lot of mods so i thought i should install the most important ones first...
    Posted in: Minecraft Mods
  • 0

    posted a message on Left Alt makes Minecraft's window lose focus.
    Is there any way to stop the Left Alt key from making minecraft lose focus? It's really a ***** because I alt-tab a lot because of mod recipes, and whenever I come back, the ALT key gets stuck and sometimes I forget and click on items and they drop out of the inventory. (Alt+Clicking items will drop them)

    Also, as I play windowed for Alt+Tabish reasons, ALT makes the window lose focus, and I use ALT for sprinting (smart-move).

    Is there any way, like a config file, mod, anything, to stop alt from defocusing minecraft's window?

    Thanks for the help.

    EDIT

    I fixed the stuck key problem by updating lwjgl, http://lwjgl.org/download.php

    But I still need a way to stop ALT from defocusing minecraft.
    Posted in: Legacy Support
  • To post a comment, please .