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daangelo29

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Everything posted by daangelo29

  1. I see Kim Jong Il as pretty much the son of the original North Korean communist leader Il-sung, who influenced him heavily with his communist ideologies perhaps throughout his entire life. Can't blame him for being an "as**ole" as much as his father was. Let alone Jong-il's successor, Jong-un (and yes, he'll be replaced with another "eternal president"). I'm hoping for a day when someone within the Kim family, preferably a heir, would be open-minded (and lucky enough) to not be influenced, or as some people say, "brainwashed", by what Il-sung passed on to his family (and the country in general). 'Cause it seems, for me anyway, that the only way to "peacefully" end, or better change, the current repressive North Korean government is through the leader himself.
  2. So looking around with a joy pad controls CJ's head? Hm. Coding that into ordinary PC controls would be harder than I thought.
  3. That would be what the campfire will be for. Campfires are made up of 4 log blocks and burn just as long as 4 log blocks when used as furnace fuel, and are easier to pick up than a furnace (with any tool). They're very easy to craft replace and can be a good alternative to the furnace, if you do not wish to waste cobblestone resources and time too soon with a new world, or you want things simple when journeying away from home. It's an ultra-portable or "lite" version of the furnace. Also, this will be my own take on the idea before the upcoming official campfire Jeb will be working on himself perhaps after the official mod API has been implemented, as I am thinking of staying with 1.0.0/.1.
  4. Meh. I don't mind. It's just an adjustment. I can wait. Btw, how did you make CJ's turn and head look at where the camera is facing or looking at? It's something I've been trying to achieve for a long time. LOL.
  5. Never been a fan of creative mode. Yeah sure I easily built a freaking tree fort (which really ain't my first, and my last one before this was a little more beautiful), but like you've said the challenge is gone. To be honest, it ruined the game for me. Using that world (with my tree fort) needed me to fool myself, forget that I can't destroy blocks with one punch, so I can at least enjoy it, and allow my troubled mind to have space for ideas on how to improve my tree fort. Definitely not gonna play creative mode after all that. I'm gonna build another one again (back to good old survival mode this time) after a few of my favorite mods get updated to 1.0.0, with a few improvements. Will be posting screenshots once I do. Edit: In addition to my campfire mod, I'm also planning to make the furnace harder and longer to mine if the campfire mod is installed, to give the campfire more purpose as a sort of portable mini-furnace.
  6. Blame me for that, though. There was never a "buildings" in the thread's original title. Well, here's my share. Something I almost forgot to share with you guys. A "full-scale model" of the current version of my "Tree Fort of Solitude" that I built in creative mode (beta 1.8). Still thinking of ideas to "renovate" it, add more rooms and space, while not making it too big and/or too ugly, but this by far the best working one for me. Here's the entire album, with screenshots of the interior, roof/treetop and other angles of the tree-house's exterior.
  7. "Hardcore" is only harder if you're used to dying all the time with normal hard difficulty. Though I am used to playing hard difficulty and being blasted by creepers all the time, I still have the "falling" problem. On another note, how about I share my mod ideas with you guys? Here's a list of what I've thought of so far. All vanilla-friendly, and in order from easiest to hardest to make. Comments, suggestions, etc. would be nice. Just don't click that "show" button when you are in a "TL;DR" mood. SPOILER: (Better) Golden Apple - Eating it results to infinite health and always-full hunger bar in a certain amount of time. - It can also be considered a super dog treat of sorts. Feeding a golden apple to your dog gives it infinite health and stronger attacking power. Campfire - It is crafted using 4 log blocks, making it craft-able with a 4-by-4 crafting grid. - It uses a 1 block-large 3D model that shares textures with log blocks, making it custom texture pack-friendly. No need for the TP artist to make his/her own textures for it. - It functions like a furnace, with the same interface as the furnace when used. With two exceptions. Durability and fuel. - Left-clicking would start the fire and the cooking process. - Campfire has its own one-and-only source of fuel, and the campfire's general durability is determined by its fuel's durability, which is to say that they're sort of one and the same. The fuel slot in the interface would be blocked by an un-removable campfire icon, even after the campfire loses all its fuel, so the fuel can't be replaced. So when burning or cooking, it is best to keep an eye on that fire-looking icon in the interface. - The remaining duration can also be told by its appearance -- It gets darker as it burns. - You can ignite the campfire with flint and steel and it will start or continue cooking, but it won't be any different from igniting it by simply left-clicking. - When burning or cooking, the campfire provides a light level of 14, which is equal to a torch's. - Left-clicking a burning or cooking campfire block will extinguish it, stopping the cooking process. Useful if you're not cooking any more items at that given time, and you wish to prolong the campfire's "life". - Mining an unused or extinguished campfire block turns it to pick-able item form. The campfire's duration can then be seen via its duration bar as an inventory item. - Mining a used-up campfire block would destroy it and have a small chance of dropping charcoal. - And, oh yeah, though it has fire textures in it, the campfire's "fire" doesn't spread. Absolutely wooden structure-friendly. Rescue - A literal take on the idea that you play as a character finding himself stranded on a what seems to be an unknown place, alone, perhaps from a shipwreck. - Constructing a sort of "distress signal" near a shoreline would have a small chance of spawning what seems to be a ship nearby in the water, provided that the body of water is large enough and is connected to an ocean or sea. This chance is bigger when the distress signal is placed near or within an ocean biome. - The ship is made up of blocks and occupies a huge amount of empty space above the supposed body of water. You can't mine any of these blocks, but there are however interact-able blocks like doors and chests (with precious items inside). - You can choose one of two options... - You can ask one of the people in that ship to help you get out of this cursed lonely place, which brings you to a limited version of Minecraft's ending -- Limited like no epic End poem, just the credits. After the ending, you'll re-spawn back to your current spawn point, with tons of experience and points and the "secret" (unlisted) achievement "Rescued". There would no longer be another ship spawning for you, even if you try making another distress signal. - In the other option, if you already conquered the awesome land and don't want to leave your precious kingdom now, you can just loot their stuff and leave them be. Or kill the poor crew. Not talking to one of them and leaving the ship for a certain amount of time would de-spawn the entire ship. You can still spawn another ship, but such chance would be slimmer this time.
  8. Oh wow, just logged-in so I could go check if you've finally replied to my PM (and comment on the Minecraft thread), and then I saw this. Volcano FTW. XD Off-topic: About the slingbag model, my problem is that the one you uploaded recently in MediaFire crashes when I use it. I've seen the screenshots of you testing it, though., so I'm guessing you uploaded the wrong file again. Shouldn't be much of a problem if that's the case.
  9. LOL. Btw, anyone here also waiting for an awesome mod to get updated to 1.0.0? And is halting Minecraft-playing just for them? I'm currently waiting for "Nature Overhaul", "Mod API", and the source for the "Clay Soldiers" mod. I predict I'll only be able to get them next month. A lot of modders don't usually update their mods at around Christmas.
  10. You should know that the time controls were a debug feature, and not really intended for the game. However, there are a couple of mods to help accelerate time.
  11. Never downloaded from any illegal sites. All I said was they were recordings shared by my own cousin, which I don't think it's illegal, as long as we don't share it with anyone else. Yeah, it's torrent, but it's private, even password-protected. (I do wish my cousin use another way of (private) sharing, though, 'cause torrents are only useful if you actually have more than one seed or source to download from, and we obviously have just one seed. And yeah, I do feel like "illegitimate" since torrents are commonly known for piracy.)
  12. LOL. I know. No worries. Just "emphasizing" that my country doesn't have the show, which is a shame.
  13. Can't really blame people for that, though. The series' international broadcast ain't exactly "international". My country hasn't caught up with that show yet, and I doubt it would ever have it showed here. Not a single local channel has a "Community" in it. However, I do watch the show, via recordings my cousin shares with us online. As for "Family Guy", I see nothing wrong with it, however like "The Simpsons", it gets a little lamer every new episode.
  14. "Complaining" is how I ended up with 7-Zip, MCPatcher and the handy "Universal Extractor". Shouldn't have brought up WinRAR though. I haven't touched that app for like 2 years. And you know, there's a reason why I called it "nagware" instead of "shareware" -- Despite WinRAR nagging you about its expiration and buying the full version, you can still continue using it for free indefinitely. So it's basically "nag-freeware". LOL.
  15. Well, I still got some problems with this idea. Fire can spread, 'ya know, and I've always wanted a campfire that doesn't burn my poor wooden "tent", as well as the surrounding forest. I'm currently thinking of this: Scratching the no-new-item rule, I'll be making a very simple campfire that will look like smaller versions of wood blocks all piled up into one. This campfire would function exactly like a furnace, with pretty much the same interface when you right-click it, except it will be a lot easier and faster to pick up, you can only cook food in it, and it is its own fuel as you can't place any other fuel into the fuel slot. The campfire starts "cooking" by itself when you place it onto the world, and it will continue to cook until the fuel runs out, where the campfire would then be destroyed. You can stop the cooking by mining it. The fuel remaining would become the campfire's duration as an inventory item. Btw, regarding MCForum's/WedTM's screenshot of the pre-release, can I ask what the hell is the weird-looking pickaxe in his inventory?
  16. Still thinking of ideas how it should work, though. It is at the moment just the fire's old pre-Alpha ability to smelt simple non-ore stuff such as food, the ability to sustain fire by throwing into the fire wooden items, and craft-able fire through a simple recipe with coal. I need to make the mod as simple as possible, and avoid making new items to make it texture pack-friendly.
  17. I may just stick with 1.0.0 until the official modding API gets released or there will be an upcoming feature cool enough to convince me to update. At the moment, I've got mods to cover what I feel the vanilla game is missing, like my own easy-to-make "campfire" mod (which ain't done yet).
  18. Good news for Orgcon -- The dynamic lights mod just got updated for OptiFine compatibility. And you know what, I may try the mod out again if ever you could still choose which items to light up. I'm wishing to keep the fire glow, among others.
  19. daangelo29

    Roblox?

    Roblox has been an "in-thing" for a long time now. It's just that the simpler, more-popular and less-expensive Minecraft -- or, should I say its players/community -- overshadowed it.
  20. Old. But still funny. Tried this a year ago, however I just recently realized how the "search" really works. LOL. If you search for something, instead of leading you to the original Google page, this Java app picks the top 4 web results and the top 4 image results and then dumps them into their "page", interact-able like the others.
  21. Yeah, that problem. Though I have abandoned the dynamic lights mod a long time ago -- as I prefer my torches more as lit only when placed to keep the good old darkness and fear factors of caves, among others -- I do still encounter the problem of incompatibility when I use OptiFine. As for OptiFine being incompatible with MCPatcher, they were never compatible, But you can however use the latter as an alternative to WinRAR for installing zipped mods, including OptiFine itself, that is as long as you disable the pre-included mod options like the HD texture patch. I currently use MCPatcher for it, as having nagware like an expiring WinRAR trial can be, you know, annoying. Edit: More good news. In addition to the Minecraft Coder Pack update, I found that Koda is going to release an open source of his awesome clay soldier mod after he updates it for MC 1.0.0. I've got a lot of modifying to do with it to make the mod simpler and vanilla-like, like removing the "snow Pegasus" and "clay disruptor" stuff, while leaving out some features like the clay soldiers' use of natural materials like sticks and cow hide as tools, but it sure is going to be awesome.
  22. I wish Notch would actually implement such performance enhancement on the vanilla game. I bet they could do better than OptiFine. However, I do recall the very recent weekly pre-release of 1.01 having a recognizable performance boosts (in my tests that is). It could be because they probably temporarily removed or "nerfed" something in it or something, but I'm hoping for more in the future updates. Btw, I'm also using OptiFine, despite having a mid-end gaming laptop. The best of two worlds (optimal performance + HD textures) in freaking one. And Minecraft Coder Pack just got updated to version 5.0. Can't wait to try it out, and for my favorite mods to get updated.
  23. Same. I wish Notch could just make them optional. Or at least give the features such as the experience system more (non-RPG-based) purpose, like the experience making the game (SSP) more challenging and/or more interesting to play as you go further up other than for casting spells with the enchantment book. As for the potions, I see nothing wrong with them. They give the Nether more purpose and also make your hardwork of gathering those ingredients worthwhile because you know in the end, by using them, you'll make the game easier and little more interesting. However, Notch did make them look like that of an RPG. And for the enchantment book, I wish there's a mod (or I could make a mod) that can help simplify it and make it less RPG-like. I still ain't sure how. I was myself thinking of making them spawn inside the churches of villages and make them un-craft-able via mod, so that's it's that extra special and you really have to find a village (with a church) to find one, as well as to make them less RPG-y, but then I realized the spells are experience-based. So I have this fix that problem first.
  24. "was eaten by a shark" Admin option? XD In another note, with Minecraft Coder Pack (possibly) getting updated soon for MC 1.0, I'm currently thinking of mods to do. Just saw a flow chart of the potion recipes, and I must admit they were simpler than I realized. I see nothing at the moment to "simplify" via mod. I still have that "glistering melon" problem, hoping that Notch gives it another purpose other than an ingredient for potions. I may try making them edible (3 hunger points perhaps contrary to the original 1 hunger point of the melon), while still making the Instant Health useable -- the former for hunger, the latter for health. As for the experience orbs thing, I do begin to have mixed feelings about it. I'd like to try changing the feature a bit. And this what came out of my mind: A mod that involves getting rid of and replacing the collectible experience orbs and the experience bar in the HUD with something a little more interesting (for me). You would immediately get all the experience that you usually get when killing mobs, among others, instead of needing to collect their orbs. And the experience bar and number counter would be replaced with something like titles based on the experience level, like "Lost" (Level 0), "Ultimate Survivor" (Level 30+) and "Conqueror" (the highest level there is). This won't be simple to code -- and the experience orb replacement part may not likely be shared -- but it could help exercise my Java programming a bit if I ever try this out.
  25. Just updated to full version / 1.0. Still tentative whether I should stick with this version (no more updates), or I should wait for any possible major updates. Like I've said before, I've never liked the full version to be just beta 1.9 with bug fixes and without the "beta", as many of us do use mods and we would never like a major update with new features we would really like to break those mods and have us start our worlds all over again, among other concerns. I hope the future updates, like the upcoming red dragon, would be just optional or non-major updates. Or Notch adds a feature in one of the future updates to make the game mod-friendly. Finally. LOL. In another note, I also bought Minecraft: Pocket Edition for the iOS (as my low-end Android tab can't handle the awesomeness when I tried testing it there). It's just 7 bucks, and I'm hoping for more portable Minecraft awesomeness in the future.