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iowarrior

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Everything posted by iowarrior

  1. Haha, glad you like it, a lot of effort has been put to it. Ill try to answer those questions Technically it works in any mode, just that all the inspiration has been founded from playing in adventure mode. Especially regarding all the tool restrictions. So i would recommend start playing it in adventure mode without the bonus chest. Thats right, no tools to start with. The player will receive levelup rewards as he progresses. When he first enters the world he will technically levelup at 0, and that reward is a wooden sword, player guide and a map. He should the try to survive with only that until he reaches 10 xp, gain level 1 and get as reward the wooden axe among a few other rewarding items. (There are plenty of ways to do it and even a legit way of getting wood without the axe if one really starts to think about it... ) In creative mode some things work differently. Placing torches will be normal, in survival and adventure they become torches that burn out. Also trying to open a locked door or chest in creative mode will notify the player with a chat message the required key code. I think ill put another post explaining the keys and locks. Implemented so far: Magic Missile Fireball Summon Lightning Drain Life Burning Hands Light Night Vision Calm (undead) Invisibility Breathe Water Fire Resistance Flight Feather Fall Shield Summon Skeleton Summon Zombie Summon Ghost Healing Some values are already modifiable and disableable in a config file. Once the mod loads up first time it extracts some script files including the config into folder 'mods/qadom/scripts/js'. When i get enough feedback of things players want to modify i can add that. Definitely has been planned but has been a lower priority. The ghost served as a study in how to do it, when time permits more will come. As said effort will shift now towards world creation, npcs and quests. Absolutely. Well, as this doesn't touch vanilla code it should be quite safe. But to be honest i haven't tested with other mods so cant say for sure. No parts of vanilla minecraft has been messed around with except changing the max potion stack size from 1 to 16 (and there was a way to do it without modifying minecraft code).
  2. Release of Qadom Preview 0.2.5, modified original post...
  3. Ah ok, well, i'm quite sure this requires modifying vanilla player inventory code still. Even though it sounds like a good idea, at least worth trying. It will be hard to predict how it turns out without a playtest but increasing difficulty should provide immersion if done correctly. Im currently busy with something else but i think after that i could provide you with a mini mod doing just the inventory reduction.
  4. Wouldn't that just increase the available slots instead of reducing like in your original post? But yes you could do that without modifying mc..
  5. I don't think it would be that hard to do technically. The issues are more compatibility related. For example changing the player inventory size would be easiest to do by modifying minecraft code, which means this would have to be a core mod with a higher risk of conflict with other mods. If thats acceptable then we are talking just about changing a few lines of code here and there as well as modifying the inventory GUI screen texture.
  6. Well thank you! Infact we are planning to give out the first version for testing towards the end of next week, say tuned!
  7. Version 1.0.0 is ready, go to: http://www.minecraftforum.net/topic/2675225-172-qadom-ancient-ruins-of-aargh/ The old post is in the spoiler..

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