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Post by Peter on Aug 15, 2012 5:10:24 GMT -7
Roll on a proper API eh!!
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Post by starwaster on Aug 17, 2012 11:39:25 GMT -7
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Post by CoconutCurry on Aug 23, 2012 13:11:35 GMT -7
Because of the way they're coded, soldiers don't show up in peaceful. If you're still having the issue when not playing on peaceful, you might want to take a look at your modloader.txt file (in your .minecraft folder) and look for any error messages.
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Post by valhar2000 on Aug 24, 2012 7:31:29 GMT -7
As Coconutcurry says, soldiers will not appear in peaceful. I had the same problem when I first tried to use them, and I found that they began spawning as soon as I increased the difficulty level.
According to the devs, the soldiers are actually mobs, like the zombies or skeletons (although they are not hostile to you or the citizens), so settings that affect mobs will affect them. Other people on this forum have corroborated this: e.g., Thaumcraft seals damage the soldiers as well as the mobs.
If you have mods installed that interact with the mobs in some, you might find that those mods interact with the soldiers too, for better or for worse, so watch out!
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Post by rscott6666 on Aug 26, 2012 6:55:02 GMT -7
Soldiers don't run away. That must be why i never had an issue with the sound file being mispelled.
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Post by starwaster on Aug 26, 2012 9:01:46 GMT -7
Soldiers don't run away. That must be why i never had an issue with the sound file being mispelled. Will they ever run away? I'd like to replace the default runaway sound with appropriate dialogue from Monty Python and the Holy Grail. (maybe with some bit from Sir Robin complaining that he soiled his armor) And maybe add a new option in the minecolony config files where I can set the level of their cowardice (like maybe a percentage chance or frequency of cowardice, etc) Just for the lulz ;D
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Post by kirkerbot on Aug 27, 2012 5:51:48 GMT -7
ok so on estimate about how long will it take for the next update to come out? just wondering so i know how long i should wait befor actualy using the 1.3.2 jar i have. till then im sticking with snapshots. they're so fun like mini mods.
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Post by CoconutCurry on Aug 29, 2012 6:16:56 GMT -7
You can have multiple installs of Minecraft at once if you use Minecraft Portable. Just google it. I use that to have different mod combinations simultaneously.
Astroy: Have you double checked to make sure you're using the correct version of ModLoader? You might want to start a new thread in the Help section about this. You don't have to create an account to do so.
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Post by starwaster on Aug 29, 2012 22:52:34 GMT -7
Or just manually copy / rename folders. That's what I do.... am I the only person who does that?
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Post by CoconutCurry on Aug 30, 2012 5:59:48 GMT -7
I use portable because it takes me about zero effort, and gives me one folder I can copy onto a flashdrive... meaning I can install mods for my boyfriend and hand him one folder he can run it from.
The man can probably code mods... but can't install them unless I walk him through the entire process. Any other game, and he has to walk me through it, and does just fine... just... Minecraft...
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Post by anglewyrm on Aug 30, 2012 10:35:42 GMT -7
I use portable because it takes me about zero effort, and gives me one folder I can copy onto a flashdrive... meaning I can install mods for my boyfriend and hand him one folder he can run it from. Magic Launcher can run multiple different versions with different mods. I have it set up to do default v1.2.5, current v1.3.2, a favorite mods setting, and a testbed for testing new mods for compatibility with my current favorite mods. Works quite nicely for me.
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Post by CoconutCurry on Aug 30, 2012 13:14:33 GMT -7
Ah. I don't much like using launchers myself... I find them to be a bit of a pain.
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Post by valhar2000 on Aug 31, 2012 8:33:04 GMT -7
I am looking into forge right now. FYI, now that Forge includes modloader functionality, you do not need Modloader at all to run Minecolony. When I heard that they had added this to Forge, I decided to test it by installing Forge alone in a fresh copy of Minecraft 1.2.5, and then installing all my mods. They all work exactly the same as before, including Minecolony RC20, and I have no problems opening a savegame created when I was still using Modloader.
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Post by HardcoreMiner on Aug 31, 2012 9:30:43 GMT -7
You have proably hear that but....Dinerbone have said that he have created the first class files of API. That always a step in right direction.
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Post by CoconutCurry on Aug 31, 2012 9:54:58 GMT -7
Yeah, I noticed that Forge has integrated ModLoader the other day... pretty nifty!
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