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New Map Mods

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Re: New Map Mods

Post by sonicxs2 on Thu Dec 01, 2011 3:25 am

i think the tomes mod looks much better (because srsly, how hard is it to install mods even without instructions?!?!) since it is a actual book that you write in instead of just some text in the chat bar.
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Re: New Map Mods

Post by mimmyjambo on Thu Dec 01, 2011 3:51 am

I agree with Sonic tbh, installing a mod isn't difficult, and plus, it's only 1 mod. Just add in ModLoader, which most people have anyway, and cut and paste 1 .zip file. Not hard! No more work to be done, that's it. So easy, you'd have to be Mazer an idiot not to be able to do that in about 5 minutes =3
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Re: New Map Mods

Post by sonicxs2 on Thu Dec 01, 2011 4:59 am

[You must be registered and logged in to see this link.] link fixed

there is a good example of how it could be used.


Last edited by sonicxs2 on Thu Dec 01, 2011 6:10 am; edited 1 time in total
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Re: New Map Mods

Post by Lagg-ninja on Thu Dec 01, 2011 5:40 am

The thing about adding a mod instead of a plugin is that anyone WITHOUT the mod can NOT log in. THAT is the problem so new commers would complain and it'd be assumed on whitelist and also not everyone wants to mod their minecraft even if it is just 1 mod and easy

Also some mods conflict, an example is when two new blocks have the same ID thus would cause issues and not everybody (and not everymod) can change the ID manually.

A plugin that would employ the already existing books and bookshelves would be the ideal thing rather than having to have EVERYONE add a mod.

A plugin: only frazz has to instal, a mod: everyone has to
Going with the law of "simpler is better" plugin would be best, and I'm sure kairus would be able to make one if there isn't already one,
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Re: New Map Mods

Post by sonicxs2 on Thu Dec 01, 2011 6:10 am

i guess you have a point there, i just got really excited about actually having books rather than just having the words. and the one you originally suggested is already designed for SMP
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Re: New Map Mods

Post by Sabriala on Mon Dec 05, 2011 12:03 am

Faelar Laelither wrote:
Seriously though, no, that mod can burn in hell, I'm not seriously installing it. If you got excited, you too can burn in hell. :D :D :D :D

I'm glad you're joking, because I would quit and burn all of my writing if you were serious about installing it.

I'd help/join you...................*cough* after I run around killing everyone for being a pony.....*cough* *sharpens blade*



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Re: New Map Mods

Post by Darkborne on Mon Dec 05, 2011 5:05 am

Vanish (for admin purposes)

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Player Freeze (For admin/RP purposes)

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Updated Mob spawning commands (Thank me later fae)

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Stop Mob (This one's for you Fae. Lets you set either all or some people to be unattackable by mobs)

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Colored Signs (For the one who asked for it)

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Apple Trees (For varied food, more efficient than vanilla, less lag)

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McMMO (For the RPers, make those lazy bastards work for the skill for that diamond pick they got, may prevent frequent xraying)

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Warp Management

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Essentials

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Just some suggestions. You may have noticed that I added some commonplace ones in there. I figured since bukkit isn't going to update its recommended builds any time soon, we should make our own build, get back to a real map.

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Re: New Map Mods

Post by Faelar Laelither on Mon Dec 05, 2011 5:48 am

Updated Mob spawning commands (Thank me later fae)

Mobspawner


Stop Mob (This one's for you Fae. Lets you set either all or some people to be unattackable by mobs)

Stop-Mob



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Re: New Map Mods

Post by Wheeind on Mon Dec 05, 2011 2:07 pm

Darkborne wrote:[You must be registered and logged in to see this link.][You must be registered and logged in to see this link.]
Just some suggestions. You may have noticed that I added some commonplace ones in there. I figured since bukkit isn't going to update its recommended builds any time soon, we should make our own build, get back to a real map.

I don't like McMMO or the apple tree mod. The second one might be fine with the food system changed now but I didn't like it at all with the old system because it was way too easy to get a huge stock of food with a small tree farm.

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Re: New Map Mods

Post by Darkborne on Mon Dec 05, 2011 4:57 pm

Why don't you like the McMMO mod? Is it the specific mod, or the idea of having to earn your skills in general? I would prefer a specific reason.

The Apple tree mod I can understand a bit. It's not particularly necessary, Simply makes apple farming more efficient and precise.

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Re: New Map Mods

Post by Lagg-ninja on Mon Dec 05, 2011 6:40 pm

If the "stop mob" one is accepted I'd appreciate of frazz either the ability to use it OR the right to ask admins to turn it on so I don't have to bother with them during rp construction.
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Re: New Map Mods

Post by Darkborne on Mon Dec 05, 2011 7:29 pm

To be Honest the Stop Mob plugin I suggested specifically so Fae could control mobs as the Overlich better.

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Re: New Map Mods

Post by Wheeind on Mon Dec 05, 2011 8:15 pm

I don't like McMMO because it's unbalanced towards new players and it adds pointless grinding. Sure it's cool to be able to play forever and end up getting critical hits every other attack but it adds a lot of grinding if new people want to be able to participate in RP combat and stand a chance.

I'm not really even sure what to say past that. I've never liked anything about the plugin when playing with it. I'm not going to be mad if it's what the community wants but my personal opinion is that it's a pain in the ass and not balanced enough to promote anything that will add fun to the roleplaying we do.

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Re: New Map Mods

Post by Darkborne on Mon Dec 05, 2011 9:43 pm

Fair enough, just glad to hear your reasoning behind it. as for me, my opinion doesn't matter much. It's my job to serve, not to dictate.

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Re: New Map Mods

Post by Tengard on Thu Dec 08, 2011 6:52 am

At least you try Dark. Your opinion matters to me!

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Re: New Map Mods

Post by Sealand on Fri Dec 16, 2011 5:26 am

I keep forgetting to post this, but Dark's recent post on updating Bukkit has reminded me.

It's a plugin that I believe was talked about being added before I even became a member. It was a repair mod, or Anvil mod, or whatever. So we could keep diamond/iron items longer instead of making new ones.

However, I dunno if such a mod exists or how it works, but it does sound very nice. Especially with enchants now available, it would allow us to be able to work harder for a higher level enchant and keep it for even longer. I'd actually probably use it for iron swords more often then diamond because of the RP rules.

And yes, I know it's been more than a week since the last post. I don't think there's a need to make another mod/plugin discussion thread when this one is still fresh is everyone's memories.

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Re: New Map Mods

Post by Faelar Laelither on Fri Dec 16, 2011 11:47 am

With dark configuring the server, I have a request.

As I understand it, Essentials has two commands that would be really, REALLY useful for me- they are as such:

/Fireball is a command that, essentially, launches a chunk of molten slag from the command user, exploding upon collision, exactly like a Ghast fireball.

/md is monster disguise, an amazing command that disguises the user of the command so that they appear to others as a specifically chosen monster.

These two commands would be TREMENDOUSLY useful, and would also make the second cataclysm so amazing that peoples' socks would fly off- assuming I'd be allowed to fly in some manner.
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Re: New Map Mods

Post by superscope1 on Fri Dec 16, 2011 12:15 pm

/fireball is a default essentials command, Fae. As I'm explaining to you right now in Skype :D

As for /md, that requires [You must be registered and logged in to see this link.] which I find is an EXTREMELY fun plugin.

I say we add it and make it mod+ =3 It works as a security feature as well. ^_^

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Re: New Map Mods

Post by Joccaren on Fri Dec 16, 2011 5:17 pm

superscope1 wrote:As for /md, that requires [You must be registered and logged in to see this link.] which I find is an EXTREMELY fun plugin.
Ahh yes, the days of fireball breathing sheep, giants, creepers, slimes, steves, pigs and everything whenever I hopped on your server. And my cactus powertooled to /nuked. Can't forget that. Though I often did.
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Re: New Map Mods

Post by sonicxs2 on Fri Dec 16, 2011 7:27 pm

omg that mod looks freakin epic. do want! c:
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Re: New Map Mods

Post by AJ.Wisteria on Mon Dec 19, 2011 9:31 am

I agree with the above person, that mod looks really entertaining! I gotta figure out how to download mods now...
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Re: New Map Mods

Post by Sir Porkchop on Wed Dec 21, 2011 10:37 pm

That would be so epic. Be a werewolf... Or a werechicken... Werecreeper?
But I really would love to play as a werewolf
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Re: New Map Mods

Post by ReceptiveRaptor on Thu Dec 22, 2011 12:02 am

superscope1 wrote:

I say we add it and make it mod+ =3 It works as a security feature as well. ^_^
True that!
>mob disguise as chicken
>follow nubface
>they wont know they're being watched if they try grief.
I have no plugin suggestions but I don't disagree with any suggested ^^
(except McMMO, see wheeinds post) :P

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Re: New Map Mods

Post by superscope1 on Thu Dec 22, 2011 12:53 am

That's a mod, not a plugin. And I wouldn't install it anyways :D

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Re: New Map Mods

Post by Oddwarf on Thu Dec 22, 2011 1:22 am

ReceptiveRaptor wrote:
superscope1 wrote:

I say we add it and make it mod+ =3 It works as a security feature as well. ^_^
True that!
>mob disguise as chicken
>follow nubface
>they wont know they're being watched if they try grief.
I have no plugin suggestions but I don't disagree with any suggested ^^
(except McMMO, see wheeinds post) :P

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(inb4 Scope adds it and I have to love him forever ;-;)

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Me gusta.
I like.
Eg likar.
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Re: New Map Mods

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