AbyssalCraft Mod 1.6.2/1.5.2 update

AbyssalCraft Mod This is a small project for a few months, it is a forgery based on the mod, which requires that you have installed minecraft forge before you can use it. What mod is that it does not add new content to the game that changes how the overworld is like, because it adds a new biomes and monsters populate overworld.

Along with a size. Dimensions are similarities of a representative of the overworld dark, populated by undead creatures, who appear in the overworld as well, in certain biomes. The idea for the mod is to expand the limits of the game, with a 4th dimension (overworld count as one-way), with new creatures, who have special abilities of their own. A content plan for the future is to have 2 more sizes laced with the first, create a layer 3 full dark areas and perhaps some interesting things.
Features
• 2 new types of stone, called "Darkstone" (It is stronger than regular ice 20%), and "Abyssal Stone" (created in The Abyss, and can be processed into Abyssal Stone, along with Darkstone able to build a brick Darkstone)
• New tools, three so far, Darkstone, abyssalnite and communication Coralium abyssalnite (2x the stats of abyssalnite with special abilities)
• 3 new types of armor, abyssalnite, coralium abyssalnite communication, and fear abyssalnite
• A new biomes, called "Darklands" including trees and random structures generated in
• New Mobs, now 6, the "Ghoul Dephs", the "Abyssal Zombie", e evil clone pigs, abyssalnite golem, golem and fear abyssalnite dreadguard (last 3 are not fully implemented)
• A mob boss (known as "J'zahar, The Gatekeeper", which is pretty braindead, with a head glitchy)
• A new dimension, The Abyss, have hidden strengths inside (like ramparts overworld, which can be found with Ender's eyes), and 100 blocks tall obsidian pillars, undead mobs only spawn in abyss, with the exception of endermen (a little undead)
• Two new ore, known as Abyssalnite and Coralium
• A new type of TNT which is a lot more powerful, and can cause a lot of lag when primer (requires a lot of resources to build) is also a core product to make it can be used as explosive as good
That will end all the features so far, I have a lot more I would add, and I do not care proposal Check wiki for more info on the mod features! (Currently it is still not finished)
Future Content
• more mobs, mobs alot more
• more blocks
• Tools more powerful than / armor
• Can add 2 sizes (later)
• More specific reproductive Mobs in The Abyss
• the boss mobs in size (I would have a hard time coding what I have in mind, I'd like luck)
How do you install the mod
(Windows)
• Go and install the universal fake (or latest or recommended)
• Put the fake files in your minecraft.jar
• AbyssalCraft download (if you have not already)
• Create a folder in Minecraft. Called the "mod", if you have one, then you can skip this step
• Put the zip folder containing the mod folder inside the mods
• Now that you have successfully installed my mod
(Mac)
• Go and install the universal fake (or latest or recommended)
• Put the fake files in your minecraft.jar:
1. Locate Minecraft folder, click on "go" tab on the engine, and hold "alt" then you will see what is called a "library",
2. Once you click on that, you will se a folder, click a name in the "Application Support", then a is called "Minecraft"
3. to access the contents of minecraft.jar, please follow the instructions written by Risugami:
Quote from Risugami:
1) Go to Applications> Utilities and open terminal.
2) Type in the following, line by line:
cd ~
mkdir mctmp
cd mctmp
jar xf / Library / Application \ Support / minecraft / bin / minecraft.jar
3) Outside of terminal, copy all the files and folders in the folder mctmp.
4) Back inside terminal, type in the following:
META-INF/MOJANG_C rm. *
jar UF / Library / Application \ Support / minecraft / bin / minecraft.jar. /
cd ..
rm-rf mctmp
5) Run Minecraft, enjoy!
4. This will install Minecraft forge inside the rest is pretty much the same as a window
• AbyssalCraft download (if you have not already)
• Create a folder in a folder called Minecraft "mod", if you already have one, then you can skip this step
• Put the zip folder containing the mod folder inside the mods
• Now that you have successfully installed my mod
Error
• The ODB could cause extreme delays after the explosion, which caused the explosion to the thousands of "mass reduction" can do, I suggest you either wait about 10 minutes for them to despawn, or remove them with mcedit
• The armor does not have any special powers (not really a bug, because they do not fully coded yet)
• Zombies abyss looks like they usually do when you were born they spawneggs while using the same (with skelestons withered, they have a natural birth)
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War and Magecraft Mod Minecraft 1.6.2/1.4.7/1.4.6

War and Magecraft brings you more weapons to Minecraft than the standard sword and bow. This mod brings you new "magic" staffs that never break, and will help you in battle by either shooting fireballs, fully heal you, or conjure a skeleton or a zombie to help you out for a little. There is also a Dart Gun that can shoot darts to help you out in battle. This mod also creates a new ruby ore that allows you to craft the staffs, and are as valuable as diamonds(and as hard to find). The weapons include:

Conjure Skeleton
Conjure Zombie
Conjure Blaze
Conjure Giant
Healing Staff
Ice Staff
Dart Gun
Blaze Staff
Fire Staff
Lightning Staff
Daggers
Ice Spike Staff
Machete
Teleport staff
and more
Future Plans
more staffs (upgrades)
Other Info
This will eventually become multiplayer with a new game mode I will be programming into it that will be the server owner's choice to allow it or not (details later). There is also a page of this mod on Minecraft forums, and that has pics on it and more in detailed info on the weapons...
BETA 1.3 AND ABOVE requires Forge.
For Beta 1.2 and below it requires Mod loader.
Change Log
Beta 1.3 -Updated to forge 1.6.2 as well as added Ice Shard and Ice Ball (will be more applicable in the future)
Beta 1.1 - added in teleport staff and glass staff (works with 1.4.6 and 1.4.7)


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Camping Mod 1.6.2/1.6.1/1.5.2

  • Used in the crafting recipie of the tents.
  • Used to rolate the tents.
  • Used to remove a campfire safly.
  • Used to take the chest or a sleeping bag out of the tent (without a break).
It has a durabilaty of 100. you will lose 1 if you craft something, retreve a campfire, retreve the contents of a tent, turn a tent.
Developer: __Rikmuld__
The Camping Mod for Minecraft 1.6.2 Screenshots:
How to install Minecraft Camping Mod for Minecraft 1.6.2:
  • Download Minecraft Forge.
  • Place minecraftforge in your minecraft.jar.
  • Delete the META-INF.
  • Place the jar file of my mod in your mods folder.
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Zyin’s HUD Mod 1.6.2/1.6.1

Zyin's HUD Have not new with you love Minecraft, today we introduce to you the newest version 1.6.2 Zyin's HUD Mod Zyin055 author. This mod was updated on 15/07/2013. I hope that you are happy to receive. Keep visiting us okay!

This is a mod which adds your coordinates, a compass, calculates distances, shows nearby players, shows unsafe areas, shows potion duration, eating helper, weapon swapper, an fps counter, displays horse stats, and dynamically displays your equipment that is at less than 10% durability. It works in both single player and multiplayer servers.
I'm releasing this as open source - just look in the /SourceFiles folder of the .zip.
Installation
  1. Install Forge by running the latest recommended Forge installer.
  2. Put the .zip you downloaded from the files tab into your /.minecraft/mods folder. If you don't know how to find this folder, open up a folder with Windows Explorer and type in %appdata%/.minecraftinto the file path bar at the top of the window. Doing this will bring you directly to the Minecraft folder. If a mods folder doesn't exist, then create one here.
  3. Launch Minecraft with the Forge profile selected in the launcher.
Known Bugs

  • none
Hotkeys

Hotkeys can be configured in game under Options > Controls
  • K = Distance Measurer toggle
  • L = Safe Overlay toggle
    • - + L = Decrease safe draw distance
    • + + L = Increase safe draw distance
    • 0 + L = Set safe draw distance to default (20)
    • Ctrl + L = toggle see through walls
  • P = Player Locator toggle
  • O = Horse Info toggle
  • F = Weapon swap
  • G = Eat food
Screenshots

If the .gif's don't load then view the direct image in another tab.
Coordinates/Compass

Shows your (x, z, y) coordinates along with your direction. The y elevation changes color based on what ores spawn at that level.
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Durability Info

How the damaged equipment system works:
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Distance Measurer

Distance Measurer (hotkey = K). Useful for building and measuring distances from your crosshair:
Format 1: [largest horizontal distance]
Format 2: [x, z, y, (absolute distance)]
[IMG]
Safe Overlay

Safe Overlay (hotkey = L) showing unsafe areas (you're seeing see through walls enabled/disabled with Ctrl+L). Hold down the plus/minus key and then press L to increase/decrease the safe checking area. Hold 0 and press L to reset distance to default. Big shoutout to Zombe's ModPack andLLOverlay for their open source code.
[IMG]
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Player Locator

Player Locator (hotkey = P) will display nearby players to you. Never again will you be caving with a friend and ask which way he went.
[IMG]
Potion Timers

Potion Timers will display the remaining time on your potions whenever you drink a one (look in the top left). Can be configured off.
[IMG]
Weapon Swap

Weapon Swap lets you press F to quickly select either your sword or bow. Press it again to switch between the two.
Eating Helper

Eating Helper lets you press G to quickly eat food in your hot bar.
FPS Counter

Displays a simple FPS counter. It is turned off by default, you can turn it on in the config file.
[IMG]
Horse Info

Horse Info will display the stats of any horse, even untamed and baby horses. You can show this info with an overlay by pressing O or viewing it with the F3 menu.
[IMG]
[IMG]
Configurable options

There is a configuration file located at /.minecraft/config/ZyinHUD.cfg (it's created after you load the mod up for the first time). With the configuration file you can enable/disable any part of this mod, as well as tweak many other settings.

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FlenixRoads Mod 1.6.2/1.5.2

FlenixRoads Mod Paving the way for a better world
Perhaps you are a big fan of the Flan Mod, but not anywhere to go but the new Mini for a spin! Have you ever slaved over building your city, just to see what is missing?
If that's you, then this is the mod you need!
Introduction: Roads adds a whole load of new blocks to use as a way to get around!



So what it does exactly ...
Right now, it is simply a load of road blocks, with many types of paint.
There's also everything else you need to make the runway, including Tar!
However, the mod is still Alpha, so expect a lot more soon!
The expected features
this is everything I intend to add right now. Lack what you want? Suggest it!
- The street signs. Speed ​​limit, direction, street name signs can even burn!
- Lighting. Street lights, Cat Eye, Light up the bollards vvthuc!
- Clock speed. A beautiful widget display when you are going to any organization, displays your speed.
- More secondary model - car park height restrictions, mobile fences etc.
- Support Redstone - Working traffic lights, street lights
- Other things to decorate your city!
- Structural better! optional texture pack available!
Change log FlenixRoads 0.4.0
Note- I'm writing this as I've almost finished the update. So, I'll probably forget some stuff...
- Changed render system. RoadBlocks are now meta-based and use multiple textures, meaning a lot less IDs
- Changed Tile Entity pre-built stuff to not be pre-built (eg traffic lights, lamps) - There are now poles, so you can set the height.
- Added "40", "50", and "60" speed limit signs
- Step towards working traffic lights- you can now place in one of four colour combos. No redstone yet sorry.
- Fixed ramp model
- Fixed the de-render bug when the base block goes out of the FOV
- Fixed Kerb blocks. All kerbs now appear to be "crafted" correctly, with the kerb section actually being "seperate" via texture.
- Added a full-size Tarmac block as requested by someone
- Removed the "Slow" and "Stop". They will be replaced in the future.
Known caveats
- Collecting Tar gives you a bucket of water
- Tarmac Ramps, Street Signs & The road barrier don't have icon textures
- Traffic Lights all use the same icon
- Two of the Tarmac Ramps don't have textures when placed (Not sure what I should put on them to be honest!)
- No crafting recipes
- Ramps aren't functional (You can't actually walk up them yet)
- Some collision boxes are quite buggy, namely the barriers.


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ArrowSplosion Mod Minecraft

ArrowSplosion adds a fun effect to arrows, when shot critically. The arrow will create an explosion effect until it hits the ground



After watching Two Player Production's Minecraft: The Story of Mojang,
and seeing Notch coding Exploding Arrows, I thought it would be cool
to create a mod for everyone!


Dowwnload ArrowSplosion Mod Minecraft
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DeathRun Texturepack 1.6.2

Deathrun It's not just an ordinary jumping-puzzle, there is also a so-called Activator. You'll need at least 2 players to start a roundoriginally a Team Fortress 2 game mode, is a mini game where the players have to complete a track, full of traps. The players are separated into two teams:

The Runners' goal is to complete the track. If you enable the "time challenge" setting, the runners have to complete the track within the given amount of time. The number of players in this team depends on the total number of players in the server. If you play with more than 2 players, it's most likely that you will play most of the time in this team. If one Runner makes it to the end, the entire team will win.. and the Activator will burn! When a Runner dies, he will respawn in a spectator room. He can navigate through the map using a button at the back of the spectator rooms.
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The Activator is randomly chosen from all players. His goal is to stop the Runners from completing the track. To do so, the Activator has to push buttons to enable traps on the track. As soon as the Activator starts running, the Runners will be released. At that moment, the activator becomes invisible, so the Runners can't see where he is. If all Runners are dead, the Activator wins.
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You can adapt the game rules to your preference! If you play with a small number of players, it’s recommended to enable fast health regeneration, but nobody’s stopping you to disable it. You can enable a time challenge, or enable hard mode. These rules can be changed to balance the two teams, or to make it a near-impossible game.
If you want to change the settings, you’ll have to be in creative mode. This is a safety precaution to prevent guest players from changing the game rules.
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This way, only opped players are able to change the settings. When you’re in creative mode, press the ‘Adjust game settings’ button in the lobby. You will be teleported to the settings room. To be safe, hit the ‘Manual Reset’ button before leaving. Usually the map resets itself after every game, but if this didn't happen for some reason, you can always manually reset the map from here.
Play on easy difficulty
Turn PvP off
Don't break any blocks
Use the texturepack
Turn commandblocks on in server.properties
Don't play on a bukkit server, because it causes some problems!
If you can't see the Curse widgets, please refresh the page.
We have made our own texturepack for this game. It’s highly recommended to use this texturepack (actually a 1.6+ resourcepack).
The most important thing in this texturepack is that some blocks are invisible from one side. This is to make sure that the Activator can see the Runners, but the Runners can't see the Activator. Without our texturepack, it will be almost impossible for Activators to win since the Runners can see which traps are activated. Also spectator rooms will be quite pointless and the map will look a lot uglier without the texturepack.
Project Manager: Patbott
Supports: 1.6.2
Updated 13/7/2013
Newest File: DeathRun_Texturepack.zip



Folder with everything already setup to play Deathrun with your friends
MAPS

Download Deathrun_World_1.6.1.zip
Download Deathrun_Server_1.6.1.zip

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Metallurgy Mod 1.6.2

Metallurgy 2 is a vast enhancement to the basic mining system, adding well over 48+ new metals (based on which submods you use). Our goal is to create a balanced atmosphere for players to explore and enjoy mining. Metallurgy 2 is also modular, configurable, and entirely tailoring for the player's experience.
You can find the configs in your .minecraft folder under Config/Metallurgy/(Metal Set)

As part of Metallurgy's addons, normal ores are put onto our spawn system of no height restrictions, we felt this created a more fun, exploratory system for mining. If you want to change Vanilla metals back to their old values, simply crack the Core config and under ores disable all of the listed ores (should all be vanilla names) which will reset anything we change about them.

Base Metals

Adds Copper, Tin, Bronze, Hepatizon, Angmallen, Damascus Steel, Manganese, and Steel.
These are supplements ranging between Stone and Diamond with Steel being Diamond Equivalent but less durability. Installing Base Metals also gives you access to new metal Furnaces and Crushers (see below).
Precious Metals
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Adds Zinc, Brass, Silver, Electrum, and Platinum.
These metals create high enchantability, low durability tools, they can also be mixed with some other metals in other sets to create potent new metals. Precious Metals can also be turned into "Met" at a Mint, Met being a coin-like currency that's tradeable with Villagers.
Nether Metals
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Adds Ignatius, Shadow Iron, Lemurite, Shadow Steel, Midasium, Vyroxeres, Ceruclase, Adluorite, Inolashite, Kalendrite, Amordrine, Vulcanite, and Sanguinite to the Nether.
These metals vary in strength from midrange overworld metals to post-Diamond and are only obtainable in the Nether. Some Nether metals come with alternate uses (Ignatius/Vulcanite can be used for fuel for example). Nether Metals also comes with a new furnace called a Smelter that's powered specifically by lava.
Fantasy Metals
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 Adds Prometheum, Deep Iron, Infusolium, Black Steel, Oureclase, Aredrite, Astral Silver, Carmot, Mithril, Rubracium, Quicksilver, Haderoth, Orichalcum, Celenegil, Adamantine, Atlarus, and Tartarite.
Fantasy metals spawn in the overworld and come in a very large variety, covering Stone through high end Nether in strength. They have higher enchantability by default, but are much rarer than their overworld counterparts. Fantasy Metals also comes with the Abstracter, allowing you to transmute old metals into Experience Orbs.
Ender Metals
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Adds Eximite, Meutoite, and Desichalkos.
Eximite is a high tier metal found throughout the Ender and can make weapons/armor/tools near Steel in strength. Meutoite is a Catalyst found throughout the Ender when mixed with Eximite creates Desichalkos, a strong and powerful alloy.
Utility Ores
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Adds Phosphorite, Sulfur, Saltpeter, Magnesium, Potash, and Bitumen to the overworld. These ores drop straight items that are used to craft Fertilizer (Bonemeal replacement), Gunpowder, or Tar (Stickyball replacement). See below for recipes.
To enhance mining, each Metallurgy metal set comes with a special "machine" that can be upgraded through the tiers that provides new functionality.
Machines
Crusher (Core)
The Crusher is included with all Metallurgy installs, it is crated by placing 4 cobblestone in the corners, 4 sticks in the straights, and a Stone Furnace in the middle. The Crusher uses coal and other basic fuels to turn raw Ore into Dust, increasing your output and allowing you to mix dusts to create alloys.
Note: If you have Base Metals installed, you have access to a Copper, Bronze, Iron, and Steel Crusher, each crafted using the previous tier and 8 bars around it. They are faster and more fuel efficient.
Metal Furnaces (Base)
Metal Furnaces come with every install of Base Metals, they are created from Copper, Bronze, Iron, and Steel Bars surrounding the previous tier of Furnace (starting with Stone). Each one is faster and more fuel efficient.
Precious Metal Chests and the Mint (Precious)
Precious Metals adds Precious Metal Chests to the game, crafted from Brass, Silver, Gold, Electrum, and Platinum, these chests have a much higher storage capacity than their basic wooden counterpart! They are crafted from the previous tier chest (starting at wood) and 8 of the next tier of bar. The Mint can hold a bar of a precious metal, right click the mint while holding a bar to put it in, then give it a red power pulse and it'll output coins.
Smelters (Nether)
Nether Metals adds Smelters, these special furnaces are crafted using 8 metal bars in addition to the previous tier of Smelter (starting at Stone Furnace). These Smelters store lava, simply right click with a bucket on lava on them to dump it in them, they then use this lava storage tank to smelt your metals at a very fast rate. Each tier of Smelter gets faster and a larger storage tank.
Abstracters (Fantasy)
Abstracters are fancy devices that come with Fantasy Metals and are made from Promtheum, Deep Iron, Black Steel, Oureclase, Aredrite, Mithril, Haderoth, Orichalcum, Adamantine, Atlarus, or Tartarite.. They are powered by Prometheum Dust, Astral Silver Dust, or Carmot Dust respectively. Input a metal bar in the top of any type, and the proper dust in the bottom, and it'll transmute the bar into raw experience for the user. Each tier of Abstracter increases the amount of exp given (applying a bonus), as well as speeding it up and making it more fuel efficient. You can craft an Abstracter with the previous tier and 8 metal bars (starting with a Stone Furnace).
The Grand Minability Chart
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Recipes
Alloying Guide
You alloy two metals by mixing the respective dusts in a crafting bench or your own inventory. Most alloys carry on characteristics of their base components with a small bonus (usually in mining level, allowing access to higher tiers and allowing you to "skip" tiers)
Base Metals
Copper + Tin = Bronze
Bronze + Gold = Hepatizon
Iron + Gold = Angmallen
Iron + Bronze = Damascus Steel
Iron + Manganese = Steel
Precious Metals
Copper + Zinc = Brass (Requires Base)
Gold + Silver = Electrum
Nether Metals
Shadow Iron + Lemurite = Shadow Steel (2.0.3b: Shadow Iron + 2x Ignatius)
Ceruclase + Adluorite = Inolashite (2.0.3b: Vyroxeres + Ceruclase = Inolashite)
Kalendrite + Platinum = Amordrine (Requires Precious)
Shadow Iron Dust + Ignatius Dust = Iron Dust
Fantasy Metals
Deep Iron + Infuscolium = Black Steel
Mithril + Silver = Quicksilver (Requires Precious)
Mithril + Rubracium = Haderoth
Orichalcium + Platinum = Celenegil (Requires Precious)
Adamantine + Atlarus = Tartarite
Prometheum Dust + Deep Iron Dust = Iron Dust
Extra Recipes
Any Base Metal in a Rail, Bucket, or Shears recipe will produce a basic version of said item. For Rails you get more/less rails based on the metal used. Also any Precious Metal can be used to make Booster Tracks, resulting in more/less of said track based on the metal used. You can also craft Pistons using the recipe and replacing the Iron in the recipe with Bronze or higher quality Base Metals.
Copper Furnace = 8x Copper Bars + Stone Furnace
Bronze Furnace = 8x Bronze Bars + Copper Furnace
Iron Furnace = 8x Iron Bars + Bronze Furnace
Steel Furnace = 8x Steel Bars + Iron Furnace
Stone Crusher = 4x Stone (Corners) + 4x Sticks (Straights) + Stone Furnace
Copper Crusher = 8x Copper Bars + Stone Crusher
Bronze Crusher = 8x Bronze Bars + Copper Crusher
Iron Crusher = 8x Iron Bars + Bronze Crusher
Steel Crusher = 8x Steel Bars + Iron Crusher
Abstracter = 8x <Metal> Bars + Previous Abstractor Tier (starts with Stone Furnace)
Smelter = 8x <Metal> Bars + Previous Smelter Tier (starts with Stone Furnace)
Mint = 3x Iron Bars (Top Row) + 2x Sticks (Sides) + Redstone Dust (middle) + 2x Iron Bars (Bottom corners) + 1x Piston (Bottom Center)
Golden Cog (Used in Mint Loader) = 4x Gold Bar (Straights) + Iron Bar (Center)
Mint Loader = 2x Pistons (Sides) + 4x Gold Cogs (Corners) + Chest (Center) + 2 Iron Bars (top and bottom)
4x <Metal> Bars in a square = 4x <Metal> Bricks
1x <Metal> Bricks = 1x <Metal> Bar
9x <Metal> Bars = 1x <Metal> Block
1x <Metal> Block = 9x <Metal> Bars
Glass + Crusher = Glass Dust
Glass Dust + Iron Dust = Red Glass Dust
Glass Dust + Copper Dust = Blue Glass Dust
Glass Dust + Bronze Dust = Green Glass Dust
Glass Dust + Angmallen Dust = Orange Glass Dust
Glass Dust + Manganese Dust = Purple Glass Dust
Glass Dust + Gold Dust = Yellow Glass Dust
Glass Dust + Hepatizon Dust = Black Glass Dust
Glass Dust + Steel Dust = White Glass Dust
<Color> Glass Dust + Furnace = <Color> Glass
(Base Metals Only)
<Metal> Bar x 7 (in ladder shape) = <Metal> Ladder
(Also works with normal Glass)
6x Stone (top/bottom rows) + 2x <Color> Glass (sides) + Torch = <Color> Lantern
Utility Ores
Phosphorus + Magnesium + Saltpeter = 8x Fertilizer
Phosphorus + Magnesium + Potash = 8x Fertilizer
Phosphorus + Saltpeter + Potash = 8x Fertilizer
Saltpeter + Magnesium + Potash = 8x Fertilizer
Stick + Phosphorus (above) = 4x Matches
4x Magnesium + 4x Phosphorus + TNT (center) = LE TNT
4x Sulfur + 4x Saltpeter + TNT (center) = HE TNT
Charcoal + Sulfur + Saltpeter = Gunpowder x4
Bitumen (+Furnace) = Tar
Tar + Blaze Powder = Magma Cream
Tar + Piston = Sticky Piston
Magnesium + Flint = Magnesium Igniter
Nether Metals
Vulcanite Bar x2 = Blaze Rod
Midasium Dust + Any Dust = Gold Dust
Ender Metals
4x Metuoite in a circle = 4x Ender Pearls
Industrialcraft 2 Additional Recipes
Copper Crusher + 7 Iron Bars + Circuit (top) = Macerator
Bronze Crusher + 5 Iron Bars + Circuit (top) = Macerator
Iron Crusher Circuit (top) = Macerator
Steel Crusher Circuit (top) = Macerator
Compatibility
Here is a list of mods with known issues or known compatibility with Metallurgy.
-Any Forge mod has full OreDictionary support, meaning their ores will work with ours and vice versa if they share names. Build Copper Wires in IC2 with our Copper, use our Silver in RP2, you name it!
-Buildcraft has full compatibility, their quarries will mine our ores, their pipes pump lava into our smelters, and their pipes will transport to/from any of our machines.
-Industrialcraft 2 has a ton of support from us, you can crush our ores in their Macerator, you can craft their Macerators using our Crushers and Circuits/Iron Bars, their Drills will mine at a level equivalent to what they are (Iron-Iron, Diamond-Diamond). You will need to adjust their config to list our Ore ID's under Miners however.
-Twilight Forest will spawn our ores in their dimension!
-Mystcraft supports our ores for the Dense Ore-type world, just a warning though, its crazy. We also provide a Mystcraft Addon for our mod that enables metal set symbols, allowing you to set them to spawn in a world.
To note: If you plan on running Metallurgy with another mod that adds ores of the same name, we highly, HIGHLY recommend you disable their spawns and leave the M2 ones the only one for balance purposes and gameplay purposes.

Requires KeithyUtils as of 3.2

Download KeithyUtils 1.0


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Mine & Blade Battlegear 2 Mod Minecraft 1.5.2

General information: Mine & Blade Battlegear 2
Project Manager: Nerd_Boy
Supports: 1.5.2
Release Type: Beta
Updated 28 June 2013
Newest File: Mine & Blade: Battlegear 2 - 0.4.1

Mine & Blade: Battlegear 2, is a recreation of the popular combat mod for minecraft currently in development. The mod focuses on:
  • Providing players with interesting and balanced combat features, including:
    • New weapons
    • Dual wielding of weapons
    • A shielding mechanic
  • An extremely high level of customisation for a select number of items
  • Open source, meaning anyone is free to add to the code base
We are currently previewing select features, there is currently no dual wielding or shields. This is not expected to be released until after minecraft 1.6

News & Annoncements

Duel Wield Preview and Review 01/07/2013
I have given a preview of the upcoming dual wield functionality to my good friends at AtlaticCraft. Dual wielding is still a bit off from public release but I thought you guys would like to see it in action
Remember to like the video and subscribe to their channel (they do a lot of great work)

Mod Mechanics

Heraldry

Mine & Blade: Battlegear 2 introduces a unique heraldry system, allowing the player a great deal of customisation of select items. The Heraldic Items are designed and created in a new GUI. When placed in a crafting grid with a compatible item, the item will take on aspects of the heraldic item. This may range from taking one or two colours to elaborate designs.
The GUI is currently bound to the 'P' Key. Below is an image of the GUI screen
Heraldry Creator
The following items can currently be decorated
  • The 5 default Minecraft swords (Will only take the primary and secondary colours)
  • Knight's Armour
  • Banners

Weapons & Armour

Waraxe

Although the waraxe does less damage to unarmoured foes than the sword, it is more able to penatrate armoured foes.
Waraxe Craft

Mace

The mace's blunt surface is perfect for dazing enemies
Mace Craft

Spear

The spear is the weapon for those who would rather poke their enemy from a distance
Spear Craft

Dagger

The dagger is a quick weapon with lower damage than the sword
Dagger Craft

Chainmail Armour

Mine & Blade: Battlegear 2 introduces a new way of obtaining chainmail armour. 3 chain links can be obtained by placing 2 iron ingots in a vertical arrangement in a crafting grid. Chain links can then be used to make chainmail armour
Craft Chain Craft Armour

Knight's Armour

Knight's Armour is a new customisable armour (using the heraldry system). It offers slightly less protection than diamond armour but has a higher enchantability.
Knight's Armour is created by placing a piece of chainmail and iron armour in a crafting grid. The resulting Knight's Armour piece will have the enchantments of the iron armour (if any) and take its damage value from a combination of the chainmail and iron armours used.
Knight's Armour Craft
Knight's Armour can be customised using the heraldry system. Below is a small selection of the trillions of combinations available
Knight 1 Knight 2

Cloaks

Mine & Blade Battlegear 2 also introduces customisable cloaks. Cloaks are created using 7 blocks of wool
Cloak Craft
Any colour wool can be used (in any combination). The inital colour of the cloak will be the most used colour. Cloaks can be decorated using the heraldry system.
Clocks are worn using the Inventory screen described below

Additional Inventory Screen

Mine & Blade: Battlegear 2 adds a new inventory screen bound to the 'I' Key. This is used for proper use of certain items added by the mod.
Inventory 2
At the time of writing only the cloaks and armour can be used in this screen, in the future this will be how a player will control dual wielding.

Banners

Your heraldry can also be put on display for the whole world to see by placing a banner. Banners are a purely decorative block and are created by placing 2 of any colour wool on top of a stick in the crafting grid as follows
Banner Craft
  • Note that any colour wool may be used
Banners can be placed either on the ground or on a wall.
Banners

Installation Instructions

  1. Download and Install Minecraft Forge
  2. Download the latest version of this mod from the files page
    • The latest version is currently Mine & Blade: Battlegear 2 - 0.4.0
  3. Extract the contenets of the .zip into your .minecraft directory
    • This will install both mod components (mod & coremod) as well as the language packs into the correct location

Bugs & Issues

Bugs

  • There has been a crash reported when trying to run the mod on a server (I will upload a hotfix asap)

Incompatibilities

  • Mods that add new versions of swords (eg ore mods) will not be able to take advantage of the heraldry system
  • Mods that use RenderPlayerAPI (eg SmartMoving, Aether) or edit the player model have issues with the Knight's armour. As this is a RenderPlayerAPI incompatibility with Forge I can't do anything about this.

Planned Features

Weapons

  • Mace: Less damage than a sword but has a chance to daze enemies
  • Spear: Less damage than a sword but can reach enemies from a longer distance (also bonus to damage while riding)
  • Dagger: Less damage than a sword but can ignore part of the flashing red hurt resistance time on emeies

Dual wielding

As much as this is likely the feature that people are looking forward to, it is also the most complex. The current constant changes making it even more hard. Currently dual wielding is about 1/2 complete, but with possible engine changes around the corner in minecraft 1.6 I am hesitant to work on this feature until we know mor details about 1.6.
Here are a few things known about dual wielding
  • Dual wielding will only be available for a select number of items (mainly weapons)
  • There will be an API that will allow other modders to make their weapons dual-wieldable
  • Left clicking will swing the mainhand weapon, right clicking will swing the left
    • This is the reason why not all items will be dual wieldable, basically any item that has a function on right click will not be usable in the system without use of the API and careful coding
  • 3 sets of new slots will be used for dual wielding. These will be accessed by a new inventory screen (separate from the default one)
  • Battlemode, where items can be dual wielded will be accessed by pressing the 'R' key
  • Dual wielding will make heavy use of coremod/ASM
Please do not pester about this feature when we are releasing test releases of other features. It will be comming but we also need to test many features of the mod (eg weapons and heraldic items).

Shield

Shielding will be implemented after dual wielding is released (it depends on the system). Shields will be able to be wielded with other weapons and will be able to be fully customised using the heraldic system. A few more details about the shielding mechanic are below
  • Shield blocking will be activated by holding the right mouse button
  • Blocking will prevent the player from taking damage from a certain arc in front of them (probably about 120 degrees)
  • Blocking will reduce a "stamina bar" preventing someone from constantly blocking (this is for balance)
  • Absorbing damage will both damage the shield and slightly reduce your "shield stamina"
  • There will be an API that will allow other modders to add shields

Quiver

If I get around to it I will also try and implement a quiver mechanic. This will likely be very far in the future
Change:
  • Fixed a bug that caused the mod to crash on a server (hopefully)
  • Fixed a rendering bug that would make shadows very dark
  • Fixed a very small rendering bug with the left arm of knight's armour
  • Cloaks are no longer stackable
  • Removed some debug code that would have filled up the console on servers (if the mod had worked)



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