jojo2971's Comments

jojo2971's profile

Hello,

I return after a long time away and a revival of interest in minecraft.
So about the mod he has progressed well despite a very big break from it. It is still on an old version, I hope one day to motivate me to update it in higher versions (at least until 1.12 or 1.16 and more if possible).
For now I have to review the code and probably make a good base on the old version before continuing higher. There is still a lot of content missing that I would like to add, edit or improve.

I just deleted the old links but I will put a new one with the more recent mod.
The mod is unfortunately stayed in 1.4.6 but may be interesting for those who like to go back from time to time.

Informations (this time in English and also in French) :
https://www.mediafire.com/file/szu7ci6xsgfspeq/Information%25282%2529.zip/file

The new link here :
https://www.mediafire.com/file/yp7cvc02za4dvo4/KingdomConquest_Test%25282%2529.zip/file

About the update (A lot of modification so I will make a quick summary) :
- The biggest improvement is probably the ability to recruit knights with emeralds (and wearing their armor).
You have the possibility to give orders such as hold the position, defend an area, follow you, follow you and attack, patrol between two points.
Knights also have a blacklist to remember the players they don't like, which prevents other players to be attacked directly as with the Pigzombies. This allowed to add a white list for the knights recruited, so you can put one of your friends in this list so that it is not attacked.
So, this mod works in multiplayer, I was surprised when everything worked the first time I tested except a crash that occurred because of a fireball of the red dragon, but it has been fixed since.
- Somes additionals structures that add ships to the ocean (knight ships with 3 differents types and also color adapted of each camp, also pirate ship and commercial ship)
- Somes mobs like pirates and explorers, new villagers but not spawn naturally (linked to the knights of different camps)
- Tools and shields from different types of emeralds (I still have to adjust the textures).
- Some changes to the use of shields (for example ineffective against falls, potions, reduced protection in water).
Ability to change the damage absorption in percent instead of number of damage received.
For example I receive 5 damage but my shield removes 3 or in percentage removes 30%. The shield loses durability until it breaks (mobs with a shield are also affected).
However, the player can not use it on his left hand currently.
- Changes of textures and names for some mobs.
- Somes items and foods like white and black grapes, corn, chocolate, ... But also treasures that are used only for trade with villagers and explorers.

For what is planned I think I will put the main ideas that I would like to implement in priority:
- Optimize the mod as best.
- More creatures like desert bandits and thieves, maybe desert villagers.
- Various modifications for knights (optimization, better ai with remote orders and others, maybe more skins or camps).
Green and yellow knights skins exist but not used for the moment. Maybe alliance system ? (Blue and green vs red and yellow by example).
- Better adaptation for the multiplayer so complete changes can be necessary.
- Castle and big village structure, several components of the big village exist in the mod but not yet natural generation.
You can see the castle on the site in the name of "Big Castle", I still do not know how I will make it generate because of its massive size but I know it is possible.
- Other structures would be interesting to implement as guard towers, which will look a little like the mod "Castle defender" while remaining different. Bandit and hunter villages need some adjustments.
- Demon lord, the model exist but do nothing special.
- Many changes for the red dragon which was created quickly but not correctly. The problem of having copied paste the code of the ender dragon then adjusted a little the code. It works but can be much better.
- Modify the trade of new villagers to properly use the emeralds (for example if the object costs 5 green emeralds, I would like to be able to use an emerald blue and vice versa).
- King in the castle (need to create the skin and invent a quest system with rewards, and others..).
- Not a priority but the desert zombie will probably be replaced by another more suitable and put in another similar but more modern mod (maybe one day).

Fun fact during a test, a knight managed to kill the enderdragon with a bow lol, but it disappeared sadly in the portal.
HunterForge on September 7th, 2024 01:46 PM EST
Hi, I just looked for the list of blocks of the entire castle and I think I’ve gathered them all.

Grass
Dirt
Gravel
Block of Emerald
Block of Gold
Cobblestone
Cobblestone Slab
Cobblestone Stairs
Stone Slab
Double Stone Slab
Stone Bricks
Stone Brick Slab
Stone Brick Stairs
Double Stone Brick Slab
Oak Wood
Oak Wood Planks
Oak Wood Slab
Oak Wood Stairs
Spruce Wood Planks
Spruce Wood Slab
Spruce Wood Stairs
Jungle Wood Planks
Oak Leaves
Glass
Glass Pane
Dispenser
Piston
Bed
White Wool
Yellow Wool
Lime Wool
Gray Wool
Light Gray Wool
Blue Wool
Green Wool
Red Wool
Crafting Table
Furnace
Chest
Cauldron
Anvil
Enchantment Table
Bookshelf
Wooden Door
Iron Door
Trapdoor
Fence Gate
Fence
Iron Bars
Cobblestone Wall
Ladder
Wall Sign
Rail
Farmland
Hay Block
Wheat
Carrots
Potatoes
Pumpkin
Cake
Flower
Poppy
Flower Pot
Torch
Redstone Torch
Stone Button
Stone Pressure Plate
Lever
Redstone Wire
Redstone Repeater
Tripwire Hook
Tripwire
Snow
Water
Lava
ItemFrame
Painting
Big Castle on March 15th, 2023 10:58 AM EST
Yes, the "bigcastle.schematic" also includes the village, it is exactly like in the second picture.
Before making a castle I had built the village based on those existing in the game.
I tried to imagine what a more evolved village on the game might look like, evolving to the castle.
I kept the schematic file of the village at the same time to be able to reuse it without the castle.
Big Castle on July 25th, 2022 10:40 AM EST
I used the resource pack "Conquest" here to take the screenshots.
Big Castle on April 22nd, 2022 08:40 PM EST
Now you can find the link of the castle here ^^ :
https://www.minecraft-schematics.com/schematic/17697/
Statue of the hero on April 13th, 2022 02:23 PM EST
Yes, I planned to do it later. I still have some parts to finish before doing it.

I can already put some screenshots of the castle as a whole.
https://i.imgur.com/YrOUGYv.png
https://i.imgur.com/J7somVC.png
https://i.imgur.com/ca6FjYG.png
https://i.imgur.com/ygL9QuL.png
https://i.imgur.com/AiJJInx.png
https://i.imgur.com/rPoIZGD.png
https://i.imgur.com/bqtSkmd.png
Statue of the hero on April 8th, 2022 06:16 PM EST
My email is jojo2971@hotmail.fr
Village protection wall (several schematics). on August 21st, 2019 04:02 PM EST
*to avoid spamming, sorry for the mistake.
Submarines pack on May 17th, 2018 06:56 AM EST
This time, I put the submarines in a zip file zo avoid spamming the website.
I hope that will not be removed.
Submarines pack on May 17th, 2018 06:52 AM EST
I have tested and it's working but it's possible that there is an error that I did not see.
NormalArena on January 19th, 2018 03:55 AM EST
You can download the mod here :
http://www.mediafire.com/file/cu3p1k4i9inwk4g/KingdomConquest_Test.zip
Information about the mod here (As the mod is not finished I have not translated the informations yet in English) :
http://www.mediafire.com/file/d74kv2lqve55yse/Information.zip

The mod is not finished for the moment. I still have to make improvements on some mobs and make some other additions.

To use the mod you must be in 1.4.6. Place the zip file KingdomConquest_Test.zip in the mod folder of minecraft.
HunterForge on January 19th, 2018 03:13 AM EST