• 0

    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Quote from possumella

    Okay, so when I start minecraft with the Clay Soldiers mod installed something weird happens. The Minecraft launcher runs all fine and dandy but then I click the big silver "PLAY" button Minecraft doesn't load. I don't even get the Mojang screen or a crash report. It stops before the screen even comes up. Please help me.
    Getting this exact error, Tried removing all my mods but the sapman pack thing, And it just doesn't load minecraft.. I tried removing it and just putting in clay soldiers and it won't load either, So some assistance with this issue would be greatly appreciated.
    Posted in: Minecraft Mods
  • 0

    posted a message on Taking skin requests
    If you could try doing this that'd be amazing, ^.^
    Posted in: Skins
  • 0

    posted a message on The Betweenlands ~ A dark, hostile environment...
    Dem models man, They're just amazing, Along with those textures. Really hope that sporeling is a NPC/Tameable thing.
    Posted in: Minecraft Mods
  • 0

    posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]
    How.. Have i never seen this amazing texture pack before? Anywho, It looks absolutely amazing, Gonna download it right now.
    Posted in: Resource Packs
  • 0

    posted a message on Arcticraft - An Icy New Dimension (Maybe we'll release it)
    Seems like a mod with some great potential, The world gen seems very nice, The blocks nicely textured, The mobs aren't too shabby looking either (Except for that boar, It looks just like a reskinned pig... :/) But overall a seemingly nice mod, Nice work!
    Posted in: WIP Mods
  • 0

    posted a message on Fossils and Archeology Revival Legacy Thread
    Quote from mthhurley

    First time trying to run this mod. I'm running 1.5.2, Forge 7.8.0.716

    Tried to put the Build 4 file in.
    Drop the zip (yes, still zipped) file into Mod folder, MC crashes (report below).
    Delete zip, MC starts fine.
    Only other mod running is Too Many Items.


    -snip-
    The problem is that you're running build 4 on 1.5.2, You need build 5 prelease, As build 4 is for 1.4.7.
    Posted in: Minecraft Mods
  • 1

    posted a message on (1.5.2) World of Warcraft Wrath of the Lich King mod (still in progress)
    Nice textures, Gives a little extra to strive for as well, Downloading now.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2][Forge] Tale of Kingship *Beta* Version 0.4 Reficule Update
    Quote from Thunder9125

    You might want to make the fountains round, just suggesting,
    I probbably will make a bigger fountain thats round, I've always liked small-ish fountains that are square though.
    Posted in: WIP Mods
  • 0

    posted a message on Fossils and Archeology Revival Legacy Thread
    Hey, Congrats on 100 Pages, Guys! By the way, The Spinosaurus' model looks nice!
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.5.2][Forge] Tale of Kingship *Beta* Version 0.4 Reficule Update
    Made a bunch of buildings! Let me know what you think of them!
    If you want to see it in game, The world download is right here! http://www.mediafire.com/?ssbs2crn660ee5u
    Posted in: WIP Mods
  • 1

    posted a message on [1.5.2][Forge] Tale of Kingship *Beta* Version 0.4 Reficule Update
    Quote from TyberAlyx

    Thank you so much for this, you saved me an awfully amount of time T__T
    No Problem! I'm currently working on some aesthetic buildings that'll hopefully fit in this mod, Will post them when i'm done.
    Posted in: WIP Mods
  • 1

    posted a message on [1.5.2][Forge] Tale of Kingship *Beta* Version 0.4 Reficule Update
    @Tyber I went ahead and did it, Hopefully they're not too outrageous, Or too cheap, I tried to keep it with the
    size /tier levels.
    package tyber.taleofkingdoms.kingdom;
    public class Balance
    {
    //On tick cap of each output
    public static int trigger = 200;

    //Honor required to finish the prequel

    public static float honorRequirement = 17500;

    //Cost of 1 emerald to gold
    public static int goldToEmerald = 500;

    //Number of gold the monsters drop
    public static int monsterGoldDrop = 20;

    //Food output of farm
    public static int farmOutput = 2;

    //Food cap increase of each granary
    public static int granaryCap = 50;

    //Cap increase of each hovel hut
    public static int hovelHutCap = 2;

    //Cap increase of each hovel house
    public static int hovelHouseCap = 3;

    //Cap increase of each small house
    public static int smallHouseCap = 5;

    //Cap increase of each medium house
    public static int mediumHouseCap = 8;

    //Cap increase of each large house
    public static int largeHouseCap = 12;

    //Stone output of each quarry per person
    public static int stoneOutput = 2;

    //Wood output of each lumbermill per person
    public static int woodOutput = 2;

    //Food Consume per person working
    public static int foodConsumption = 1;

    //Storage cap increase of each storage
    public static int storageCap = 64;

    //Windmill multiplier
    public static float windMillMultiplier = 0.2F;

    //Potion Duration for apothecary
    public static int potionDuration = 10000;

    //Potion Price for apothecary
    public static int potionPrice = 10000;

    //Supply Price for apothecary
    public static int supplyPrice = 18000;

    //Villager Supply Duration
    public static int villagerSupplyDuration = 10000;

    //New Villager add chance (lower value means higher chance) lowest value is 5
    public static int newVillagerChance = 15;

    //Chance Increased when villager birthrate supplied
    public static int newVillagerChanceDecrease = 5;

    //How many attacks the ranger need to upgrade
    public static int rangerUpgrade = 12;

    //How many attacks the swordsMan need to upgrade
    public static int swordsManUpgrade = 7;

    //Cost per claim
    public static int claimCost = 2;

    //Cost per fence
    public static int fenceCost = 2;

    //Cost per walled fence
    public static int walledFenceCost = 4;

    //Cost per stone wall
    public static int stoneWallCost = 6;

    //Cost per hired hunter
    public static int hunterCost = 1000;

    /*
    * Building Types:
    * Apothecary - 1
    * Barracks - 2
    * Blacksmith - 3
    * Chapel - 4
    * Farm - 5
    * Granary - 6
    * HovelHouse - 7
    * HovelHut - 8
    * Inn - 9
    * LargeHouse - 10
    * LightHouse - 11
    * Lumbermill - 12
    * MediumHouse - 13
    * Quarry - 14
    * Shop1 - 15
    * Shop2 - 16
    * Shop3 - 17
    * SmallHouse - 18
    * Stables - 19
    * Storage - 20
    * Tower - 21
    * TownHall - 22
    * WatchTower - 23
    * Well - 24
    * WindMill - 25
    * Workshop - 26
    * Castle - 27
    * StoneGate - 28
    * WoodGate - 29
    * lost order - 30
    * lost order house - 31
    * lost order storage - 32
    */

    //Gold, wood, stone, emerald
    public static BuildingPrice getPriceOfBuildingType(int type)
    {
    BuildingPrice price = new BuildingPrice(7500,600,400,1);
    if(type == 1)
    {
    price = new BuildingPrice(6000,300,500,0);
    }
    else if(type == 2)
    {
    price = new BuildingPrice(6000,200,600,0);
    }
    else if(type == 3)
    {
    price = new BuildingPrice(5200,100,350,1);
    }
    else if(type == 4)
    {
    price = new BuildingPrice(4500,150,50,0);
    }
    else if(type == 5)
    {
    price = new BuildingPrice(5000,180,70,0);
    }
    else if(type == 6)
    {
    price = new BuildingPrice(3500,165,80,0);
    }
    else if(type == 7)
    {
    price = new BuildingPrice(2500,120,60,0);
    }
    else if(type == 8)
    {
    price = new BuildingPrice(4750,260,185,0);
    }
    else if(type == 9)
    {
    price = new BuildingPrice(4250,200,150,0);
    }
    else if(type == 10)
    {
    price = new BuildingPrice(4650,200,185,0);
    }
    else if(type == 11)
    {
    price = new BuildingPrice(1750,60,60,0);
    }
    else if(type == 12)
    {
    price = new BuildingPrice(3700,165,115,0);
    }
    else if(type == 13)
    {
    price = new BuildingPrice(1850,70,70,0);
    }
    else if(type == 14)
    {
    price = new BuildingPrice(2000,100,75,0);
    }
    else if(type == 15)
    {
    price = new BuildingPrice(2200,120,95,0);
    }
    else if(type == 16)
    {
    price = new BuildingPrice(2450,145,110,0);
    }
    else if(type == 17)
    {
    price = new BuildingPrice(2800,95,80,0);
    }
    else if(type == 18)
    {
    price = new BuildingPrice(3000,120,80,0);
    }
    else if(type == 19)
    {
    price = new BuildingPrice(1500,55,55,0);
    }
    else if(type == 20)
    {
    price = new BuildingPrice(2450,100,120,0);
    }
    else if(type == 21)
    {
    price = new BuildingPrice(6000,250,200,1);
    }
    else if(type == 22)
    {
    price = new BuildingPrice(2250,90,120,0);
    }
    else if(type == 23)
    {
    price = new BuildingPrice(500,10,50,0);
    }
    else if(type == 24)
    {
    price = new BuildingPrice(2600,100,70,0);
    }
    else if(type == 25)
    {
    price = new BuildingPrice(2780,120,80,0);

    else if(type == 26)
    {
    price = new BuildingPrice(15800,600,800,4);
    }
    else if(type == 27)
    {
    price = new BuildingPrice(1000,20,100,0);
    }
    else if(type == 28)
    {
    price = new BuildingPrice(800,100,15,0);
    }
    else if(type == 29)
    [
    Posted in: WIP Mods
  • 0

    posted a message on FLINT STUFF
    No... Just no... So many things wrong with this post.....
    I'm 99% sure the mod is most likely a virus as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released
    Just updated my personal modpack, which includes this, Question though... I know that the limit for dragons were changed to 1 per person, Is there anyway to increase it? I didn't see an option in the config file, But then again i tend to miss things alot.

    Edit : Oh, And SlyFoxHound made a mod review, By the way.

    Posted in: WIP Mods
  • 1

    posted a message on [1.5.2][Forge] Tale of Kingship *Beta* Version 0.4 Reficule Update
    Quote from srg6222

    I have this problem too, the way I get around it is by re-logging when I find a village. This normally makes the villagers appear and work the way they normally do with the mod.
    Having the same issue, The main problem, Is that ToK Citizens are called "Villagers" in the entities list, But regular testificate villagers are also named, in the entities list "Villagers." The simple workaround is to rename ToK Villagers to "Citizens" or "Kingdom Villagers" Its also causing issues with The MiddleAges mod, As when i place a statue, It's a statue of a ToK Villager not a Testificate.
    Posted in: WIP Mods
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