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    posted a message on rbdyck's Mods
    I have a question:

    Why doesn't Booze work with Rei's minimap? Which breaks which?
    Posted in: Minecraft Mods
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    posted a message on [1.5.x] [Forge] [SMP] Lanterns 1.3.5
    I just had an interesting idea for a Railcraft server, for the larger trains seen on some Railcraft servers, have a lantern cart right after the locomotives & at the very end, like a real older train would. And keep the tracks behind the train somewhat clearer for the passengers' safety... The front doesn't need it, but it makes it clear if you're about to be run down by a train in a dark tunnel.

    Whoo, little touches for the win.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    With the high speed locomotive on Railcraft's high-speed tracks, is there any possibility of hitting Mach 0.1? (Around 68 blocks per second, insanely fast...)
    Posted in: Minecraft Mods
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    posted a message on [1.6.1+][Spread Life] Miner Nature - Ocean Island v2.1 (4500+ DLs)(2 Difficulties)(Sig Banner Competition!)(Featured in Minecraf
    I have a suggestion for an end goal: Create a ship. Everyone needs a mega-project at some point in their game career. If you want to go ham & build a full Spanish War Fleet laden with gold to go sailing looking for land, go for it. If you want just a little escape skiff, go for it.

    Minimum of 12 blocks long, 5 blocks wide, and should look like it could float/work as intended. Basically, common sense says: "Cool, when do we leave?" You've done it right. (I say 'work as intended' in case someone decides: "How do I want to leave? I know, A SUBMARINE!")

    If nothing else, you've most likely made something worthy of bragging rights. So congratulations.
    Posted in: Maps
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    posted a message on Lets talk about how we can improve Ocean Biomes. Now with Swamp Biome Ideas!
    I agree with the OP on the whole, and pose only a few questions & comments:

    Would larger ships & lighthouses spawn on Large Biomes, as villages seem larger on Large Biomes as compared to default. (Although, on the flipside of this 'coin', villages also seem much rarer than on default...)

    What about the coast of some islands, volcanic in particular, being largely comprised of clay and gravel. Say a layer or two of gravel on top of a few layers of clay. (To make up for there being likely less clay in the bottoms of the oceans & in swamps.)

    Also, I saw nothing about making the oceans deeper. It's kinda insanely silly to find lakes deeper than the ocean... Multiple times. Wouldn't that be a notable improvement?

    Lastly, would the proposed Whale mob have various sizes (And drop rate) depending on biome, with the largest being in the coldest ocean biomes? (Because Blue Whales feed in the Antarctic ocean, and become quite large.) Although the base size might be perfect for tropical oceans, where whales are either medium-sized whales, or migrating Blues... Or perhaps multiple species with differing spawn chances based on biome/coast biome. Coast biome being the closest land biome. Plains being a temperate ocean, jungle being tropical, etc... Potentially allowing mod biomes to have appropriate spawn chances, if the same style of biome defining is used as is used with Forestry Bees. Hmm... I'm providing myself with food for thought, but I digress.

    All in all, these are more detail things, the ideas as a whole hold water.
    Posted in: Suggestions
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    posted a message on If you could, which biome would you add to Minecraft
    My first suggestion would benefit greatly from an increase in ocean depths and includes semi-exclusive structure generation: An Atoll biome. A ring of tropical islands surrounding a shallow lagoon. With a possibility of either a mushroom island in the center, or a volcano in the center (Like Redpower2's ocean volcanoes, resembling a shield volcano). Along the outside of the island ring, shipwrecks would have a higher chance of generating, as compared to generating on the ocean floor. Unless on large biomes, this biome would be a disappointment to find. As would the wrecks, on normal biome size, they would be small, about gunboat size. On large biomes, they could pass for large frigates. On Mystcraft's Huge Biomes, the could easily be Ships-Of-The-Line*.

    *Cannons & crews not included. Nor will they sail...

    Secondly, a mountain chain biome. A highly linear biome when seen on the map, it goes in a line that could be tens of miles long, but not even a tenth of that across. Even in normal biomes, they could easily be the largest and highest land-biome available, reaching possibly Y-230 and beyond. In this biome, 3 unique sub-biomes could exist:
    -A canyon, which would basically be a ravine on steroids. Being up to a mile long, 60+ blocks deep, and more than 100 blocks across, they would be a sight to behold. There would be 3 variants: Glacial, which has it about half-full of ice; river, which has a large river at the bottom; and dry, which has a dry riverbed at the bottom. Dry riverbeds have more clay and some ore-bearing gravel. Ore-bearing gravel will drop a random item when mined: ranging from a flawless emerald (Villagers give 3x the trade item in question for the same number of flawless emeralds.) to a lump of hematite (Smelted to yield iron.), Fortune-affected, so an enterprising miner with a good pick could become a very rich miner indeed.
    -Also the waterfall sub-biome would be present in the mountains, ranging from a small trickle to effectively Niagara falls. To make this make sense, rivers in mountain chains would be much wider & deeper on average.
    -Lastly would be the Volcano, unlike those in an Atoll, they would be steep-sided, & made of obsidian, cobblestone, & have a denser ore concentration than normal, with any ore being found at any height.

    My last suggestion is a town sub-biome: This is basically a larger village, but with a more sensible arrangement with farms near the outside & residences nearer the middle, and a larger number of structure templates to draw from, ranging from libraries, town hall, and animal farms, to small warehouses, guard towers (With some new form of golem with a damaging range attack at the top.), and harbors if on the waterside. These have the highest probability of generating on Atolls, or on Plains-style biomes. However, anywhere a vanilla village is generated, there is a chance a town will generate instead.
    Posted in: Future Updates
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    posted a message on Chainz: The -Missing- Iron Link* Adds chains, wire, fiber-wire and Elevators. Spikes n Knuckles* [V1.0.8 UPD: MAY 14]
    I can't see the images, photobucket is derping on me...
    Posted in: Minecraft Mods
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    posted a message on Too Much TNT mod (50+ TNTs)
    I have a question: The newest version of this doesn't work with Forge build 7.8.0.679 does it?

    Quote from Butterphoenix

    Is there a modloader version if not can you make one.


    Unlike a certain mod-maker, it would appear that MinecraftTNTstuff would prefer not to base-edit as required by modloader-usage, which base-editing only really accomplishes the near-guaranteed incompatibility of a mod.

    I have to ask you if you are by chance using Better Than Wolves... I can fairly easily understand given that it does indeed look nice last time I checked (Albeit a touch too challenging to most I'd presume), but I like my planes, tesseracts, oil, customized minecarts, & TBMs too much to change over. I'm an industrialist at heart, what can I say?
    Posted in: Minecraft Mods
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    posted a message on [1.4.5] Explosives+ [PR V3.9!][Pre Release 5 1.4.5 December 2nd!]
    As long as I can place C4 on any face of any given block, I'll be perfectly content. I would use Biomebusters, but I tend to need my Dragon Egg for power generation via Gregtech... So in that circumstance, I'll take my C4 & rig my opponents' bases to blow up the moment they make it justifiable er disregard that portion... I mean... make an iron golem space program. Yeah, that sounds good...
    Posted in: Minecraft Mods
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    posted a message on Block Movement and Physics Universalization and Expansion
    I think you are mistaken, Redpower adds frames, IC2 does not...

    Although all in all, fairly well written out. I'm not sure if this is possible in the realm of Java though... Mojang & Notch's only mistake: making Minecraft in Java.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.7] Huge Trees are Huge v2.3.2
    I think he may have quit developing, as he hasn't logged in since March 10th...
    Posted in: Minecraft Mods
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    posted a message on More Multicolored Wood Items[Petition and Reddit Post Added!]
    I partially support this, as I feel this would be nice, but it is just a minor annoyance to most. I for one love oak doors & beds, they seem sturdy & fit my building style to a 't'... This suggestion would definitely come into its own in a themed build, like a jungle canopy city, as oak would stick out there, but otherwise it seems to be merely a convenience.
    Posted in: Suggestions
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    posted a message on Engineer's Toolbox - Now with programmable sockets
    What is the config for these mods named? I can't remember what it's called, and am having trouble finding it... (Too many mods for my own good, but I don't care ATM...)

    Please help.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    I better start stockpiling my iron for this mod's eventual release... I only have 5 stacks of blocks... Maybe I should actually set up some quarries... And branch mines... And get a lot of survivalist's shovels & pickaxes. (They may not be the greatest, but they stack, ideal for terraforming small-ish continents.)

    Infrastructure must be built! To the mines!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from AsceticCommando

    Soul Shards doesn't work for me it says:

    Forge Mod Loader has found a problem with your minecraft installation
    the mods and versions listed below could not be found

    Forge : [7.7.2.679,]

    The file 'ForgeModLoader-client-0.log' contains more information.

    I pastebinned that file with this link:
    http://pastebin.com/8Wusac4P

    I have the following mods installed:
    Forge
    CodeChickenCore
    NEI
    ArsMagica
    ChickenChunks
    EE3
    EnderStorage
    Natura
    Tinkers' Construct
    Thaumcraft 3
    Soul Shards (obviously)

    I tried everything but nothing seemed to work and yes I am sure soul shards is causing the problem


    Forge Mod Loader has found a problem with your minecraft installation
    the mods and versions listed below could not be found

    Forge : [7.7.2.679,]

    What version of Forge do you have installed? Does it match the version required, or supersede it?
    Posted in: Minecraft Mods
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