All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Quote from yoshi3217»

    I mean, why not?

    Even though we're basically going through a drought, me, and I'm sure other people here still find this mod fun, both for survival, and just screwing around with AoA stuff in creative worlds.

    Besides, there are other mods and games out there that haven't gotten updates in years and yet still have a fairly active community. Why? Because they like playing the game/mod.

    (And I know I said I was going to return in May, but I suppose you could consider this post an exception, and I just got addicted to this mod again)

    For me I've tried to move on. I've really tried. But my custom AoA pack is the most fun I've ever had in minecraft. And the only mod I could find that's updated to recent versions that plays even somewhat similarly to AoA is abyssalcraft. That's just not enough to scratch the itch. So I just keep circling back to AoA.
    Posted in: Minecraft Mods
  • 1

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)

    Not really, the money is actually used for day-to-day expenses. If a modder doesn't have to focus so hard on keeping the lights on, he can shift that focus to working on the mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Quote from Xakorik»

    I made a flowchart of realm progression:

    http://imgur.com/BfmQgS1



    You forgot about lunalus!

    EDIT: I also made a flowchart that's too ugly to really post, but it worked. In mine, I had connected Deeplands and Mysterium to vox ponds too, as you need to visit those two dimensions to set foot in Vox Ponds without dying horribly.

    Posted in: Minecraft Mods
  • 0

    posted a message on ObsTrophies - Trophies for your favourite Mod Mobs!

    I love the concept, and I'm building a pack based on AoA and would love to use this. Trophies give you something else to collect, and really gives you a great sense of dominance over that specific mob. I would just love some configs. Mainly what I need is an option to change how common the trophies are. I want them to be kinda rare. They're just too common for my taste. But I'd rather that it be configurable so that I can change it on my end but you still keep your defaults.


    Other suggestions for config options would be the option to disable the custom weapons if I just want trophies, and maybe some blacklisting if you want a certain mob to never drop a trophy for whatever reason. But if I wanted to do that on my end, I absolutely could with no issue. Just thought others might appreciate those configs.


    What would also be cool is golden trophies. Like if you get nine of a trophy you can combine them into a golden variety, like AoA's boss trophies.


    And actually on that subject, it would be cool if you had optional trophies for AoA bosses. I'm thinking they don't drop from the bosses, but you can craft AoA's trophies into an obstrophy version. Because let's be honest, your trophies are so much cooler than a greyscale statue.

    Posted in: Minecraft Mods
  • 0

    posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]

    Wayukian is by far my favorite texture pack. Judging by first impression, it's nothing special. But the textures work beautifully with each other to create a marvelous atmosphere. I can't tell you how happy I am to have a version for 1.8, even if it's patchy and incomplete. I don't care how it happens or how long it takes, I just don't want wayukian to ever go away.There's just no replacing it in my eyes.

    Posted in: Resource Packs
  • 0

    posted a message on Tainted Magic

    I have a request if it's at all possible. At the moment, taint is a joke. It doesn't spread much at all. I gave a chunks worth of taint 10 hours to spread and it barely doubled in size. What I want is an optional taint boost. Just a config option that makes taint go faster than the default max. If you can do that you will be my hero. I mean is threatening taint too much to ask?

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Quote from shadowdragon25»

    They're not supposed to be harvestable at all. Along came the Runation skill and they became indestructible.

    If you can actually harvest them by blowing them up, you found a bug.


    Then I found a bug. Discovered that when a ghast blew up my fire shrine.

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)

    Anyone know what the intended way to harvest rune posts is if there is an intended way besides blowing it up? That would be appreciated.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enchiridion - 3.1.0 ~ Updated 01/05/2016

    I've been trying for an hour trying to figure this out by myself, so how you add a custom enchiridion book to the library? Could you post a working example using the example book please?

    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)

    I've been playing around with the mod for around a week now, and I have a suggestion. The minions? I want to focus on using them for combat. I love them so much. My suggestion is to make a weapon that heals the target instead of damaging it. So I can use that to heal my minions, and if I miss, I heal the enemy accidentally. The idea comes from the TF2 medic, where your most powerful weapon is your teammates. Well here it's your minions. There could be multiple ones, like one that applies strength, or speed, or resistance

    Posted in: Minecraft Mods
  • 1

    posted a message on OresPlus 0.7.3.41B - Minecraft ore & resource management
    Quote from Sigyn»

    You can do that now. Inside the config folder is an "Oresplus" folder. Inside that you'll find a config file for every dimension the mod finds. You can turn the ore spawn off in those files.




    This is one of my configs for a dimension where I don't want any spawn:


    # Configuration file

    ##########################################################################################################
    # configfile
    #--------------------------------------------------------------------------------------------------------#
    # Config file versioning
    ##########################################################################################################

    configfile {
    # Configuration File Version - Do not change, modifying this may break your game
    I:configVersion=1
    }

    ##########################################################################################################
    # ore_generation
    #--------------------------------------------------------------------------------------------------------#
    # Ore generator configuration = generatorEnabled,denisty%,regenerationEnabled,regenKey
    ##########################################################################################################

    ore_generation {
    S:Adamantine=true,100,false,DISABLED
    S:Aluminium=true,100,false,DISABLED
    S:Amethyst=true,100,false,DISABLED
    S:Apatite=true,100,false,DISABLED
    S:Bauxite=true,100,false,DISABLED
    S:BauxiteHigh=true,100,false,DISABLED
    S:Bitumen=true,100,false,DISABLED
    S:Cassiterite=true,100,false,DISABLED
    S:CassiteriteHigh=true,100,false,DISABLED
    S:CertusQuartz=true,100,false,DISABLED
    S:Coal=true,100,false,DISABLED
    S:Coldiron=true,100,false,DISABLED
    S:Copper=true,100,false,DISABLED
    S:CopperHigh=true,100,false,DISABLED
    S:Diamond=true,100,false,DISABLED
    S:Galena=true,100,false,DISABLED
    S:Gold=true,100,false,DISABLED
    S:GreenSapphire=true,100,false,DISABLED
    S:Iridium=true,100,false,DISABLED
    S:Iron=true,100,false,DISABLED
    S:Lapis=true,100,false,DISABLED
    S:Lead=true,100,false,DISABLED
    S:Magnesium=true,100,false,DISABLED
    S:Malachite=true,100,false,DISABLED
    S:Manganese=true,100,false,DISABLED
    S:Mithral=true,100,false,DISABLED
    S:Nickel=true,100,false,DISABLED
    S:Nikolite=true,100,false,DISABLED
    S:Osmium=true,100,false,DISABLED
    S:Phosporite=true,100,false,DISABLED
    S:Platinum=true,100,false,DISABLED
    S:Potash=true,100,false,DISABLED
    S:Redstone=true,100,false,DISABLED
    S:Ruby=true,100,false,DISABLED
    S:Saltpeter=true,100,false,DISABLED
    S:Sapphire=true,100,false,DISABLED
    S:Silver=true,100,false,DISABLED
    S:SphaleriteOverworld=true,100,false,DISABLED
    S:Sulfur=true,100,false,DISABLED
    S:Tanzanite=true,100,false,DISABLED
    S:Tetrahedrite=true,100,false,DISABLED
    S:TetrahedriteHigh=true,100,false,DISABLED
    S:Tin=true,100,false,DISABLED
    S:Topaz=true,100,false,DISABLED
    S:Tungsten=true,100,false,DISABLED
    S:Uranium=true,100,false,DISABLED
    S:Yellorite=true,100,false,DISABLED
    S:Zinc=true,100,false,DISABLED
    }


    which is all well and good and all, but even if, say, copper doesn't spawn, it still shows up in NEI, it can still be obtained through certain processing methods, and sometimes the blocks can be crafted from other copper types. Nether copper may process into oresPlus copper instead of thermal expansion copper. The botania orechid and minefactory mining laser still generate oresplus copper even though it's disabled from spawning. I just want to be able to disable ores and have them not exist in the mod at all. So if I do use thermal expansion copper rather than oresPlus copper, I can easily just disable oresplus copper and none of those issues exist. I can also remove all unused ores like galena or cold iron and they won't spawn from the mining laser or orechid.

    Posted in: Minecraft Mods
  • 0

    posted a message on OresPlus 0.7.3.41B - Minecraft ore & resource management

    You know what would be absolutely amazing? If you could disab;e individual ores in the configs. This is a great modpack utility, but if I have tinkers construct installed, I don't want or need duplicate cobalt, ardite, or aluminum. I'm not talking about dynamic ore disabling based on what's already there, I just want a config file that lists all the ores like "B:YelloriumEnabled=true". Few if any users are going to use every single ore in the mod, so being able to disable individual ores would be the best.


    In a modpack that only uses a few of the ores, you still get every single other ore from the orechid or the mining laser, and the duplicates still pop up from certain processing methods. It's just all around annoying to deal with.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Vegan Option (adds vegan alternatives for all mob/animal products in Minecraft)
    Another good option for you animal lovers out there is Botania. It adds several ways to get animal materials without harming animals, including shedding. Is the use of shedded feathers vegan? I have no idea. I don't know much about the subject.
    Posted in: Minecraft Mods
  • 0

    posted a message on [FORGE] Quadrum v0.7.2 for MC 1.10/1.11 - Simplified block/item addition for the average user
    I want to make a pack centered on Botania. One of the things I need for this pack is a custom mana fluid. This fluid would be used in blocks like the forestry carpenter and the fluid transposer to create items of a more technological nature. Is there a way to create a custom fluid with Quadrum? If not, then that would be a very welcome feature.
    Posted in: Minecraft Mods
  • 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)
    The zombies aren't quite right. They should ignore any behavior mods and just act like zombies. Meaning zombified villager soldiers still attack unzombified soldiers. Another issue is colors. A green zombie will attack a melon zombie for example. And another thing, zombies don't show up on the team scanner as zombies. So in a zombie battle, IE all one color and just throwing in an ender pearl and watching the fireworks, the scanner is useless.

    For clarity, the zombies should lose all allegances and just kill everything that isn't a zombie. They don't do that quite yet.

    Oh, and is house building going to be coming back? I like making clay wars, with two cities fighting each other for superiority.

    EDIT: Oh, and zombies drop ender pearls when they die. Because of this, a zombie outbreak is virtually impossible to contain.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.