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    posted a message on [v1337] Minecraft Giftcode/Cheattool Spam
    sigh bump
    Posted in: Minecraft Mods
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    posted a message on [IDEA][WIP] MedievalCraft [SMP]
    Quote from Alblaka


    The problem is: There MUST be a semi-useful way to turn gold coins into something. That's because Gold Ore is avaible UNLIMITEDLY on "a map" and thus, otherwise, gold would just pile up (and THAT would lay waste to a servers economy even more).



    As long as you can turn gold into something, you may not need to have a coins sink. People will still have to choose if its best to craft something or to place it in that "caravan bloc" and they'll choose the most interesting, which will only be the mathematically most "exploitable" configuration if they choose the caravan bloc. That is if the economy is big enough and any good can bought for not too much more than the cheapest caravan configuration. It seems to me that it creates a ceiling price for the more rarely used goods, like diamond or if the price is too high than it does not much.

    I keep my suggestion of having "gold sink" with a constant utility, that is; clock are not this kind of item because once crafted they stay for a long while. I think some high-end recipes could contain gold, especially if the recipe aims at increasing the production of something else (plants, animals, walls), thus you would withdraw money from the market as well as increasing the amount of goods, effectively deflating prices in both way. Once its more productive to burn you gold into pumpkins, then people would start doing it until prices drop, instead of relying on the "set" prices of the caravan.

    edit: ya, actually, such recipes would as well be some kind of "setting the prices" of the items, but I would still prefer it (or have both maybe).

    (my exam on the Gold Standard is coming next week, waaaaaa, its gonna be a massacre)
    Posted in: Requests / Ideas For Mods
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    posted a message on [IDEA][WIP] MedievalCraft [SMP]
    Quote from dezuman

    The there will be a constant influx of money ... May I assume that there will be a money sink too? Else the currency will become worthless :b


    As long as you can transform gold into one or more useful objects, the price of gold-money will stay around the importance of those objects. They thus need to have a constant utility and to be non-convertible into gold/money. Gold tools should be enough, though maybe a very advanced (and rich) economy would need something more useful.
    Posted in: Requests / Ideas For Mods
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    posted a message on [IDEA][WIP] MedievalCraft [SMP]
    That's somethign the server owner has to take care of. IF i set some sort of spawning protection, people could abuse this by placing beds close to the front, suicide, respawn, grab their stuff and charge the enemies. Spawn delay? Not a big deal unless you're in some real-time fight...


    Some short of radius for the fighting classes could prevent spawning of the adverse team, as well as getting placing blocs and removing them more difficult. The effect could be countered by building advanced protection around spawn points (so defenders can keep spawning).

    Though I guest it would be quite CPU intensive, though maybe not too bad if the calcul only occurs when one try to spawn or place/remove blocs? (thinking about it, actually only when trying to spawn seem more logical, but anyway, it all stays a suggestion)

    p.s. It's truly awesome to see people getting into great modding like this, makes me feel an urge to learn java so I can understand 1 ppm of your creations.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Hello,

    May I ask how much sprites this mod requires?

    And eventually suggest that it gets written on the OP, I think it would be a good habit for all the mods.

    I know there is MCE, but there is still various compatibility issues.

    (Yeah, I'm a IC user)

    Kind regards,
    Posted in: Minecraft Mods
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    posted a message on [1.5_01] DwarvenCraft a WIP [V0.1_1 Revision Now Released]
    Quote from Gnomeknows »
    Ahhh damnit, why'd you have to set the thread on fire so soon, at least wait until some real work gets done. Ahh **** it.


    sorry don't want to set any fire, just imagine that I wrote that in a more pleasant way. All hails to our brave modders.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01] DwarvenCraft a WIP [V0.1_1 Revision Now Released]
    Wait, a compressed coal bloc gives 2 diamonds

    and a super compressed coal bloc, made of 9 compressed coal blocs, gives 15.

    9X2 = 18 > 15. So the super compressed coal bloc is way less efficient? Shouldn't it be the reverse? Or the blocs take some much time to destroy that there is an advantage to lose those 3 diamonds.

    Or I missed something?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from sam123486 »
    I blocked off a piece of the ocean from the rest, trailed the water to a cavern 12 times bigger than that bit of ocean, and let it rip down. It filled the cavern extremely quickly. This doesn't seem to be very finite to me. The level of the small ocean section didn't drop. At all... I like this mod still, but please, fix this.


    Read the description, the ocean water IS infinite, at least for now.
    Now I'm not an expert in telling the difference between normal water and ocean, but as it seems there is one, it means it won't be easy to try to balance between realistic and sustainable as your example shows.

    A vague idea; if the ocean water could be finite, but refilled up to a maximum level by the rain, that'll be nice. Though something tells me that it could be a huge source of lags, anyway, good job to the modder. :....:
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD C6 (FPS Boost, Dynamic Lights, Shaders and much more)
    Installed optimine after optifog but kept the mw.class of optifog. (instead of the mw.class of optimine)

    I can tell it seems there is less fps while staying still, but overall my game is more playable. I have a substantially modded jar though, which was hardly playable with only optifog.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD C6 (FPS Boost, Dynamic Lights, Shaders and much more)
    Thank you sir, for giving me the opportunity to see something I though I would never please my eyes with (until I get my tower computer back).

    65 fps
    Posted in: Minecraft Mods
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    posted a message on "done loading" problem after installing mods
    guys, if you use Izarc, change that now, that did the tryck for me.
    Posted in: Legacy Support
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    posted a message on Minecraft Community Pack is no more.
    Well, it is working fine for me, the few seconds I enjoy it cause fps 0 is hardly enjoyable longer than that.
    Of course my graphic card is crappy and that's down from a 10-20 average. I understand it may be because of better light and better grass, could these not be mandatory in a coming update?

    Edit: I had forgot to turn the options to the fastest, now I get up to 4 fps; not really more playable.
    Posted in: Mods Discussion
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    posted a message on [GUIDE]Fix & Performance Increase for Intel GMA Users
    Trying all that fun, but stopped right at the beginning

    I'm trying to download GMA booster for x3100, but the link brings me nowhere, as did quite a few searchs.

    any clue?
    Posted in: Legacy Support
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