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    posted a message on [1.4.6-1.5]A simple update of ManaSys Mod
    1.4.7 version is completely fine but i found a rendering bug i guess in the 1.5.1 version. The experience bar and mana bar get messed up when using any manasys item and sometimes even bows. Also arrows, or pretty much any vanilla projectiles dont render right when you use them, so sometimes the arrow lands at your feet and hits you. Any way you can fix this?
    Posted in: Mods Discussion
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    posted a message on Lots of towns and castles: an expansive world! (picture heavy)
    (Long, sorry ): )
    Hey sm28461 i totally respect your decision on not releasing this til you have implemented all the npcs and i understand why you wouldnt want to, however, if you could consider releasing it as is without the npcs, or with whatever amount you have now, that would be fantastic, the reason why i say this is cause, 1. Through no fault of your own obviously, the NPC mod is constantly getting updated, and with each updated often comes screw ups with pre-existing npcs that will force YOU to keep fixing each one individually (making it longer to release the map and making you do more work) until you release the map. 2. I understand some people may not want the NPCs, and i agree with you, they can just ignore them then or just not download the mod, but some people also may want to implement their very own quests/dialogues/npcs, and it may be time consuming for them to remove the ones put there by you. and 3. Some people may not be able to handle the amount of NPCs on the map, i noticed when i used the mod that a large amount of NPCs can cause some lag due to tick, and even make the game a bit unstable, those with not so great computers might not be able to enjoy the map with said lag. Once again, if you choose to decline my suggestion, i will not pester you anymore. Either way, you have done a great job with this map and the only reason i have bothered to create such a long post is due to my level of excitement and awe of your creation.
    Posted in: Screenshots
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Great update, nice. I tested it out with only the required mods and 1 other mod (manasys mod) and it was working fine. Later i started a new world and as i was just messing around with the new custom mob spawner options my game all of a sudden crashed (I turned all mobs spawn frequencies to 0 except for zombies which were 1 and bats, then changed zombie max and min spawn groups to 20, and lastly turned max hostiles to 350). Once i tried starting up again and making a new map i got this when i tried starting a new world (appears to be the same as the error i got from the first crash which i can post too if you would like):
    ---- Minecraft Crash Report ----
    // Everything's going to plan. No, really, that was supposed to happen.

    Time: 4/4/13 9:21 PM
    Description: Exception in server tick loop

    java.lang.IllegalArgumentException
    at net.minecraft.util.WeightedRandom.func_76273_a(SourceFile:17)
    at net.minecraft.util.WeightedRandom.func_76271_a(SourceFile:31)
    at drzhark.customspawner.CustomSpawner.getRandomCustomMob(CustomSpawner.java:869)
    at drzhark.customspawner.CustomSpawner.doCustomSpawning(CustomSpawner.java:368)
    at drzhark.mocreatures.MoCServerTickHandler.onTickInGame(MoCServerTickHandler.java:34)
    at drzhark.mocreatures.MoCServerTickHandler.tickEnd(MoCServerTickHandler.java:97)
    at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
    at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:140)
    at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:276)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:605)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.5.1
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_07, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 447055104 bytes (426 MB) / 608763904 bytes (580 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 264 (14784 bytes; 0 MB) allocated, 147 (8232 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
    FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 9 mods loaded, 9 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    GuiAPI [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    craftguide [CraftGuide] (CraftGuide-1.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ManaSys [Mana] (manasys.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 35 (1960 bytes; 0 MB) allocated, 26 (1456 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['Panda1018'/31, l='New World', x=-133.50, y=59.00, z=98.50]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Posted in: Minecraft Mods
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    posted a message on Grim Pack
    Hey Grim, (And anyone else reading this) just thought you should know, someone updated the manasys mod to both 1.5.1 and 1.4.7 so you don't need to worry about updating that any time soon. The forum post may look a little sketchy but i tested it and it worked on 1.5.1 (Havent tested the 1.4.7 yet). I assure you its not a scam. Anyway, here is the link to the topic (If this doesnt break forum rules): http://www.minecraftforum.net/topic/1733908-146-15a-simple-update-of-manasys-mod/
    Posted in: Minecraft Mods
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    posted a message on [1.1][SSP/SMP]ManaSys v7.0 (a NEW Mana Storage _ 11 Mar
    This truly was one of the greatest magic mods, or should i say IS? (Cheezy i know, but nessecary :P). Apparently someone updated it to both 1.5/1.5.1 and 1.4.7. I was skeptical about it since there were no reply's and the person didnt say anything but just gave a download link, but i did test it on 1.5.1, (Currently playing as i type, and i havent tested the 1.4.7 one yet) and it seems to be working completely fine, although i doubt its SMP compatible. Anyway, if its not breaking any forum rules, heres a link to the post with the updated version: http://www.minecraftforum.net/topic/1733908-146-15a-simple-update-of-manasys-mod/
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2][SSP] Sophisticated Wolves v2.2.0
    (Long i know, i apologize...)
    Great improvements, very much needed.
    It appears as if this mod was mainly for improving the AI for a lot of the TAMED wolves' actions, but i think you should consider adding an action for hostile wolves as well. You should try making it so that at night wolves would spawn in packs, and lets say a player was to create a "temporary safe haven" in a forest (at night) by placing a torch/torches in a small area, the pack of wolves would be attracted to the light and surround the source of light/torch (possibly surrounding JUST far enough so that they are still slightly hidden and not lit up too much). While surrounding the torch they could make growling noises for that intimidating effect. These wolves could either be hostile, and attack the surrounded player spontaneously once they have completed the circle, or they could still be neutral and eventually they would go away unless provoked (Possible way of provoking could be by staring at the with a weapon kinda like an enderman), in which case they would maul the surrounded prey.
    Posted in: Minecraft Mods
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    posted a message on LegendGear - Items and more, drawing inspiration from Zelda
    I've gotta say, i've been following and using this mod as it updates for the past like 5 updates or so, and i feel compelled to tell you how awesome of a job you've done, all the items are so unique and extremely well done, keep up the good work! And although i have yet to try the most recent update with the new ender medallion and enchantments, i encourage you to continue adding a couple more unique enchantments and possibly a bit more magic based weapons, there are quite a few magic mods out there (but none done too great) and i know this mod isn't supposed to be based on magic but the way you handled the augmented swords was outstanding, so i think you should keep it up ^^

    Oh, and also, you update this mod so frequently its awesome, dont think i've seen a mod get so many additions this well done in such little time.
    Posted in: Minecraft Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    May i suggest that maybe instead of having the chemical X item be craft-able, it be created through brewing instead? Like maybe it would be brewed after using 3 different items in the brewing stand or something. idk, i think that would be cool
    Posted in: Minecraft Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Just a suggestion if you dont already have a plan in mind, i was thinking for a Mutant Spider mob (if you ever even wanted to make one) it should be a giant spider queen or whatever, but 2 of the abilities should be to lay eggs that hatch into mini spider minions that attack you (Also when you kill it it could drop one, and it would work like the mutant creeper egg), and shoot a web at you that inflicts slowness, and whatever else. And also a Mutant Bat would be cool as well, a huge bat that drops hurtful dung (Like in Castle crashes if you've ever played it), can lift you up and drop you, and can shoot sonar wave that hurts and knocks back the player.
    Posted in: Minecraft Mods
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    posted a message on Grim Pack
    Quote from grim3212

    I have no idea when but I will eventually get to it. :D

    Alright cool, havent used it since 1.2.5 obviously but its great to hear i'll be able to use it again some day for some adventure maps, thanks.I see the long list of requests so take your time :P
    Posted in: Minecraft Mods
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    posted a message on Grim Pack
    Hey grim, when do you think you'd be able to update the Manasys mod? if you were even planning on updating it, its the only magic like mod that i ever liked enough to use lol.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lots of towns and castles: an expansive world! (picture heavy)
    Yeah it all looks great so far, any news on progress?
    Posted in: Screenshots
  • 1

    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    I dont see why dragons arent being pushed for as much as i assumed they would be, none of the other dragon mods add decent enough mobs, with your quality of work for all the animals you have already made, it would be incredible.
    I would also suggest guerrillas/monkeys and hyenas, armadillos or porcupines, and hawks/eagles.
    Posted in: Mods Discussion
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Wow that was a pretty quick fix, the downloads seem to work now
    And once again the world is at peace...
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Oh my godlol, i was expecting this to update with 1.4 and come to find this miraculous gift now? Awesome : D
    Posted in: Minecraft Mods
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