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    posted a message on Heliocraft - A semi-realistic resource pack

    Iv'e been watching this project ever since you started, and I must commend you on your efforts. The pack looks simply fantastic!

    Posted in: Resource Packs
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    posted a message on [WIP] [Forge] [1.7.10] HEXCraft Beta 0.8.5 - Hexorium-Glass Package Crafting Fix

    Just finished slapping some textures together in the Faithful 32x style... more to come!


    Linky Link: https://www.dropbox.com/s/1uzbkej7maj29wx/hexcraft.zip?dl=0

    Imgur Album Here: http://imgur.com/a/upMHg

    Posted in: WIP Mods
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    posted a message on [WIP] [Forge] [1.7.10] HEXCraft Beta 0.8.5 - Hexorium-Glass Package Crafting Fix

    Very nice! Definitely loving the whole revival (nostalgia tingles for sure). I am working on a Faithful 32x patch for this that brings back the old Xycraft textures, I will be sure to post it here when I am finished.

    Posted in: WIP Mods
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    posted a message on [1.4.7] FallingFix Mod

    Now all we need is a mod that ads 1.5 drag crafting into 1.4.7 ;)

    Posted in: Minecraft Mods
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    posted a message on Witchery 0.24.1
    Quote from Vigilator»

    This has been talked about (argued really) for several pages. I personally really dislike the concept of daywalking, but I think people want the argument to die.


    Agreed, well said.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from kaylo7»

    3 things:


    1. Baba Yaga came and gave me a present, so I taglocked her just in case I would be able to summon her later and kill her. I couldn't summon her, but I tried to give the taglock to a monkey and it tried to fly off somewhere, but teleported around and freaked out. Because I live dangerously apparently, I tried again with another monkey while the first was still spazzing. It decided to pick me up and try to take me somewhere (I gave it a taglock, not a waystone). We'd fly a ways and teleport back to where I gave it the taglock, over and over. Is there a way to dismount? I tried shift-clicking, clicking, attacking it, and everything else I could think of. Then I enabled creative, but I couldn't get back control of my character. I ended up using the ruby slippers, which seemed to fix it.


    2. The vampirism + infernal infusion + zombie pigman seems a bit overpowered, since it negates a major weakness.


    3. How is the worship buff calculated? I have two effigies - 1 at my base and 1 above bedrock (teleposers) in the nether, both with chunk loaders. It seems to latch onto one or the other instead of cumulative, so if one gives buff II and the other buff I, whichever it's currently tracking is the buff level you receive. So, I murdered all the hobgoblins at my base and everything seems to be working again. Still, I like having one nearby to recharge my infusion power, so thought I'd point it out.


    In response to your second comment, I just wanted to point out that if there is a forme of fire resistance active, the damage resistances of the vampirism (i.e. no drowning, no environmental, no frost) are all negating leaving you vulnerable, but completely fire resistant. I'm not sure if this is in effect with the zombie pigman infusion ability, but I assume that it would due to them both being from Emoniph's mod. I know that this applies with baubles that would give fire resistance such as the Crimson Pendant from Botania.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from trollworkout»

    yeah. a "real" vampire doesn't die from fire.


    EDIT: wait let me rephrase that. a vampire dies from fire only in twilight. you gonna go for fire death = twilight. gonna go for stake/garlic/silver = rest of the world. right now witchery vampire is 50% twilight (fire death) 40% real (garlic /stake) 10% made up (lilith ritual nether etc). i'd like it to be 90% real 10% made up. plz remove fire death twilight reference.


    Lilith isn't fake. Sure the way you summon her is, but Emoniph bases a lot off of real life. Baba Yaga for example, is a real feared witch in certain parts of Europe. Lilith is known as both a succubus and a vampire, and has Biblical roots before Eve that depict her as one of the roots of evil who swore to kill mankind. Google is your friend. Continually, the fire is needed to balance the vampire. I at least understood the complaints about the sun, but I see no reason to complain about the fire. It does in fact have roots in myths, as vampires were often only killed by being burnt to ashes after being decapitated. As well as this, vampires were known to shy away from fire as it was related to the sun (which is their main weakness and debilitation).

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from NoxFox91»

    Hey Guys,


    Sorry If it were asked earlier by somone else but:



    Can you help me with vamp leveling?


    How can I extinguishing creatures of pure fire? Is it blazes?


    Thank you in advance!


    Indeed, kill twenty blazes. This can only be done after the other steps are achieved.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    Ok, I am getting kind of tired with the Vampire-Sun posts. I have a solution, which does not involve changing the current system. Instead of having a buff to vampires or a nerf to werewolves, why not introduce a new species? I propose the Dhampir. For those of you who do not know what a dhamphir is, it is a half human, half vampire hybrid. Essentially, I believe they should be a weaker vampire. Not getting into specific details on stats, instead getting to the only thing that anyone is interested in right now, they would be able to go in the sun without dying or losing blood, but still suffer the debuffs of a normal vampire. Consequently, they would also have weaker powers than a normal vampire, perhaps losing the level 10 abilities or the ability to morph into a bat. I am not going to divulge the current demonic intervention cure to vampirism, but perhaps a partial reversion would be able to transform the player partially human again form their vampiric state. Hope some of you appreciate this idea!

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    Considering the large debate going on over vampires and daylight, I might as well give my two cents.


    I have have logged a lot of hours as a vampire when testing the alpha versions of this update(To the point I was credited by the mod author in the "Special thanks" Section of the main post.), most of them actually in survival testing how it impacted gameplay. I first looked into how early it was possible to become a vampire(Answer: Depending on luck with villages, within the first hour at iron level gear). After that, I was forced out of the light, growing my power and resources as I had next to nothing due to how early I become a vampire. I quickly started adapting my play style and gear for being a vampire, living inside the first village I found and managing my time around the sun. I found it best to start mining, crafting, and preparing for tasks like setting up a witchery altar during the day, then as soon as night hit I would feed, explore, do anything that needed to be set up outside for when daylight comes like a farm, then head underground or inside as dawn approached. As I went deep into the witchery tree, I gave myself an otherwhere infusion for a quick teleport home to safety, moved into the dimension known as "Torment"(Fun fact, you don't die there!). Once I had a decent setup, I started using the "Field" rites of transposition to set up waystones to quickly get from A to B to take care of anything that needed to be done. I slowly started tailoring my actions around being a vampire, and even become a "Hybrid" and lived with the lower blood pool. And because of the restriction from daylight, I had a huge amount of fun with this.


    For those saying to "Let them live in sunlight, nerf them to balance this boon!", there is one issue with that: It leaves the whole experience watered down. You want them to be powerful they are the kings of the night, terrors of the country side, a monster that should not be taken on lightly! To weaken them to the point of balancing daylight not killing them would ruin this mind set, this play style. Daylight should never be just a "Minor annoyance", it should always be a major threat that you play around.


    Instead of being turned away by the risks and problems of being a vampire on a server, embrace them!. Build your base around the idea of being a vampire, so sunlight is rarely an issue for you. Use shaded glass or sticky pistons to make safely switches for areas that need sky or day, blocking out the light so you can come in at any time to take care of business before letting them run again when you are out of harms way. Want to visit your friends bases? Build a transport network to get from A to B without seeing the sun! Not only are you safe, but your friends are happy with a quick way to get around. Want to go raid some dungeon with the others, but can't get there without going in the sun? Give the others the items for a rite of transposition, then have them summon you when they get there. Better yet, using this you could become the pack mule, for lack of a better term, bringing the items to and from the dungeon using your recall to home power and the ritual to summon you back!


    There are problems with being a vampire, and you go into ritual knowing this full well. So adapt to it, play around these limitations and make the most of it. You gain a lot from being a vampire, from speed to flight to near immortality. Make the most of your power, minimize the risks, and you'll find that being a vampire is an enjoyable change of pace. At least, that is what happened to me.


    I really do like the points you made. I too have spent many hours since the vampire update was released, and the play style was not hard to adapt to. Others complain of the balance of the moon charm in relation to the vampires, stating that if the vampires can overcome their curse, why can we not do the same? Really, if you pay attention to popular culture, the vampires vs. werewolves is a debate that comes up often. Personally I am partial to the vampires much more so than werewolves, but I can realize that vampires are only able to stay on top through cunning, they are never meant to be brute force. They have disadvantages that can cripple them, but other powers such as hypnosis and flight that allow them to evade the werewolves.

    I do not look to the newer depictions where vampires sparkle, but rather old ones where they are dapper and suave, hiding their evil nature under good looks and smooth talking. People were disappointed that vampires were not "grotesque creatures" while they did not take the time to think of the roots of the vampire (not biblical, think Stoker). I think a slight increase to time available in the sun, or a slower blood drain might be OK, but never a doing away with it. Perhaps it could also be a config option to please everyone. Again, I say this as a lover of this mod, and the complexity and aspects it adds to Minecraft.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    Optifine my friend ^_^

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    I think everyone is forgetting that one of the Level 10 vampire powers is the ability to call storms during the day as long as they have vampire underlings collecting blood for them at night. One full cauldron of blood is enough to call five storms, which as those of you who have played Minecraft extensively know, usually last at least a whole day. Not saying I wouldn't want a less harsh punishment, but instadeath seems actually quite harsh compared to the werewolf drawback of being forced into wolf forme on the full moons. Again, just some user feedback, but this mod is actually quite well balanced, which makes it as great as it is :)
    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    Emoniph,

    I was wondering if you would ever consider some integration with Baubles. I could see it being awesome to add the moon charm to one of the baubles slots, and possibly a new charm to make vampires more resistant to the sun, perhaps allowing them to stay alive in the sun and not burn but still suffer the debuffs. Much appreciated!

    -Omegampyre

    Posted in: WIP Mods
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    posted a message on [1.2.5] | Green Stone Wire Mod | by Przezuwacz (+Forge comp.)
    Is there an alternate download link for this? The wiki link is broken.
    Posted in: Minecraft Mods
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    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Does anyone have the old 0.61 version for minecraft 1.2.5? The only one on the download site is 0.6.1, and it is not fully functional.
    Posted in: Minecraft Mods
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