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    posted a message on [Request] Imitation Arcane Lamp from Thaumcraft

    There's no telling if or when we'll see an update to Thaumcraft for 1.12, but one of the things that I used very often from that mod was the arcane lamp. It was a light source that created non-intrusive and near-invisible light sources around it in areas dark enough to spawn mobs, including behind obstacles such as walls. I used the arcane lamp with great frequency due to its perfect coverage when building large structures. It was also great for illuminating my base without ugly torches lining the walls.

    I'm not asking for a carbon copy of the arcane lamp in respect to copyright rules, but it would be great to have a standalone imitation of it.

    Posted in: Requests / Ideas For Mods
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    posted a message on Friends updating private modpack, need recommendations

    Due to Thermal Expansion making a return in 1.12, my friends have decided now is a good time to update our modpack in order to include it. A lot of mods, unfortunately, will not be coming with us since they weren't updated. Some of them were very good or at least very convenient.

    I decided to come here asking for assistance. I'm hoping to draw some ideas from you guys on a couple mods that would make viable replacements. If any of these mods were updated for 1.12, please let me know.

    Need recommendations for the following replacements:
    - Ender IO
    The best thing about this mod were the pipes and cables, being able to compress multiple types into the same block so there's less mess. Any mod that imitates this mod or at least has compressed pipes and cables would be great.

    - Thaumcraft
    An expansive magic mod with creative ways to unlock new technologies that were both fun and innovative. An imitation would be greatly appreciated.

    - Nether Metals + End Metals
    Being able to mine vanilla and modded ores in the nether and the end made those dimensions more useful than simply traveling and collecting lava.

    Posted in: Mods Discussion
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    posted a message on Microsoft/Mojang Deal Confirmed.
    A moderator had shut my thread down for redundancy then linked me here to continue the discussion. For some reason, they believe that my topic is somehow related to this old news, but I'll post it here anyway.

    ----

    Source:
    http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/

    Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.

    Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:

    1. How would you make a sequel to a sandbox, for starters?
    Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?

    2. What would this mean for the modding community?
    A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.

    3. Why not just make expansions to the first game instead?
    I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.

    I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
    Posted in: Discussion
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    posted a message on Gamespot: Microsoft Talks Minecraft Buyout, Possibility of Minecraft 2
    Source:
    http://www.gamespot.com/articles/microsoft-talks-minecraft-buyout-possibility-of-mi/1100-6423159/

    Before we continue, bear in mind nothing has been set in stone yet. I'm creating this discussion to raise awareness on the possibility of it happening, to see what you guys think about it, and maybe rally towards a way to convince Microsoft to not press the matter.

    Minecraft is a highly popular game, has been growing nonstop for a very long time. I myself got involved with the game back when it was in its alpha stages, and even then the game continued to give me hours of fun. So long as you have the creativity to make things, Minecraft will have infinite replayability. After discovering this article, I'm kind of concerned about the possibility of Minecraft 2 for several reasons:

    1. How would you make a sequel to a sandbox, for starters?
    Since the beginning, Minecraft has had no goals set out for you. You can explore the nether, visit the end, slay a dragon then later the wither, but thats as far as it ever went. The game's primary focus was to put you in the center of the world and tell you to go hog wild. What is the point of making a Minecraft 2, besides Microsoft attempting to rake in more cash for their ownership of the name?

    2. What would this mean for the modding community?
    A large portion of this game's immense popularity is due to the modding support it has. While no real official API exists, unofficial APIs were developed in its place thus allowing mod developers to make large numbers of various mods. Some mods like Thaumcraft and IndustriaCraft and Thermal Expansion are some of the most well known and well-developed to think of. What will happen to them when development of Minecraft slows to a halt to make way for a sequel? Will popular mod developers even bother transitioning over? If they do, what will happen to the already developed community in the first game? If they don't, what kind of impact will a reduced modding community have on the sequel? Honestly, Microsoft really needs to consider these things much more carefully.

    3. Why not just make expansions to the first game instead?
    I've already mentioned about the deep-seated modding community and the immense popularity the game itself has made, transitioning over to a sequel could very well split the community which might damage the future success of the game. Why not go the safe way and just bring out expansions to the game instead? The community won't need to split into fragments, modding won't be in any danger, and Microsoft can continue to make money by adding new features into the game via optional content.

    I am against the idea that there should be a Minecraft 2 for the concerns I have raised above. There really is no need to completely start over and send modding back to the stone age.
    Posted in: Discussion
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    posted a message on Can't log in
    Login servers appear to be down.
    Posted in: Discussion
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    posted a message on [1.7.10]Soul Shards: Reborn (Original Soul Shards remake) - Update rc3!
    Quote from Moze_Intel

    Bats and silverfish (and a few other mobs) are intentionally disabled.


    I've never had a reason to use them myself, but I'd love to know why they were disabled.

    Additionally, being someone who supports the option to have a choice, you should allow mobs to be enabled/disabled in config. Would be great for server owners to dictate what is and isn't allowed to be used with the spawner.
    Posted in: WIP Mods
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    posted a message on [1.7.10]Soul Shards: Reborn (Original Soul Shards remake) - Update rc3!
    Quote from Aphenon

    If you want to have a cost to the spawning, you should look at Minefactory Reloaded. Soulshards never had any other cost than the mobs required to kill them.


    And I prefer it would stay that way, too. MineFactory's autospawner will be good enough if you're looking to maintain your spawner via keeping it powered and full of mob essence.
    Posted in: WIP Mods
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    posted a message on What Grinds Your Gears *Minecraft Edition*
    What grinds my gears? Having a heavily-modded game with a well-developed world. Enter another dimension, get a 'ticking tile entity' crash that removes the game's save from my list of worlds, fix the problem by moving my character back to previous dimension via MCEdit, only to find my cheats are no longer enabled and having no idea how to fix it.

    It's frustrating. >:c
    Posted in: Survival Mode
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    posted a message on [1.7.10]Soul Shards: Reborn (Original Soul Shards remake) - Update rc3!
    Quote from ShadwDrgn

    It wasn't a matter of time. It was a matter of giving in to all the whining people that didn't think getting easily movable spawners and spawners you normally can't get was enough. Everyone has to have their ridiculously powerful ez free super insta mob item generator. People whined and whined and whined until finally I decided to let them upgrade the existing cages.


    To be fair, I'm sure most people who've complained about Soul Shards 2 was because they'd rather do something else besides standing around like a fool waiting for mobs to spawn. It'd bore me, that's for sure. I can be spending time mining or further developing my base, instead I'm sitting at the collection point of my mob farm waiting for withers skeletons to be grinded so I can finally make a wither. So a remake of your original mod has its purposes. This is especially true, since you have to keep pushing the update back.

    But chances are good that my friend won't add Soul Shards Reborn to his private mod pack, on account that it was rediculously overpowered. I suppose I can use SSR and/or Extra Utilities' cursed earth until you finally implement that AFK upgrade.
    Posted in: WIP Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from FnordMan

    Have a look at extra cells it kinda does that with AE.


    I already have that and it performs well. I was actually hoping for something similar to the quantum tank from GregTech with the immense volume it can hold, except without the -- you know -- implicit hardmode it forces on you for every IC2 component not even added by the addon. :P
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    When PowerCrystals returned to create MineFactory Reloaded, I had offered a suggestion he might consider implementing. Now that he's gone AWOL again, I feel it would be a good idea to suggest it to you now that you're working on it.

    Is it possible you can add a DSU equivalent for liquid? Perhaps make it expensive and require DSUs to craft?

    EDIT: I'd also like to ask: What's the purpose behind sacred rubber trees? These things are absolutely massive and are server/game-crashing capable especially if you have a treecapitating mod.
    Posted in: Minecraft Mods
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    posted a message on Memory Leak?
    Quote from bilde2910

    F3+A will force-reload everything. Try and see if it helps.


    I appreciate the suggestion, but it failed to fix anything. The issue seems to be cumulative, getting laggier the more I travel between dimensions.
    Posted in: Modded Client Support
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    posted a message on Memory Leak?
    I'm using a friend's private modpack and it has 147 mods installed, Twilight Forest and Mystcraft being amongst them. A common problem I keep coming across after loading into a couple dimensions are increasing steady lagspikes.

    I've no doubt this is caused by memory leaks due to chunks not being unloaded properly. Nothing I can do about that issue besides report to developers of mystcraft and twilight forest, but I'm sure they've been told this enough times that my reporting would be redundant.

    What I want to know, is if there's an alternative way for me to handle this on my own without needing to end java's processes and restart the game from time to time. I've been doing searching online and all I can keep finding is either disable wireless redstone and/or remove twilight forest and mystcraft. I'm removing wireless redstone as I type this, but I really don't want to remove the other two mods just to alleviate/eliminate this problem.

    So the question I have is simple: Is there a command/process I can use that lets me manually unload memory/chunks without needing to close my game? Would deleting the data of the twilight forest and myst ages I don't use help?

    EDIT: Forgot to add this, but my friend's busy life means he doesn't update his pack often so some mods are not up-to-date. Would updating forge help in any way? Or twilight forest and mystcraft?
    Versions:
    Forge 1.6.4-1.0.0.227
    Twilight Forest 1.20.2
    Mystcraft 1.6.4-0.10.11.00
    Posted in: Modded Client Support
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    I really love the potential of this 'utility mobs' mod because I seldom see turret/minion mods, but its limited usefulness is why I'm here about to ask a silly question:

    Do you have plans to make the golems/turrets compatible with mobs added by mods by default? If the question sounded weird, I'm talking about making turrets/golems target other mobs. Examples being mobs from Ars Magica, Thaumcraft, Twilight Forest, etc? Or can you use the books to add them in yourself?

    EDIT: Sorry, just learned to use the 'mob target list' book. Still, would be great for the aforementioned mods to be added by default. :D

    EDIT 2: Yeah, disregard the original message in this post. I'm actually finding this mod a much better alternative to having golem guards over thaumcraft, just because I have total control over what can be attacked. Great mod!
    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 ShadwDrgn

    I'll take a look at this during my testing this weekend. I've finished the upgrade features allowing players to upgrade their cages to be afk farmable while increasing their speed. Additionally they will work afk better than the soul shards 1 cages ever did due to mobs not immediately despawning if the player is too far or none are nearby at all.

    I have to do some play testing, but it's otherwise ready. I'll just test with enderman shards.


    Oh, very good. I'm glad that AFK spawner upgrades will be implemented. I haven't used the mod since SS1 because 'extra utilities' has cursed earth which can do the same thing as the old spawners, albeit not being able to control what spawns.

    Once the update comes out, I'm gonna have to bug my friend to add this mod back into his private modpack! :D
    Posted in: Minecraft Mods
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