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    posted a message on Witchery 0.24.1
    Quote from GlitchReaper»

    Nice to know. Are you part of the modding team behind it?

    I'm effectively the defacto leader, and also I own the GitHub repo.
    Posted in: WIP Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from Giliod1999»

    version 1.12


    Actually, it's on 1.11.2 for now. 1.12 is not stable enough for building a mod. Lexmanos keeps throwing so many changes.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1
    Quote from codebracker0»

    He didn't even log in into steam for about a year, than once 57 days ago, so I'm inclined to believe that was a glitch or a hacker and that he hasn't been online since he dissapeared, meaning he is either dead or stopped using the computer for unknown reasons.
    Or maybe he move somewhere with no internet access.

    I doubt he is dead.

    If he accessed steam, he is probably safe, and somewhere with internet access. Though you can make yourself appear offline all the time on steam, with a bit of trickery.
    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1
    Quote from Hman745»


    I doubt it since one of his last posts was showing off some stuff from Intangible in 1.9.


    According to some individuals on IRC, I heard claims he was actively avoiding the community.
    Posted in: WIP Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from Aurumkra»

    I will take it down as soon as emoniph asks me to.

    Emoniph has not been on in a year. However, despite this, by default, it falls under normal copyright laws, and thus, it is not exactly legal to distribute the source code without his permission. Always assume something is All Rights Reserved unless otherwise stated.

    It's legal to decompile and look at the code, but not legal to distribute it.

    In addition, I doubt many modders could work with Witchery's source code, I had decompiled it myself in the past to look at it. It uses a bunch of private classes and what not, which makes things much harder to work with. The devs of Minetweaker tried to add support, but couldn't, due to how it's coded. Witchery is literally built in a way so it is harder to code with, or even attempt stuff like porting by third-parties (and addons), in the first place.
    Posted in: WIP Mods
  • 0

    posted a message on Witchery 0.24.1
    Quote from Hman745»


    I helped start it with just a small group of people and I liked where it was going. Then as more people were added and more ideas were thrown around it felt as if they were trying to add so many things. I decided to step away from the project at that point. I haven't been keeping up with what they're doing as well.




    We're getting places. We're working on custom brewing. A lot of the ideas have been far more organized since you vanished, and there's some semblance of a roadmap (although the roadmap needs to be worked on a bit more.)


    https://github.com/Um-Mitternacht/Witchworks


    Also @Aurumkra, delete that post. You could cause some legal BS.

    Posted in: WIP Mods
  • 0

    posted a message on Mowzie's Mobs: Fantastical mobs for your MC world! - Version 1.3.2: Bring sunblock

    I think you need to switch the supported version for the uploaded 1.11 file to 1.11.2, since it is clear it is likely meant for that version, unless you have an actual reason to be on 1.11 only.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    FYI, me and Elucent made a port to 1.11.2 (though Elucent did more of the work than me), so it is possible that it will release not too far from now, though it still has some bugs Alex needs to iron out.


    https://github.com/Alex-the-666/Ice_and_Fire/tree/1.11.2

    Posted in: Minecraft Mods
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    posted a message on Witchery + Server with Sphax Pack (Slots Open) Now with Galacticraft & Custom Moon/Mars Ores!

    Since you appear to be having issues with potion IDs, add this mod, and set witchery potion IDs to some absurd number:


    https://mods.curse.com/mc-mods/minecraft/229978-extended-potions

    Posted in: PC Servers
  • 0

    posted a message on Witchery + Server with Sphax Pack (Slots Open) Now with Galacticraft & Custom Moon/Mars Ores!

    MC username is Sunconure11.

    Posted in: PC Servers
  • 0

    posted a message on Witchery + Server with Sphax Pack (Slots Open) Now with Galacticraft & Custom Moon/Mars Ores!

    I'd like to be whitelisted, though I doubt I will come on much, due to stuff.

    Posted in: PC Servers
  • 0

    posted a message on Mowzie's Mobs: Fantastical mobs for your MC world! - Version 1.3.2: Bring sunblock

    And you thought the Foliaath was bad... (Dumb idea based off of the dynamite tree)


    Gevaarte: Sprouting in the summer, these plants emerge with a thunderous cracking, from deep within the ground. These stony plants usually grow with such force that they uproot other plants, and impale mobs. They will produce a flower, which has the effect of luring hostile mobs to act as pollinators. The seed pod is incredibly dangerous, and when fully ripe, will explode and send seeds flying in all directions, potentially piercing armor, in order to grow more plants later on. If a seed hits TNT, it will also detonate that. Weeding them is not an easy task, as they will attempt to impale the player. Pickaxes seem to work easily on them, but all parts of the plant must be removed in order to kill it. After dredging all of the leaves off, the roots must be located, and removed. You could store the resultant corm away, and plant it later, but it will not be tame. It will also slowly spread at the right time.

    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft
    Quote from JayZX535»

    Hey, seeing as you liked my tweet on marble foxes earlier, I thought I'd make a few additional small suggestions on here! Since Twitter is very restrictive on typing, haha.


    -You said you want to implement simple genetics-- which is a really interesting point, since marble foxes are actually a mutation that results from breeding captive red foxes! Not sure exactly how it works, but it must be similar to the differences in wolves and domestic dogs lol. Perhaps there could be a domestication system at some point-- wild animals would spawn with certain traits, and breeding them has a chance of new traits appearing, etc. I'm not sure how "simple" that is, but it'd be cool! For example, you said you wanted to add working dogs-- you could have standard wolves have, say, normal ears, but if you breed them enough you might start seeing floppy ears or different coloring, etc. Just a thought-- I'm very curious to see how you'd implement genetics btw, not many mods do that and it's something that's always interested me!

    As an aside, this site has some interesting fox color morphs if you're looking for inspiration :) http://livingwithfoxes.weebly.com/colour-morphs-of-hybrid-foxes.html


    -Also please more ferret stuff because ferrets are so underrated and oh my goodness yes <3


    Anyway, just a few thoughts on foxes/marble foxes! Thank you for your time! :D


    You forgot something else regarding foxes.

    https://en.wikipedia.org/wiki/Russian_Domesticated_Red_Fox

    That is all.
    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1

    Medea once attempted to poison Theseus with this


    It's getting places.

    Posted in: WIP Mods
  • 0

    posted a message on Dodo Bird (Dericawl) [1.10.2]

    I think that dodo is from Fossils and Archaeology, which is being ported to 1.10.2 as we speak.

    Posted in: Requests / Ideas For Mods
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