All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Minecraft AEONs (V1.0 released)

    A first version of the modpack has been released on curseforge / twitch client. Thanks to all that helped testing it :)

    https://minecraft.curseforge.com/projects/minecraft-aeons


    - Twitch client: Go to "all modpacks" and search for "AEONs"

    - Official Server info on the curseforge page

    Posted in: Mod Packs
  • 0

    posted a message on Logo / Wallpaper / Main menu image for my modpack

    As i'm pretty bad at designing graphics i would need the following images:


    - A logo 500x500 pixels for the curseforge / twitch modpack site.


    - A transparent logo for the Minecraft main menu:

    I will use this mod to change it: https://minecraft.curseforge.com/projects/custom-main-menu

    Logo should just be the text "Minecraft AEONs", example screenshot to see what i mean: https://imgur.com/BInwxmN


    - Wallpaper-like Background for Better questing mod:

    See here for an example: https://github.com/Funwayguy/BetterQuesting/wiki/Resources

    For the wallpaper background it would be nice to show a minecraft character casting something (=molten metal flowing out of it) with a Tinker's Construct smeltery. Something that looks like a smith at work and some nice glowing effect on the molten metal.


    Some background info about my modpack "Minecraft AEONs" the graphics will be for:

    http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mod-packs/2866262-minecraft-aeons-looking-for-betatester-tfc


    Price around 10-15$ would be great.

    Posted in: Requests
  • 0

    posted a message on Tinkers' Construct 2
    Quote from AMPPL50»

    Why should a mod NEED another mod in order to obtain information that is important in order to use it?



    Because like maybe 2 or 3 mods from the nearly 10.000 mods available shows you ingame recipes without JEI... There's even quite a lot mods that add own ways of creating things without recipes (e.g. multiblock) and don't give you any clue on how or what to do. Neither is there a point for mod developers adding recipe infos when everyone's anyway using JEI nor is a thread about a mod with one of the most detailed ingame descriptions the right place to blame about that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from AMPPL50»

    What about blocks such as the Part Builder or the Tool Station, which are critical features? Currently, the only way to obtain the recipes is by using mods such as JEI or looking it up, which more or less goes agaisnt the entire point of the vanilla recipe book and makes anyone unawar or unwilling to do either unable to use the mod.

    And using one mod but refusing to use another very helpfull mod with a feature that you want and need goes more or less against the entire point of modding the game ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft AEONs (V1.0 released)

    Modpack is now in BETA and beta server is available.

    @aevarine: Sent you a PM with details

    Posted in: Mod Packs
  • 1

    posted a message on Tinkers' Construct 2

    Use JEI if you want to see recipes... For the tinker materials themself (to make parts or whatever) those are in the Materials & You book: Open book > Tool materials > on the left / right side of the book you have a long list of item symbols. The first symbol shows you what material you need (e.g. Endstone for End parts), the 2nd symbol if it's made in part builder or cast (smeltery)

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from RWLXXII»

    I dont want to use rare resources that are expensive to repair while I don't want a low quality material that needs repairing every few minutes.


    Any suggestions?




    The nice thing about TiC is that you can combine any materials that you like into a tool. If you want to make a pickaxe that rarely needs to be repaired you have different ways to do this:
    A simple one would be choosing materials to get as high as possible durability. For example a pickaxe with manyullyn head + Ardite binding (enchantment so stone block repair it and high durability) + slime tool rod (High Modifer = multiplied with base durability) + Diamond and Emerald upgrade (combine in tool station with pickaxe) and you have nearly 3000 durability on it and repair it when mining stone.
    Will take a while then until you need like 2-3 manyullyn ingots to repair that pickaxe (if you ever need to)

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from drgnkpx»

    The ice arrows are listed in game, but I can't seem to craft the shafts with ice blocks, is it not implemented yet?


    You need packed ice
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from wardoggwyllgi»

    Is there a way to be able to use the shield along side the cleaver for 1.12?


    No, Cleaver is 2h weapon
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft AEONs (V1.0 released)

    Ever felt that it's too fast and easy getting to the highest tiers of materials or that it's not worth exploring the world ?

    Then this unique modpack is for you !


    - Biome based Ore generation: Ores can only be found in specific biomes. You will need to explore the world and build multiple (mining) outposts to successfully reach the highest mining level. But the farther you go the more dangerous it will become.

    - Level everything: Your character (skilltree), your dog (finally it's worth taking him into battle), your weapons, your tools and even the mobs surrounding you !

    - Questbased progression (nearly 300 quests): Mining levels, Dimension Access and even Mob types are unlocked with quest progress. Quests guide you through all mods.

    - Do it Yourself ! This is not a tech/automation mod. You want stuff ? Go out and find it yourself. This modpack is about adventuring, exploration, dungeons and RPG styled vanilla feeling with long term goals.

    - Slow progress through 5 different aeons (=mining levels). It's hard hard work learning to mine higher ores.

    - Special alloying system: Alloys need to be upgraded to higher tier alloys to be able to progress.

    - Huge dungeons with Roguelike Dungeons

    - No vanilla tools: Early game is totally different then in vanilla and later on everything relays on Tinker's Construct (ore smelting, tools)

    - Mobs are far more dangerous (Mutated Mobs, Bosses, Zombie hordes, etc...) and with every age unlocked new mobs are starting to appear

    - Magic: Botania, Twilight Forest, Magic Bees, Astral Sorcery

    - Build a farm: Animania, Forestry, Pam's Harvestcraft,

    - Airship travel with Davinci's Vessels

    - No night skipping (but ~1/3rd shorter nights)

    - Build your own village with Minecolonies.

    - Endgame Dimensions to test your skills. (Twilight Forest & The Beneath)

    - Altered crafting recipes for a lot mods (some interlinked)

    - Multiplayer friendly: Friends can be revived and protect your land (minecolonies area protection)


    Official Server: (slots will be extended if required)

    IP: 176.57.167.161

    Daily restart 5am CET

    Spawnpoint protection: 50 blocks

    There is a commandblock with a pressure plate to teleport you randomly within 500 blocks from spawnpoint if you want to.


    Controls:

    After first launch the first thing you should do is setting up these keybinds:

    - BetterQuesting: Key to open the questbook

    - Davincis Vessels control

    - Doggy talents commands

    - Wearable Backpacks: Open Backpack

    - LevelUp GUI


    Installation / Download:

    Curseforge: https://minecraft.curseforge.com/projects/minecraft-aeons

    Twitch / Curse client: Just search for "AEONs" in the all modpacks list and click install

    Recommended minimum RAM: 4GB

    Server installation: Curseforge has an alternate download for a server version without the clientside mods.

    Posted in: Mod Packs
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    What's the difference between reward commands being done with "via player" true or false ?

    It sounds like if it would have something to do with either commands using @p or with command permission level but i'm not sure which is the case

    (Or better asked: Do set this to true or false when i want to run a command with @p that requires operator rights the player does not have ?)

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from KoolGuyXYZ»

    When will you update to 1.12.2?



    There's a 1.12.2 version on curseforge for over month...

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Quote from Finnen»

    I have a question about world generation and what kind of impact TC has on it. For some reason when TC is installed, whenever I create a new world, I start on some kind of island or somewhere around the ocean. Is that a feature of this mod or some kind of bug? The initial spawn point is always either an island or somewhere near the shore of the ocean. What's more, I created a boat and started exploring and it seems that "the continent" is very small - it's usually two-three biomes and ocean again. The biomes also seem to be more... flat? Hard to say, but they are definitely more "realistic" - I'm not getting any interesting, cool looking mountains, groves and so on. I started around 10 new worlds, one after another, and in all of them the spawn point was close to ocean OR directly on an island. It goes away instantly when I remove the mod and create a new world without it.


    I also noticed that I'm getting a very high amount of slime islands. In a radius of around 400-500 meters from spawn point I think I got 4 or 5 of them. Isn't that too much? I tried googling for some information about both of these issues and I only stumbled upon posts of other people claiming that they don't have slime island at all. Well, I have exactly the opposite - big amount of slime islands :P Couldn't find anything about changes in biome generation, though, except that TC adds new kinds of ores.


    The overall look of the world shouldn't be affected at all. If you generate a world with TiC, remove TiC then, restart game, go to the savegame and click recreate world it will look exactly the same.
    Slimeislands have a setting in the config to set the amount of chunks between two slimeislands. Default should be 750 which is an average of 1 island per 440x440 area
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    As i've seen this recently in a modpack (Simple Life 2) and want to make quests like that myself in my own modpack: How can i add an item retrieval (or crafting) task requiring one of several items ?

    For example i want the player to craft (or retrieve) a "Tool Forge" from Tinker's Construct, but as there are like 20 different kind of tool forges and i don't want the player to be forced to choose a specific one, how can i do that in BQM ?

    Or when i want them to turn in 100 copper ingots and there's multiple mods adding these

    Posted in: Minecraft Mods
  • 1

    posted a message on [Request/Idea] custom Alloys mod

    So there's like a hundred mods adding new / custom / random ores and their affiliated ingots / armors / tools.

    What would be great would be a rather small mod that would allow to enhance these by adding json configured custom alloys. Ideally with built in Tinkers support (just adding the alloying recipe, mods like Infini-Tic could be used then to create Tinker tools)

    Posted in: Requests / Ideas For Mods
  • To post a comment, please or register a new account.