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    posted a message on CAJlO's Realism Mod

    other mods are already doing all of this, you've brought nothing new to the table

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod

    Liteloader version http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289421-autofish-mod-for-minecraft-1-8


    suggest you both read the Mods FAQ sticky

    forge is a preference for compatibility not a requirement to create mods, and takes a lot of hassle out of installing mods correctly

    tekkit, techkit and technic are modpacks and launchers, they have nothing to do with mod creation

    Posted in: Requests / Ideas For Mods
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    posted a message on Aquatic Abyss - Swordfish and Serpents! [v1.1.1]

    Ran forge first. I ran the regular game in 1.7.10, then ran it in forge 1.7.10, added Aquatic Abyss and Animation API to the mods folder made by forge and went into my game, but I can't find any evidence that the mods are actually there (no fish, seaweed, crabs etc) the game doesn't crash though.


    how you've written that, you didn't restart minecraft so forge can actually load the mods, I trust you did
    double check that forge and the mods are listed in the mods section of the main menu
    if so, try creating a new world
    just because the game didn't crash does not mean that other mods aren't interfering
    Posted in: Minecraft Mods
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    posted a message on ENCHANTING PLUS

    plz change the direction of v4, I beg of you

    if you want it to be less OP, then just simply limit selection to the enchantments within the books stored in the libraries

    could even require a book with a level 1 enchantment before using the equivalent level 2, and so on


    if that's too laggy/difficult to code, consider scribing the books into a master tome in/on the table

    Posted in: Minecraft Mods
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    posted a message on OnlinePictureFrame v1.2.3 #simplebutpowerful - the tool to add pictures to your world

    thank you for making this! :)

    deserves a notch award :iapprove:


    you're developing some very very nice mods :steve_csi:

    Posted in: Minecraft Mods
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    posted a message on BetterVanilla for 1.6.4, 1.7.2, and 1.7.10

    TYVM for just considering it!

    unfortunately, as far as graphic arts go, I can't even draw a straight line with a ruler :D

    but there is an ancient abandoned mod for inspiration, in it's monster beds section

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286370-1-4-6-7-ssp-smp-coloured-beds-mod-v3-1-0-forge

    it still has active downloads, if you want a close look at how Gorion91 used the vanilla mob skins

    that shearing bug deserves a chicken bed in memorial or a bow that uses them as ammo ;)

    keep up the good work

    Posted in: Minecraft Mods
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    posted a message on BetterVanilla for 1.6.4, 1.7.2, and 1.7.10

    should you ever have the time and/or inclination, could you possibly add a couple animal/mob skins to your coloured beds module plz? :)

    Posted in: Minecraft Mods
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    posted a message on Immersive Craft: a more immersive way to handle, craft and store items (1.3.0)

    definitely got my attention and am looking forward to your suite very much :)

    Posted in: Minecraft Mods
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    posted a message on Realistic Animal Products and Drops Mod (Updates Are Here)

    simply visionary! big team TY for developing this series of mods :)


    request: makeshift bed

    crafted on the small inventory table

    made from hide(s) and feathers, dirt, sand, wheat/straw, or some such

    no wool or planks

    when broken, only hide(s) dropped, not the bed or other components

    preferably does not set spawn point

    for us hunter/gatherers on a paleo diet ;)

    Posted in: Minecraft Mods
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    posted a message on Roxa's Mods. Tall Doors, Experience (Storage) Gems, Stone Stairs, seeds as a fuel and more!

    Hi Roxane, sorry I didn't respond to your release sidenote sooner, was busy moving house.

    Can assure you (unfortunately) that meat does readily burst into flames and turn into a charcoal consistancy on both a BBQ and frypan :D

    We can sell rots to villagers, toss it at cacti and feed it to dogs anyways

    I appreciate that you gave some thought on the matter


    for your Gems, maybe consider that a Bottle o' Enchanting (only obtained legit from a village Cleric) holds 3-11 xp as a benchmark


    going afk a couple more months to design my irl interior and landscaping, a challenge due to small awkward dimensions

    Posted in: Minecraft Mods
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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]

    afterthought:

    in order to get the same %ore result...

    %ore must change, because it would point to % stone with overlay type 'n' instead

    %stone needs to increase by %ore, to replace all those ore blocks

    however, only need change % ore instead, if they drop stone as well


    edit: added "as well" to clarify

    Posted in: Suggestions
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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]

    already understood too, because it's still the same block inside
    whoops! full apologises for unknowingly editing my previous post after your reply
    big my bad, got distracted and thought it was still unpublished

    I'll try re-phrasing again lol
    must implement at same level snow overlays are defined and applied
    separate blocks required for different metadata values atm
    manually editing the metadata for each stone type is not a difficult task, albeit extremely tedious, I smell lag
    stones need to be replaced/upgraded with a default overlay value in metadata
    possibly an inherited optional setting from parent template of stone

    how is the metadata values for drops and overlays being changed?
    when?

    how is the metadata being injected into individual blocks within a block type?
    is it a block.state?

    sorry, if I'm overlooking the obvious :(

    communication is a wonderful barrier :D

    Posted in: Suggestions
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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]

    already understood

    except, it also replaces ore/gem blocks with a drop change to stone blocks

    what actually triggers this drop change? the metadata? the overlay?

    what else can it trigger, a block state?

    hence my proposal for spawning blocks that don't have a spawn rate, toying with potential

    apologies if annoyed

    Posted in: Suggestions
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    posted a message on MCVillagerCreator 1.1

    can non-vanilla types be summoned for editing?

    Posted in: Minecraft Tools
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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]

    sounding better and better as I read through the topic, simply visionary and so close I can almost taste it! :)


    since getting rid of ore blocks altogether...


    proposal: motherloads

    to simulate rich veins, not just big ones

    if surrounded by same ore/gem (6 adjacents), then %-spawn-rate it's a solid block of metal/gem

    ie 15% of 15% = 2.25% overall chance

    not sure if this can be done with metadata

    recipe editor mods can disable crafting them (recycling), so spawn Hope Diamonds, Stars of Sapphire, etc


    @betherella

    have you considered using a drop/spawn/worldgen editor to get diamonds higher?

    Posted in: Suggestions
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