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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    I have a problem where all the grass stopped swaying. I've made sure it's not commented out, and have even re-downloaded it (standard and ultra) but can's seem to get the grass moving again. Is there something I'm missing or are there any mods that would conflict?

    Posted in: Minecraft Mods
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    posted a message on [1.12] Minecraft Minions - evil always finds a way
    Quote from LadyGrelka»


    I thought my kids would like this minion skin you made so I grabbed it and put it in the resource packs folder and it does not work, it does not even show up when you go to the in game option to choose resource packs. How did you get this to work, and will it conflict with the custom resource pack I am using, because normally you can only use one resource pack at a time.


    sorry I messed up, Extract it to the folder and it should work. sorry.

    Posted in: Minecraft Mods
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    posted a message on [1.12] Minecraft Minions - evil always finds a way

    Tried this when it first came out. Now I'm playing Minecraft with my 6-year-old who LOVES minions from despicable me so I too have re-textured this model. Thought I'd upload for anyone else who wants to use it.


    minions.zip


    just extract it into your resourcepacks folder and it should work. Feel free to edit or anything you want I don't care.


    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from omegapsychosis»
    Do you play with vanilla biomes or another biome adding mod on the server, such as BoP? Either way try looking in biomes that are "swampy". I couldn't find any of the jungle trees in my last world but when I found a BoP Moor it was packed with almost every kind of tree imaginable and as I explored almost all the swamps had the same feature.

    I'm playing the Beyond Reality modpack using highlands. I have looked in swamps but not as much.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    I've been trying for days to find all the tree crops on the server I play on but am coming up dry. I find tons of pear, apple, cherry, chestnut, walnut, and nutmeg, I didn't have to look for those. The only others I've found are maple and cinnamon. I haven't seen any fruit in jungle biomes. I've got through 3 stacks of bonemeal without finding a single sapling. Is there something I'm missing? is it normally this hard to find trees?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    another idea that would solve this issue would be to give harvest golems /w order a gui to specify if the golem should left (default) or right click like the player would if a mod that enable right right harvesting is installed. If fact I'm liking this idea more that my original suggestion.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    The usual workaround for that is to skip the order upgrade on the harvest golem, and add a use golem to plant the crops. With order upgrade, the use golem can even handle multiple crops, such as alternating rows. The simpler harvest+order system will do for solid fields of carrots, potatoes, or netherwart. For melons or pumpkins, the order upgrade is unneeded but harmless.

    I realize this, but it becomes an issue when you try farm 50+ crops from pam's harvestcraft in a small area. If I'm not mistaken use golems only have 6 slots, needing 10 use golems for a 9x15 farm is just stupid. :P
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Request/Suggestion

    Harvest golems with 2 order upgrades planting the same the exact plant they harvested in the same space. The way it works now small farms using mods like pam's harvestcraft have crops die out as the golems spreads one crop replacing all others. As it is I'm left doing it by hand as a harvest golem with an order upgrade turns my farms into choos, not order. Perhaps make advanced harvest golems able to do this with one order upgrade.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from burfreezy»
    I'm having problems with heart containers. I have 9 red 1 yellow equipped, but I keep randomly getting more than I should. I've had 480 life rather than the 40 I should have. The health bar goes through orange, yellow, green, blue all the way up to white then it starts the pattern over with half-hearts. It's not fun if i'm immortal :P

    I've tried equipping them but the life remains

    I'm on 1.5.5.7 (1.6.4)
    I think it may be Thaumic Tinkerers' Talisman of Remedium as I made one and started using it shortly before this started. Maybe has something to do with Ars Magica 2 healing spells? Very confused :/

    Anyone else have this happen? If the a fix? Thanks.

    It seems to happen every time I use a descriptive or linking book from mystcraft. Does anyone know whats going on, I'm tired of editing my heath back down in the .dat everytime I use a book :/
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    I'm having problems with heart containers. I have 9 red 1 yellow equipped, but I keep randomly getting more than I should. I've had 480 life rather than the 40 I should have. The health bar goes through orange, yellow, green, blue all the way up to white then it starts the pattern over with half-hearts. It's not fun if i'm immortal :P

    I've tried equipping them but the life remains

    I'm on 1.5.5.7 (1.6.4)
    I think it may be Thaumic Tinkerers' Talisman of Remedium as I made one and started using it shortly before this started. Maybe has something to do with Ars Magica 2 healing spells? Very confused :/

    Anyone else have this happen? If the a fix? Thanks.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Hey, what exactly do these armor imbuements do? My testing hasn't help and There doesn't seem to be a entry in the compendium (playing with progressive compendium disabled, as I could figure out how to unlock the ritual page)

    Healing (is it regen? does it make healing spells more effective/powerful?)

    Recoil

    Freedom of movement

    Light step



    Thanks
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from NoOpen»

    It is entities according to the F3 screen, I am not positive it is literal mobs, I am not sure what your second question means, I know they are spiking from the debug screen but I have never seen them or I would fix the problem :P

    I've had a problem with dozens of hecates spawning underground. I use Voxelmap that has entity tracking so I would find them, kill them then light the area.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Jachra»
    I'm running this on Monster 1.1.1, but for some reason the chalk formulae aren't working. When I try the White Chalk, I get an Invar Shovel instead! Is there anyway to reinstall this mod properly?

    Yes its an ID conflict. I had the same problems. Try changing the ID for Wizard's Chalk to 22073, the old ID for White chalk pre-1.2, that worked for me
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    First off,this is by far my favorite mod. I've thought of some ideas after playing a while that I thought I'd put out there,. maybe you'll like some of them Mithion If not no worries :)

    I'm also not a programmer so I have no clue if something is feasible or not :P


    Bug?: While fighting the air guardian with a full inventory, when he take off a piece of armor it seems to be destroyed, I retested it and made sure my armor didn't break, it just vanished.

    Fire Guardian: Popping a fire protection pot allows you to fight him naked. Possible to make a small portion of his damage magic to prevent this or at least make this harder?

    Air Guardian: Blows blocks within a high height above and a randomly (maybe a 10x10x20 area, the air sled being center middle). Blowing block hurt the player the hitting him. blocks are airborne until they are no longer in range, they then break.

    Soulbound 2: The higher rank making the item immune to disarm (players or mobs like the air guardian)

    Affinities Rituals: Rather then lock at 100%, a ritual requiring 100% to lock it. Could be different based of affinity. Maybe requiring summing the respective guardian to swear fealty to (which then despawns him. Another ritual to break affinity could be a Ritual of Betrayal to the Guardian. Perhaps even rituals you can do for affinity, requiring materials and the use of certain spells in that school of magic to make gaining an affinity less of a grind.

    EDIT Cognitive Differentiation - When cast on an entity or player all damage spells will fizzle when striking that same target, dealing no damage. Only one target can be remembered (2+ with talents?) co-op friendly fire FTL :P

    I love how you've Added Chocolate Quest integration as I already was using is. Here are some other mod integration ideas you may like (note: this is inspired by the mods I run along side Ars Magica 2)

    Thaumcraft

    Thaumic Spellbooks: Made using thaumcraft infusion alter with Ars Magica 2 mats. Able to be charged with vis using aura nodes for added potency. Depleted books act normal. Perhaps specialty books that add only to healing, duration of buffs or certain affinities. Each cast uses vis from the book.

    Node regeneration: Being within a certain distance of a mostly full node gives the mana regen buff much like the nexus' do. This requires a helmet with thaumic vision



    Morph


    Disables this mods normal usage. In order to morph you need to use the Alter to make a new "Morph" spell using a filled Crystal Phylactery. This affect is subject to duration. Special abilities may require additional mats (eg. nether star for flight) or simply not work requiring you to add in things Ars Magica 2 components like flight for bats. This would temporarily disguise you, making either other monsters or the one you're disguised as be neutral towards you



    Infernal Mobs


    Added abilities: Magic resistance, Immunities (fire, water, etc.), Weaknesses (fire, water, etc.), Spell abilities



    Lycanite's Mobs -



    Added abilities: Immunities (fire, water, etc.), Weaknesses (fire, water, etc.)

    Affinity Affiliated Mobs: At full affinity depth mobs of the same affinity are neutral to you rather than hostile (eg. Ent towards a nature affinity, or Lacedons toward a water affinity)


    I can't remember if I had any more ideas (I never write them down) but this should be enough for now lol. I hope I've been constructive. Keep up the amazing work! :D
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from gumby8

    Sorry I don't buy that. An anti-exploit feature you only added to 1 boss? None of the other bosses seem to have this feature.

    *sigh* nvm. Just another dev who doesn't think about SMP servers. One of the first thing 90% of all SMP servers do...disable mob block dmg.

    There are SMP server plugins that disable all mob griefing such as the wither exploding and his attacks breaking blocks. This should do the trick. With that installed however it will be incredibly easy to exploit bosses, like summoning the wither in a 3x3x4 room with only one hole for you to shoot into. Exploits ruin difficultly, asking a mod author to do that is asinine.
    Posted in: Minecraft Mods
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