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    posted a message on Tinkers' Construct 2

    What is your stance on community ideas? I've loved how customizable and versatile Tinkers' Construct tools are. I'd love to see it expanded to more parts of the game, but mostly closing the gap between armour and weapon. Are there plans for Tinkers' style armour? If so can we hear a little bit about it? If not, why?


    I've written a bit up in advance for how armour could be done. If you're willing to listen, I can post it.

    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Journey of Legends [V0.3.0]
    I am fairly interested in where this goes. Tyber seemed to have a fair idea where he wanted to take this. I should hope you can live up to what his dream was and improve on it. (:

    - was one of the builders for the original
    Posted in: WIP Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from MysticAura

    Since this mod totally changes how minecraft works in many ways, it would be really nice if when we first start a world we could get a book in our inventory. 'A survivalists guide'.. or something like that, telling us the basics of how to make things and what we need. Maybe as we make things it unlocks further pages towards more advanced things. For such a highly detailed well thought out mod, it's a shame that it breaks the immersion by forcing us out of the game and onto the web to find out how the heck to do anything.

    I have played though a 'blind' playthough all the way up to steel, reached level 100(before starting to use other mods to spawn stronger mobs) and essentially done everything to 'beat' tfc short of mystic metallurgy. You dont actually need a wiki, you can just rough it on a server.
    Besides, how do you think such a wiki came to exist? People roughed it early on.
    'blind'= no/avoid info from any resource not found in game. asking someone on a server how to do something counts as in game.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Hmm... thought I asked this, but search is not turning up anything, so im either asking again, or asking for the first time: is there support/future-support for custom damage on weapons and materials? I would love to allow people to craft a gun or similar on the server, but with TerraFirmaCrafts HP changes, standard vanilla weapons do practically nothing
    Posted in: Minecraft Mods
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    posted a message on 3D Furnace v1.4
    wait till you all see the shrooms!
    Good job Span, hope to see you do the workbench soon. Changing models just is that awesome, eh?
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Thanks chat mother for the TFC update! Considering adding this to TK server soon, soo :)

    /me goes back to stalking you in IRC n shiz
    Posted in: WIP Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    alright, where to begin... First, get yourself on the forge ore directory wagon as soon as possible. its not just for ores, its for all materials. next, plan your endgame goals... Is this mod going to change everything? Yes? well then plan your development carefully. Start with generation first as thats a big issue with larger mods. there are always issues with resetting maps. from there its up to you but remember to focus on each stages goal. If no, then simply put what are the specifics of what you are going to do. right now it looks like a focus on just making things less boring. or if you prefer ''lookin' good''. if thats your sole focus then break the mod down on paper into its parts. world generation is strata, mineral, structure. and in that order too. so first is getting your big one outta the way and that is rocks, which your doing a 'nice' job on already(though honestly I dont like the textures ;P). once you have your rock 'biomes' done, move onto making every ore generate properly. TFC, the mod I mentioned before does this rather nicely by reducing the number of deposits but making the remaining deposits much larger(short version). as this does not appear to be a total conversion mod, this can be seen as an imbalance unlike in tfc where aside from coal you never have enough. I do suggest coming up with your own ore generation however and try to make it so when a mod that adds tin, copper, or other ores is used alongside this mod that it overwrites that mods ore and generates it its self but only when it detects that mod. there are mods out there that use a similar method, and although I cant name them you should look/ask around and take a peek at the code involved. avoid letting your users mess up maps by them generating 500 ores and no rocks, otherwise headaches on your part. finally you wish to do your own dungeon generation. first I wish to mention that many users would not want this. its nice, but your mod will already be doing a lot and it may become chaotic. if you plan on changing or adding to how structures are generated, make it a separate mod that requires this mod. somewhat like how redpower is broken down into parts(or used to be, Idk anymore I have not used RP in ages). try to overwrite/remove vanilla structures and generate your own. the reasoning is to prevent the classic 'ravine though my stronghold' vanilla is plagued with. overwriting the generation with your own though a few tricks such as turning all of vanilla into air/your-stuff then generating over might be a good parlor trick to master for thease purposes.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    for a long time I have played a mod called Terrafirmacraft... I absolutely love the mod to death. I am sitting here looking at your mod after seeing a thread by a random member calling it a 'poor copy'

    I believe the statement made by that member is in bad taste and instead stand to shake your hand as you work to bring some light into the bleak vanilla world. In the prospect of helping you I wish to point out your flaws so you may improve.

    first, and this is a judgement solely made by looking at the screen caps, you should put a bit more love into your textures. It looks like your using Microsoft paint to make your current images and while they are not 'half bad' they are still very much look like programmer art. If your attempting to make a template so you can make cobble and brick look good I suggest you use and abuse greyscale and alpha levels. I find that slapping on a carefully shaded and drawn transparent base I only needed to make once much easier and better looking then a cut n paste without transparency that needs to be tweaked every time.

    secondly, and judged like the first is that you should do two kinds of research on what your attempting to make a mod for. First, and the easier of the two, google images. Look up what rocks look like, and try recreating them in your base images. Second is a bit harder and will take hours of your time to do. that is researching what each rock is and how it interacts or where its found in the environment. this will give you a deeper understanding of where each rock belongs in the world so you dont end up with real world experts going 'what the ­ is this ­?' causing you a loss of a potential user

    thirdly, and this is partially a question, partially a suggestion... Assuming your not doing it already, I suggest you allow full vanilla generation to take place, then have your mod generate over that changing whatever vanilla rock and vanilla ore into your own rock and ore depots. specifically the intent is to add to compatibility as well as allow clean integration of ores as it seems that currently ores use vanilla textures instead of looking cleanly integrated into the environment. So the question is 'are you doing this already?' If not, then you should.

    finally, and this is to further compatibility even more, is for your mod to look for other mod ores and if it finds them generate them into the world using YOUR code. for example, a tech mod adds copper. your mod notices, removes the mods copper and generates its own using your textures and own generation. this prevents the overpopulation of ores in the world that begins to occur as users add more and more mods. I have actually seen cases where stone becomes a rare resource early game due to user error. the less chance you give users to cause errors, the better it is in the long run for you... until you face a new ore that no other mod uses... then you need to adapt again ;)

    So, this is me standing for my community to stretch a kind hand out. keep at your work and may you take the path of the great modders around you.


    oh and to sate your curious appetite, here is the mod that does everything you have here and more: http://terrafirmacraft.com/
    perhaps you'll get a few ideas and get even better :)
    Posted in: Minecraft Mods
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    If i may, I would suggest sending this to both reddit and once to each minecraft Dev's twitter.
    I fully support this and go as far as stating the best format would be the proposed compact format along with doubled height for specialized items such as deadmau5 ears(btw, who is this guy?), mods to add special items(like the MLP mod my friend was going on about), and possibly future support of secondary layers such as the aforementioned pickaxe on the back.

    Oh and to help with summoning the beast:
    Dinnerbone
    Dinnerbone
    Dinnerbone
    I call on thee
    Posted in: Suggestions
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from noriclol

    just wonder how du u use the time machine :Bacon:
    its not finished being implemented and has no function or recipe.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from Flammarilva

    Remember to use empty hands to get the things in it mouth.
    And you must remove that thing in its mouth then use empty hands to order it

    there is a bug I get that often times makes the raptor not drop the item and/or duplicate the item except with a new meta value. Usually this value is ITEMID:1
    I end up having to kill off tame raptors as a result.
    also: Mind Upping the mob vs mob damage? It appears my army of raptors only do 1 heat of damage to sheep... fully grown raptors should do at LEAST 6 hearts damage. Newborns only .5
    Quote from Sonirbymon12

    I have a question......Which past version of this mod doesn't require forge? I want to use this and the Gulliver mod, which doesn't use Forge.

    A common misconception is that if its non-forge its not compatible with forge. If it does not effect base classes, then it is forge compatible almost entirely guaranteed. I suggest testing it to see instead of asking. Just make a backup and you should be good :)
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]

    I don't think it works with More Creeps and Weirdos, but it does with Mo' Creatures!
    I can confirm that this is compatible with mo creatures. I suggest testing the other mod however. Should be simple to install/uninstall because it is a mods folder mod.
    EDIT:
    This is a forge mod. Anything that uses the Forge API properly will be compatible with this mod.
    Quote from Keikiraaa

    I used right click to ride my T-Rex but when I right click again for going away, the T-Rex disappear... ? What's the problem ?

    T-rex can not be tamed easily. If baby t-rex, it cant be tamed at all. newborns run form player, and age 2 and up may attack player as if food. when t-rex gets red eyes, it will relentlessly attack player and I have even recorded it stalking me in my ssp world. Unless you have everything needed to tame such a beast, i would suggest not hatching unless you have a fully built pin for it.
    Quote from a23b

    cant find download but looks amazin

    Here you go! ^^ Yeah, sometimes I cant even find it in these mod threads. don't feel bad. Next time though, use Ctrl+F and type in 'Download'
    That might help :)


    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from dizney23

    I have a question for you. I have the Eldaria Map and I havent played it yet. Will I find Fossils in a user created map like that one?

    Sorry if someone has asked this before. I couldt find a way to search for it. Thanks!!!
    I am afraid that unless you travel outside of the chunks of the original map, then no fossils will be generated.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from dylan8000

    i seriously think you should add the parasarolaphus that would be pretty freaking cool. And TELL US HOW TO TAME TYRRANASAURUS
    Youtube my friend, Youtube. Or, if your like me, Get tons of the in game items, piece it together, and use the in-game path to figure it out.

    and do you mean the Parasaurolophus?
    Duck billed and has a rather large skull ridge?
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from xenomorph555

    start spamming and you will be killed three times over
    Already died once literally(long story)... soo lol, and I am sure you know what I mean with 'spam'. I mean spam ideas. I run the pb2 forums, and get posts asking for new in game content that is a huge list of ideas without info. I was thinking about doing something similar, but using sources, cites, and pretty much the common courtesy well kept forums expect. Basically, not actual spam. ^^
    Posted in: Minecraft Mods
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