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    posted a message on Extra Utilities v1.1.0k
    this is upsettingly good.
    Posted in: WIP Mods
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    posted a message on [1.5.2][v0.0.2] ProSthetics [Forge 7.8.0][Custom Metal Casting]
    Quote from Guff

    Averaging would destroy the purpose. Think about it. Adding two diamonds together in a dust would yield a single dust with the properties of one diamond but it costs twice as much to make?

    that was a bad explanation of what i meant: two diamonds could give you something with 1.5 times the power of diamonds, convergent at double? or perhaps even convergent at four times?

    edit:

    for that first example, i suppose the best way to do it would be, where X(i) is any given attribute of component dust (i)...

    x(final) = mean( mean(x1,x2,x3...) , (x1+x2+x3+....) )


    or, you could scale it with G, which shifts the effect from zero to one:
    x(final) = ( (1-G )*mean(x1,x2,x3...) + (G)* (x1+x2+x3+....) )

    that way, you can still gain SOME advantage by piling on more and more materials, but it becomes less effective the more you do it.
    Posted in: WIP Mods
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    posted a message on LegendGear - Items and more, drawing inspiration from Zelda
    absolutely fantastic, and the level of control you have in the configurations is a really nice touch.
    Posted in: Minecraft Mods
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    posted a message on Flintlock Weapons Mod v1.7pre1 - 200,000+ Downloads! - New update: Fire Lances!
    Quote from WillDaBeast509

    The balancing factor of that is that the guns take alot of effort to reload, but you bring up a good point about exploiting the makeshift pistol's cheapness to fill your hotbar for rapid fire. I quite like ThatDoughnut's solution.

    As an addition to that, what about having craftable weapon holsters to hold more, or different types of, weapons in your hotbar? Say, you can carry one gun of any type in your hotbar, but to have more, you have to have a certain weapon holster or sling. To carry two pistols, you need a dual holster, for a pistol and a rifle, you need a rifle sling, something along those lines. Of course you could have as many as you want in your inventory, since you still have to open it up to switch, taking time and attention.



    As ThatDoughnut said, they are in the thread's main post, go to the top of the first page. Always look there for info about a mod.


    i use a touchscreen. reloading the nine guns for me takes around two seconds, giving me the average DPS of.... maybe six or seven players hitting something with diamond swords as fast as they can.

    i'm not a normal case, of course, but even without the touchscreen i can get the reload time down to a few seconds.

    the easy fix, i think, is to add a damage multiplier to the config that is set to 1.0 by default?
    Posted in: Minecraft Mods
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    posted a message on Flintlock Weapons Mod v1.7pre1 - 200,000+ Downloads! - New update: Fire Lances!
    im not sure how a basic gun that requires only wood, flint and stone to make and gunpodwer, gravel and paper to fire, that deals 19 damage per hit, isn't overpowered.

    for comparison, a diamond sword only does 7 damage per hit, and it is significantly slower than filling your hotbar with a few of the makeshift pistol and rolling the mouse wheel across them.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2][SMP][SSP][Forge] Easy Breeding, the way vanilla should have worked!
    dispensers and droppers being able to breed animals certianly does make automation easier, great work!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [SP|MP] Better Trades 1.2.2
    i couldn't actually get it to work with my modpack, but i did come up with a balanced (IMO) set of new trades if you want them
    eyeOfEnder[1]:emerald[1]
    blazeRod[4]:emerald[1]
    emerald[2]:bed[1]
    fireballCharge[2]:emerald[1]
    magmaCream[4]:emerald[1]
    ghastTear[5]:emerald[1]
    emerald[4]:enderPearl[1]
    emerald[1]:hopper[1]
    emerald[1]:egg[9]
    emerald[1]:reed[3]
    emerald[1]:slimeBall[3]
    emerald[1]:cactus[3]
    emerald[3]:bucketEmpty[1]
    emerald[1]:painting[1]
    emerald[1]:redstoneRepeater[2]
    emerald[1]:comparator[1]
    emerald[1]:mushroomRed[7]
    emerald[1]:mushroomBrown[6]
    emerald[1]:painting[1]
    emerald[1]:feather[10]
    emerald[1]:gunpowder[5]
    emerald[1]:rail[16]
    emerald[1]:torchRedstone[25]
    emerald[1]:ingotIron[2]
    emerald[4]:obsidian[2]
    emerald[1]:railPowered[8]
    Posted in: Minecraft Mods
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    posted a message on [1.5.2][v0.0.2] ProSthetics [Forge 7.8.0][Custom Metal Casting]
    after playing through this a bit, my only complaint is that there is no incentive to not just pour all your extra iron and gold into a few ingots and make tools that destroy every block in your LOS distance in a single click.

    perhaps there should be a config option to make it not just addative, but averaging?
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    actually, i have one suggestion; nine octuple compressed cobblestone should craft a diamond. after all, most minecrafters have 3.5 billion or so cobble, right?
    Posted in: WIP Mods
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    posted a message on [1.5.2][v0.0.2] ProSthetics [Forge 7.8.0][Custom Metal Casting]
    stop being so amazing, guff. it isnt fair to the rest of us.
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    this is simply amazing as mods go. everything is gameplay balanced, functional, and just feels right. bravo!
    Posted in: WIP Mods
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    posted a message on Minecraft Snapshot 13w16a Server Problems?
    yeah, the same thing happens in LAN worlds as well.
    Posted in: Java Edition Support
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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Quote from Guff

    [size=medium]
    All .cvl files go in .minecraft/MinorAlchemy
    I'll fix the scale issue and upload a fix.

    fantastic.

    also, this was all i needed to eliminate the stack overflow error;

    id : 7002, "Mythril Rod", cv 0
    id : 7000, "Copper Rod", cv : 0
    id : 7004, "Onyx Rod", cv : 0
    id : 7001, "Silver Rod", cv : 0
    id : 7003, "Adamantium Rod", cv : 0
    making this now compatible with all 67 mods i've tested it with.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Quote from Guff

    There is a blacklist. Make a new file called blacklist.cvl or something, and in it put all items you want to blacklist like this
    id : itemID, name, cv : 0
    if the item you want to blacklist has metadata, use
    id : itemID&meta, name, cv : 0

    That will effectively set the CV to 0 upon runtime so it won't bother calculating it, effectively blacklisting the ID and giving it no CV.

    oh, that works. where does the blacklist file go?

    also, the configuration file set the CV scale to 1 at startup no matter what...
    Posted in: Minecraft Mods
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    posted a message on Cave-Gen mod 2.27_5 - New World type [New ruins roleplay system,LAN support]
    Would be cool if you could make it so that these caves coexisted with the normal world generation, perhaps in smaller sizes of course. Underground "lush" caves are something I've always wanted minecraft to have, and these would be an incredible thing to have occur underground.
    Posted in: Minecraft Mods
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