Hi, I'm currently playing AoA-2.4.B for 1.7.10. The wikipedia says that the foraging skill can be increased by using native minecraft "stone" or AoA stone. But I am using one of my favorite mods called "Underground Biomes Constructs", and AoA doesn't recognize that as legit stone so it doesn't increase my skill. I was wondering if there was something in the configs that I could do to change that. Thank you.
Hi, I'm currently playing AoA-2.4.B for 1.7.10. The wikipedia says that the foraging skill can be increased by using native minecraft "stone" or AoA stone. But I am using one of my favorite mods called "Underground Biomes Constructs", and AoA doesn't recognize that as legit stone so it doesn't increase my skill. I was wondering if there was something in the configs that I could do to change that. Thank you.
I am happy to say that DivineRPG, Advent Of Ascension, and Journey Into the Light all work together on Minecraft 1.12.2 (Aether II and Legacy work as well)
Hi everyone! I have a question on the topic, and i will be grateful if someone answer for it) So, I recently switched to 1.12.2 vers. from 1.7.10. Tell me pls, how to make this panel from nei 1.7.10 (screenshot 1)?
Hi everyone! I have a question on the topic, and i will be grateful if someone answer for it) So, I recently switched to 1.12.2 vers. from 1.7.10. Tell me pls, how to make this panel from nei 1.7.10 (screenshot 1)?
You are using a different mod entirely. The panel you are talking about only exists in NEI. TMI does not have a panel.
Hey Scimiguy, I have 1 suggestion and 3 Mob Ideas. Here they are:
1. I noticed that the Dweller is taking fall damage when it's clones explode. Do you think you would give them fall damage immunity, along with the other mobs' clones that explode.
2. We all know the Baumbas, because they shoot explosive projectiles that can cause knockback and can also knock you out of the Space Arena. But, what if there's a stronger version of it? That's because the 1st Mob Idea is the Nuclear Baumba. It is a stronger variant of the Baumba! It has a whopping 1000 health (Yes, that's how much health it has.)! It does 10 melee damage and 20 ranged damage! It is also green. It has a VERY rare chance to spawn in the Space Arena.
3. Everybody knows Inmate X and Inmate Y, because they are the only two prisoners of the Lunar Prison. But however, what if there are 2 more inmates for the Lunar Prison? That's because the 2nd and 3rd Mob Ideas are Inmate W and Inmate Z. Inmate W has 80 health, does 9 damage, he's also yellow, and his prison outfit is green. And as for Inmate Z, he is red, has 195 health, does 5 damage, and his prison outfit is white.
this mod seems cool, but the configuration file is literally pathetic. I don't want events every night, i don't want to be spammed with árcade noises everytime i plant a carrot, and i don't want the UI to appear
this mod seems cool, but the configuration file is literally pathetic. I don't want events every night, i don't want to be spammed with árcade noises everytime i plant a carrot, and i don't want the UI to appear
What version of of the mod are you playing, and what version of Minecraft? Most of the UI can be toggled off in the 1.12.2 version. Events can't be turned off but I think you can disable the event messages in 1.12.2 as well, not sure though.
this mod seems cool, but the configuration file is literally pathetic. I don't want events every night, i don't want to be spammed with árcade noises everytime i plant a carrot, and i don't want the UI to appear
This will not be happening. The dev himself has said he doesn't want content to be disabled through the config, and disabling these things would lock players out of 50% of the mod. If you disable events, you'd be locked out of 3 dimensions. The events don't happen every night, unless you're talking about the "night falls on the world bla bla bla" message. If so, that isn't an event, but simply a warning that night arrived. The "arcade noises" are skills, which are a core part of the mod's progression. As for the UI, I'm guessing you just want to hide it? If so, that's already in version 3.0. If you mean actually removing it, that includes the skills plus other vital resources.
This will not be happening. The dev himself has said he doesn't want content to be disabled through the config, and disabling these things would lock players out of 50% of the mod. If you disable events, you'd be locked out of 3 dimensions. The events don't happen every night, unless you're talking about the "night falls on the world bla bla bla" message. If so, that isn't an event, but simply a warning that night arrived. The "arcade noises" are skills, which are a core part of the mod's progression. As for the UI, I'm guessing you just want to hide it? If so, that's already in version 3.0. If you mean actually removing it, that includes the skills plus other vital resources.
The thing is, it's really not needed for there to be an intrusive sound effect for leveling. The sound is irrelevant for leveling up, especially when i can check the levels by pressing I or whatever key it was. Not allowing something as small as turning these sound effects off due to not wanting to lock players out of content seems to achieve the opposite effect: just because i can't turn that sound off, i took the mod out and i'm blocked from literally all the content.
It's also weird that i have to use something external like custom mob spawner to even set the spawn weight of the mobs as i want. There are way smaller mods with configs 100x the size of the config of this mod, totally unexpected.
Also why would i need a warning that the night arrived in the chat? That breaks the feel and motion of minecraft. It's intrusive and pointless. If i wanted to know if it's night or not, i could either look out the window, or craft a clock
The thing is, it's really not needed for there to be an intrusive sound effect for leveling. The sound is irrelevant for leveling up, especially when i can check the levels by pressing I or whatever key it was. Not allowing something as small as turning these sound effects off due to not wanting to lock players out of content seems to achieve the opposite effect: just because i can't turn that sound off, i took the mod out and i'm blocked from literally all the content.
It's also weird that i have to use something external like custom mob spawner to even set the spawn weight of the mobs as i want. There are way smaller mods with configs 100x the size of the config of this mod, totally unexpected.
Also why would i need a warning that the night arrived in the chat? That breaks the feel and motion of minecraft. It's intrusive and pointless. If i wanted to know if it's night or not, i could either look out the window, or craft a clock
The reason for the sound effect is so that players are aware they leveled up. Otherwise, the bar would slightly move and most players would never notice. It isn't that intrusive, I barely notice it now that I've played the mod for a bit. If it happens so often that you had to remove the mod because of it, then there might be something wrong on your end. How often would you say it happens? Anyways, there is a way to remove it. You could make a resource pack and replace the sound with a less annoying sound or use an empty .ogg file to stop it from playing at all. I do see your point though.
Don't quote me on this, but there MAY config options planned for the mob spawns. Even if there aren't, mobs will be re-balanced in the future so that they are more fair to starting players, so a config option won't be that important by then.
Two things I forgot to mention about the night message: it also serves as a hint to the god tribute system, and night/day specific mobs can spawn in caves due to how mob spawning works. The mod isn't really based around vanilla, it just uses vanilla as a platform, so it not having the same feel as vanilla is basically intended. It already has several things that completely unrelated to minecraft (guns, 3 horror dimensions, one of which even includes jumpscares, clowns, skills, etc). I never found the night message intrusive or pointless. I actually found it to be very useful.
Hi, I'm currently playing AoA-2.4.B for 1.7.10. The wikipedia says that the foraging skill can be increased by using native minecraft "stone" or AoA stone. But I am using one of my favorite mods called "Underground Biomes Constructs", and AoA doesn't recognize that as legit stone so it doesn't increase my skill. I was wondering if there was something in the configs that I could do to change that. Thank you.
So many mods, so little time.
2.4.B is outdated. Tslat 1.1.3 is the latest version for 1.7.10. You can read more about it here. https://adventofascension.gamepedia.com/Tslat_1.1.3
Maybe updating to it will fix your problem?
Please, call Me Cruuk.
Is Armakeen still active at all?
I will not play AoA for a few weeks/months but I still check the Discord sometimes
Update 3.0, updating the mod to 1.12.2, has been released!
Download here:
tslat.net/Hosting/Tslat-AoA/aoa3-3.0.jar
Changelog available on the wiki:
https://adventofascension.gamepedia.com/3.0
I am happy to say that DivineRPG, Advent Of Ascension, and Journey Into the Light all work together on Minecraft 1.12.2 (Aether II and Legacy work as well)
DivineRPG: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2455655-divinerpg-8-new-dimensions-115-new-mobs-bosses
Advent of Ascension: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286381-aoa-21-new-dimensions-330-mobs-27-bosses-skills
Journey Into the Light: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2518954-journey-into-the-light-v-1-1-1_1-dimensions-mobs
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2274016-essence-of-the-gods-v1-0-0-minecraft-1-8-79k?page=2
Ok, I could try that. Thanks. If not, oh well, there's always stone from the other dimensions to build up my foraging skill.
So many mods, so little time.
What's the new server ip?
It hasn't been opened. Like I said, some time after release, not immediately after. When is still unknown.
Is there a mod like a minimap for 1.12.2
Yes, it's called Xaero's Minimap.
Hi everyone! I have a question on the topic, and i will be grateful if someone answer for it) So, I recently switched to 1.12.2 vers. from 1.7.10. Tell me pls, how to make this panel from nei 1.7.10 (screenshot 1)?
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
You are using a different mod entirely. The panel you are talking about only exists in NEI. TMI does not have a panel.
DivineRPG: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2455655-divinerpg-8-new-dimensions-115-new-mobs-bosses
Advent of Ascension: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286381-aoa-21-new-dimensions-330-mobs-27-bosses-skills
Journey Into the Light: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2518954-journey-into-the-light-v-1-1-1_1-dimensions-mobs
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2274016-essence-of-the-gods-v1-0-0-minecraft-1-8-79k?page=2
Hey Scimiguy, I have 1 suggestion and 3 Mob Ideas. Here they are:
1. I noticed that the Dweller is taking fall damage when it's clones explode. Do you think you would give them fall damage immunity, along with the other mobs' clones that explode.
2. We all know the Baumbas, because they shoot explosive projectiles that can cause knockback and can also knock you out of the Space Arena. But, what if there's a stronger version of it? That's because the 1st Mob Idea is the Nuclear Baumba. It is a stronger variant of the Baumba! It has a whopping 1000 health (Yes, that's how much health it has.)! It does 10 melee damage and 20 ranged damage! It is also green. It has a VERY rare chance to spawn in the Space Arena.
3. Everybody knows Inmate X and Inmate Y, because they are the only two prisoners of the Lunar Prison. But however, what if there are 2 more inmates for the Lunar Prison? That's because the 2nd and 3rd Mob Ideas are Inmate W and Inmate Z. Inmate W has 80 health, does 9 damage, he's also yellow, and his prison outfit is green. And as for Inmate Z, he is red, has 195 health, does 5 damage, and his prison outfit is white.
So, what do you think of these ideas?
this mod seems cool, but the configuration file is literally pathetic. I don't want events every night, i don't want to be spammed with árcade noises everytime i plant a carrot, and i don't want the UI to appear
What version of of the mod are you playing, and what version of Minecraft? Most of the UI can be toggled off in the 1.12.2 version. Events can't be turned off but I think you can disable the event messages in 1.12.2 as well, not sure though.
This will not be happening. The dev himself has said he doesn't want content to be disabled through the config, and disabling these things would lock players out of 50% of the mod. If you disable events, you'd be locked out of 3 dimensions. The events don't happen every night, unless you're talking about the "night falls on the world bla bla bla" message. If so, that isn't an event, but simply a warning that night arrived. The "arcade noises" are skills, which are a core part of the mod's progression. As for the UI, I'm guessing you just want to hide it? If so, that's already in version 3.0. If you mean actually removing it, that includes the skills plus other vital resources.
The thing is, it's really not needed for there to be an intrusive sound effect for leveling. The sound is irrelevant for leveling up, especially when i can check the levels by pressing I or whatever key it was. Not allowing something as small as turning these sound effects off due to not wanting to lock players out of content seems to achieve the opposite effect: just because i can't turn that sound off, i took the mod out and i'm blocked from literally all the content.
It's also weird that i have to use something external like custom mob spawner to even set the spawn weight of the mobs as i want. There are way smaller mods with configs 100x the size of the config of this mod, totally unexpected.
Also why would i need a warning that the night arrived in the chat? That breaks the feel and motion of minecraft. It's intrusive and pointless. If i wanted to know if it's night or not, i could either look out the window, or craft a clock
The reason for the sound effect is so that players are aware they leveled up. Otherwise, the bar would slightly move and most players would never notice. It isn't that intrusive, I barely notice it now that I've played the mod for a bit. If it happens so often that you had to remove the mod because of it, then there might be something wrong on your end. How often would you say it happens? Anyways, there is a way to remove it. You could make a resource pack and replace the sound with a less annoying sound or use an empty .ogg file to stop it from playing at all. I do see your point though.
Don't quote me on this, but there MAY config options planned for the mob spawns. Even if there aren't, mobs will be re-balanced in the future so that they are more fair to starting players, so a config option won't be that important by then.
Two things I forgot to mention about the night message: it also serves as a hint to the god tribute system, and night/day specific mobs can spawn in caves due to how mob spawning works. The mod isn't really based around vanilla, it just uses vanilla as a platform, so it not having the same feel as vanilla is basically intended. It already has several things that completely unrelated to minecraft (guns, 3 horror dimensions, one of which even includes jumpscares, clowns, skills, etc). I never found the night message intrusive or pointless. I actually found it to be very useful.