Hey Diesel, First of all, I love War and Magecraft, and I see GREAT potential in this mod. The current staffs are awesome, better than the generic ones i've seen, and I love the obsidian defense. THAT is genius xD I have been having ideas to add to this amazing mod (I spent about an hour typing detailed ideas out but I screwed up and it got completely deleted. Errgh) And I was hoping you could take the time to read them. Here's my pitch, hope you like it! (BTW, I am a designer and an artist, and I am constantly coming up with ideas. If you need me to sketch anything out, let me know; If you want me to help w/ textures, I'd be happy to!)
1. New Staff Materials
Imagine a medium-sized, light-brown tree that winds and has no leaves, and spreads out at the roots and top (think LOTR styled ). The wood emits glyphs and particles (maybe purple/pink) and looks quite glorious. It has no specific biome, and spawns less than any Vanilla tree; Not too rare for searching to be boring and tedious, but rare enough that it's not something that goes in your first chest in you starter dirt house. Its wood can be converted into planks, and is the only material that can make the staff, and in the center of the trunk there is a block that looks like the wood, but has a 'grown in' colored gem in the middle. There would be one gem in each of these trees, and would be a main part in the staff power. Maybe you need to smelt it to "purify" it and then surround it with rubies to create a power crystal or something of the like, that would be cool.
2. NPCs!
Wizards, mages, and apprentices! Quests and special armor! Ooooh, I get chills just thinking about it xD A well-built village-type area, populated with about 30 mage-type NPCs, almost every one having main and side quest stories, lore and achievements! (I love writing, so if you do like this enough to use it i would absolutely LOVE writing lore) Different classes can be chosen, and you can start as an apprentice to any class leader. (classes would be like this- Mage<Frost/Infernal/Electric/Dark/Etc. Wizard<Light/Dark/Etc. each class breakoff would have two different special powers that are used to help define what staffs you use.) Each class chosen will change the NPC quests, but all of this would take a long time and would be very complicated, so I understand if this would only be taken as a distant idea for now.
3. Items, Cloaks, Robes, Etc.
This would apply to quests, which applies to NPCs, but if you use these ideas and want to do this first there would be crafting recipes. The robes would be exactly like the classes except for the two special powers, that would apply to the players themselves. Same goes for cloaks. Frost, Infernal, Electric, Dark, etc. cloaks for mages, and the Light/Dark robes would be for wizards. This is when classes could be defined by the items and gear, before the NPCs would come into play.
These are only some of the ideas, please message me if would would like to hear more or are interested in my help in this project!
Hey Diesel, First of all, I love War and Magecraft, and I see GREAT potential in this mod. The current staffs are awesome, better than the generic ones i've seen, and I love the obsidian defense. THAT is genius xD I have been having ideas to add to this amazing mod (I spent about an hour typing detailed ideas out but I screwed up and it got completely deleted. Errgh) And I was hoping you could take the time to read them. Here's my pitch, hope you like it! (BTW, I am a designer and an artist, and I am constantly coming up with ideas. If you need me to sketch anything out, let me know; If you want me to help w/ textures, I'd be happy to!)
1. New Staff Materials
Imagine a medium-sized, light-brown tree that winds and has no leaves, and spreads out at the roots and top (think LOTR styled ). The wood emits glyphs and particles (maybe purple/pink) and looks quite glorious. It has no specific biome, and spawns less than any Vanilla tree; Not too rare for searching to be boring and tedious, but rare enough that it's not something that goes in your first chest in you starter dirt house. Its wood can be converted into planks, and is the only material that can make the staff, and in the center of the trunk there is a block that looks like the wood, but has a 'grown in' colored gem in the middle. There would be one gem in each of these trees, and would be a main part in the staff power. Maybe you need to smelt it to "purify" it and then surround it with rubies to create a power crystal or something of the like, that would be cool.
2. NPCs!
Wizards, mages, and apprentices! Quests and special armor! Ooooh, I get chills just thinking about it xD A well-built village-type area, populated with about 30 mage-type NPCs, almost every one having main and side quest stories, lore and achievements! (I love writing, so if you do like this enough to use it i would absolutely LOVE writing lore) Different classes can be chosen, and you can start as an apprentice to any class leader. (classes would be like this- Mage<Frost/Infernal/Electric/Dark/Etc. Wizard<Light/Dark/Etc. each class breakoff would have two different special powers that are used to help define what staffs you use.) Each class chosen will change the NPC quests, but all of this would take a long time and would be very complicated, so I understand if this would only be taken as a distant idea for now.
3. Items, Cloaks, Robes, Etc.
This would apply to quests, which applies to NPCs, but if you use these ideas and want to do this first there would be crafting recipes. The robes would be exactly like the classes except for the two special powers, that would apply to the players themselves. Same goes for cloaks. Frost, Infernal, Electric, Dark, etc. cloaks for mages, and the Light/Dark robes would be for wizards. This is when classes could be defined by the items and gear, before the NPCs would come into play.
These are only some of the ideas, please message me if would would like to hear more or are interested in my help in this project!
-BioHaxxored
Hey Bio, thanks for the feedback as I always like to read what other people want, and think about this mod. I am good on textures for now as I have a lot stored up for future weapons that I made in a day, but if I need some in the future I might contact you. In terms of the 3 things you listed number 2 will most likely happen at some point, just don't know when yet... I may try and get other programmers in the future for a single player adventure mod, but after I get more weapons made I am going to start on leveling and the multiplayer game-mode I have in mind that I think would be fun to play, and would have a lot of strategy. #3 I might implement around the same time as the game mode, but instead of quests it would be bosses. I like the idea, and could implement a class system. #1 would happen with the single player adventure if I decide to get more people for it. Sorta like #1 the Ice Ball and the Fire Ball will be drops for the mage update around december and will be a key part for the Ultima staff I have planned. It will be the most OP thing, but incredibly hard to make. If you are good at modeling I might ask for your help in the winter, but not right now as I want to finish a few things first.
General notice to everyone else: New small update soon that will fix bugs and add the drain (vitality) staff that will heal a half a heart every 2 hits it makes. Latest it would be submitted would be sunday, but I hope to have the bugs ironed out by tommorrow to be submitted by Wednesday. After that would be a bloodcursed sword that either does the same thing as the drain vitality or a random effect... depends on what I can do as the last time I tried something random it didn't work out so I am not committing to anything yet about that. Just to get an over view on things here is what the future updates I plan to have:
September:
- drain staff and the bloodcursed sword
October:
- A start on leveling staffs
- another dart
- more bloodcursed items(will be explained later)
November:
- Finishing the staff leveling
- study for mid-terms(2 updates at the most)
December:
- mid terms(no updates for the first 2 weeks)
- Mages
- Uncaftable ultima staff(will be in January)
January:
- start on the war game mode
- fix/remake the staff of destruction (it worked to an extent at one point... basically a nuke)
If you think that is not that much keep in mind that the leveling will be new staffs. For instance the magma staff will be upgraded to a "lava tomb" staff that would surround the entity it hits with a 4x4 "tomb" of lava on the inside and obsidian on the outside for roughly 3 seconds. So every staff in the weapons creative tab will be upgradeable.
Thanks for hearing me out, man! The updates look awesome, btw. Take as much time as you need on 'em If you don't mind, I'll give you some more of my sketch ideas every once in a while. I won't bother you, but I would like to get my two cents in sometimes xD Thanks again, and have fun modding!
New Update that added the drain staff. Before anyone says it doesn't work read the first page. It shoots an invisible entity on purpose, and has the same randomness that the blaze staff has. It was OP before I did that, and the damage needed to be the same as the ice staff or it was way too weak. Upgraded one will have particles though so you can see the general idea where it was going.
New Update that added the bloodcursed sword for 1.6.2 and 1.6.4(look at the files in the download link for version). There were many thing I tried to do with it, but I am pleased the way it is now. Once I start adding "frozen" effects to the ice staff I will update the sword. If anyone has a multiplayer server, or plays in a server using this mod could you tell me if it ranks up everyone or just the one person. I could not test this, and would be helpful if you could tell me. Also, if the sword gets reset in terms of leveling could you tell me the conditions of it happening. This was hard to test and any help would be appreciated!
Edit: as of this post 1.6.2 version is approved, but the 1.6.4 is not yet so keep checking back to see if it is approved.
Main post was fixed (glitch happened), and the 1.6.4 version is up. If you want the 1.6.2 version you need to go to the files tab at the download link and look at the version it is for. I am going to start the staff leveling now with a possible freeze dart with it so look out for that in the next few weeks. I will do a bloodcursed dagger too, but will be a little different and wont be until the end of the month at the earliest.
New update that added leveling to most of the staffs. There will be a bug fixing update eventually as the levels reset every time you exit the game, and the ice dart can be glitch when it comes to disappearing, and it spawning on the entity. I might wait on the bloodcursed dagger until i get these things straightened out, and finish the other staffs. Sorry for taking awhile, but I wanted to get most of these staffs done at once, and there was a lot more testing involved for this update as a lot of things changed. The levels currently go up to 6, and every time you use them they get 1 xp. Currently the 6th level is 3000 "uses", and eventually I will add more xp for hitting an entity as well. There may be some easter egg/secret things I will be adding soon, especially when the leveling is fixed so look out soon for that.
New Update that fixes the staff leveling, and added the first 3 levels of the magma staff (this will be a 5 level staff). Even though 1.7.2 is out I cannot do anything until forge is released, and that might take awhile so I will continue adding stuff to 1.6.4 until everything is updated, and hopefully have new weapons. This might be my last update for a few weeks unless 1.7 for forge is released soon, but I will have a big update for 1.7. If forge is out in that time I expect an update to be out by Thanksgiving (November 28th) with another in December.
Because 1.7 is a bigger issue than I thought it would be the staff leveling probably will not be finished until december, Ultima staff in January or February, and the bloodcursed dagger for next update. I am currently starting plans for the game mode I will be making, and will release a beta in early January if I can find someone with a server. Around december I will have a long post describing what it is, and the rules, so if there is anything that you guys want to edit or add before I release the beta I will. Also, this will be informational for any mappers that want to make a map for it.
New Update that mostly fixes bugs. I was going to add something like the bloodcursed dagger, but the ice dart bug took too long to fix so I decided to just upload it as it was yesterday as there has not been an update for awhile. There could be another update this weekend pending any tests/papers I might have so look out for that.
Hey, I just wanted to give a quick update regarding what is going on. Because MCP is taking a long time to update I am going to start working on the mage model and animation for a future update until MCP and forge are updated. I almost have the bloodcursed dagger done, but if I release it for 1.6.4 it would be for the older recommended forge if it matters. I do not want to add anything else now just because it sounds like I am going to have to redo mostly everything just to update it, and don't want to code the same thing twice... that is why when I am done with my finals this week I will work on the mages. Everything I said a few updates above will be delayed or modified as I got a ton more ideas, but I need to see if they work first (One idea I want to do, but might not work are personal "sanctuary" dimensions for a server world... I have an idea on how to work it out, and would open up a ton of new possibilities, but would delay the ultima staff and the war gamemode).
Another thing I would like to say is thank you for giving me 7000+ downloads and 900+ in the past month. Hopefully you guys are enjoying what I have made so far, and don't mind the random update schedule / random breaks as this is more of a hobby now more than anything. Because I am now starting to get into advanced stuff modding wise there are more things I can do now (even thought block entities are still giving me issues though for some reason), so I might take another break in the spring(not as long though) experimenting with things either as another mod or something else with this... or both.
Other than that if you guys want one last 1.6.4 update next week for the older recommended forge (if it makes a difference) I can do that, otherwise I will be working on mages for hopefully a new years 1.7._ update.
New update that added 2 staffs, and the bloodcursed dagger. The staff types will be very useful in the future just as a heads up, and might have 1 last 1.6.4 update depending on when 1.7 forge is released, and will not be the mage update just yet...
Just like to give a quick update seeing as it is a month since my last one. Recently in the past month I have been building a small map for a new dimension for it to be used in conjunction with the mage update making the mages be bosses in this small, and restricted dimension. Currently the main area is finished and 3 Boss maps are finished(Fire, ice, and wind) and I will add more as I finish more mages, and summons. All of this will be released sometime after a recommended release of forge happens for 1.7._ as I am now just starting to update it for 1.7.2. I will probably add a 1.9.1 update for the 1.7.2 of whatever is in the mod now, and make the 2.0 update the mage update a little later. Right now I recommend upgrading the water staff, and the fire staff as they will be very useful for the mages. I will not have a time table of when this will all be done as there are a lot of things I want to add to this and might be a month or 2 after the first 1.7 update. Also, the ultima staff will be made when all of the mages are done as they will drop a required item to craft it.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/25/2013
Posts:
48
Member Details
Hi,
I saw some suggestions here for you. Please, just make a mod wich add Swords, staffs, and perhapse an ore to craft new weapons. But don't do like all these magics mod while adding glitchy structure, uninteresting NPC and mod/boss. Just adding some weapons will make your mod quite valuable, don't need to add all those "around" things wich makes all magic mod the sames.
I saw some suggestions here for you. Please, just make a mod wich add Swords, staffs, and perhapse an ore to craft new weapons. But don't do like all these magics mod while adding glitchy structure, uninteresting NPC and mod/boss. Just adding some weapons will make your mod quite valuable, don't need to add all those "around" things wich makes all magic mod the sames.
If I do make the dimension I will make sure it is well done. I will try and make sure it isn't an "around" thing as I want to do this to experiment with entities for a little to give me ideas and possibilities for more conjure staffs. I did not complete the turret because of how glitchy it was and decided that it was not worth releasing, and the dimension will be the same way, except that it will have to be unique. This will not take away from more weapons being added as I am still working on that, and is almost getting to a point where I can make one in an hour, which before took maybe a day and am now getting a little bored with it. If you want I can put it to a pool to see what other people want in this mod as I just want to experiment with things.
If you want to get a better understanding of what I was planning, I can describe it in detail, and will take any suggestions or feedback. I have spring break next week as well so I could probably get that all or most of it done within the week if you are worried about it interfering with weapon updates as I do seemingly take awhile (School interferes with a lot of things).
Anyone who reads this:
--UPDATE--
1000+ errors later, I finally have 1.7.2 update finished with a ton of bugs fixed that I discovered with the update, but still have some bugs left to iron out. If you guys can deal with issues with the names of the items for this update as they work some of the time I could have an update this Friday, but I cannot guarantee that server side will work I have no time this week to test it if you guys can tell me any issues that occur. Client side does work flawlessly from what I have tested, other than some of the names are messed up. I can say that with this new update the freeze "status" works as intended now, and the shield staffs are not as glitchy anymore as the new Minecraft code fixed it. I also have a working wind staff that I still need to test, and will be in the update after this guaranteed.
Just a notice I am working on an app now along with this, so there maybe times where I take awhile to update with no excuse (1.7 was this one), but as long as there are people downloading this I will continue to update it and add things to it. This will be in its release stage when either I have the game mode parts up, or roughly 50 different weapons/staffs (There is what 25 now?). I don't think I will be adding armor to this as there is no use right now unless it involves the bloodcursed effect. Each type has its own ability, and power that makes it unique enough that there does not need to be any resistant to xxxxx type armor, plus there are not enough staffs of the same type for that anyway. I am really tired now and I am pretty sure I made a ton of comma splices, but If there is anything I forgot I will post later. If you guys have any feedback/suggestions/questions I will get back to you as quick as I can.
New Update released, and I might to a "road map" post tomorrow describing everything that I was planning to add in the near future for any feedback/ suggestions. Server works, but I only tested a few things to make sure it runs, and will need you guys to send me any bug that you find. I have a whole week off (other than homework) next week so I might be able to add a few things over that time, and is why I might do the roadmap if anyone is interested.
New update that added earth staff, wind staff, and wind ball... Sorry for disappearing I have been busy with finals and tests, but I am done. This mod though will be updated at the pace or slightly faster than it has been recently because 1.8 is coming out, and I am making an app with other people and need to focus on that more than this... This will never be abandoned as long as people keep downloading it as I can make weapons relatively quick now unless a major update is coming out like the 1.8 soon. My next planned staff is a meteor staff, and then I will focus on other normal type weapons.
Dimension is abandoned as I have to focus most of my time on the app, and do not have time to work on a dimension and make it great, plus there are a lot of other dimension mods out there now that you can combine them anyway. One thing I can do since I am off is to make a video of the wind staff and the earth staff and tactics with the earth staff as it can be used in a multitude of ways if anyone says they want me too.
This mod looks tottaly amazing, I have been looking for this kind of mod FOR AGES. so i was really happy to see this mod. I also think it is very well balanced for a kind of magical combat thing (a lot of mods it's very hard to get like spells or too easy)
This mod is perfect for me, and i would love to include in the modpack (and map Because of Jampacked) My modpack and map are pretty much centred around you being like a wizard warrior fighting off enemies and slaying beasts. So i wanted combat mods that added magic. So this mod is great. I'm gonna call my modpack Uprising Alcemist incase you are interested.
I didn't see anything about modpacks on the fourm page, so i'm asking if i can have permission to use this mod.
Great mod!! I just started using it, but it is excellent. One question, I found some ruby ore after mining for a long time, but how do I smelt it into a ruby? I tried setting it in the furnace but with no result, also setting it in the crafting table, but nothing.
Could you please tell me?
It is a bug that went unnoticed in my last update. I have been working all summer and have been too busy to work on this, but will start working on this again later this week and will have the issue fixed.
This mod looks tottaly amazing, I have been looking for this kind of mod FOR AGES. so i was really happy to see this mod. I also think it is very well balanced for a kind of magical combat thing (a lot of mods it's very hard to get like spells or too easy)
This mod is perfect for me, and i would love to include in the modpack (and map Because of Jampacked) My modpack and map are pretty much centred around you being like a wizard warrior fighting off enemies and slaying beasts. So i wanted combat mods that added magic. So this mod is great. I'm gonna call my modpack Uprising Alcemist incase you are interested.
I didn't see anything about modpacks on the fourm page, so i'm asking if i can have permission to use this mod.
I do not mind if you use it for something like that. I usually do not mind this mod being used in a mod pack as long as you ask me first.
New Update that adds a few things and fixed the ruby block not dropping rubies. I added the effects to the spears for one use to give it some more variety, but might need to be buffed a little in the future. Feedback on the new weapons would be appreciated!
New Update that added new Staffs and armor. A bug fix will happen soon, but it might be for 1.7.10 as the crash for crafting the sanctuary staff gives no errors from my code so hopefully 1.7.10 will fix that. From what I understand 1.8 forge will take a long time again so I will be sticking to 1.7.10 (next major update will probably be this) for awhile unless I decide to do one bigger update for 1.8. As long as Microsoft does not screw up the modding community I will still be updating this at a usually slow rate as I have been recently(it is a hobby so I code when I feel like it and have yet to get tired of it). I am starting to run out of ideas so any suggestions would be welcomed, especially non magic ones as staffs are almost all I have added recently.
1. New Staff Materials
Imagine a medium-sized, light-brown tree that winds and has no leaves, and spreads out at the roots and top (think LOTR styled ). The wood emits glyphs and particles (maybe purple/pink) and looks quite glorious. It has no specific biome, and spawns less than any Vanilla tree; Not too rare for searching to be boring and tedious, but rare enough that it's not something that goes in your first chest in you starter dirt house. Its wood can be converted into planks, and is the only material that can make the staff, and in the center of the trunk there is a block that looks like the wood, but has a 'grown in' colored gem in the middle. There would be one gem in each of these trees, and would be a main part in the staff power. Maybe you need to smelt it to "purify" it and then surround it with rubies to create a power crystal or something of the like, that would be cool.
2. NPCs!
Wizards, mages, and apprentices! Quests and special armor! Ooooh, I get chills just thinking about it xD A well-built village-type area, populated with about 30 mage-type NPCs, almost every one having main and side quest stories, lore and achievements! (I love writing, so if you do like this enough to use it i would absolutely LOVE writing lore) Different classes can be chosen, and you can start as an apprentice to any class leader. (classes would be like this- Mage<Frost/Infernal/Electric/Dark/Etc. Wizard<Light/Dark/Etc. each class breakoff would have two different special powers that are used to help define what staffs you use.) Each class chosen will change the NPC quests, but all of this would take a long time and would be very complicated, so I understand if this would only be taken as a distant idea for now.
3. Items, Cloaks, Robes, Etc.
This would apply to quests, which applies to NPCs, but if you use these ideas and want to do this first there would be crafting recipes. The robes would be exactly like the classes except for the two special powers, that would apply to the players themselves. Same goes for cloaks. Frost, Infernal, Electric, Dark, etc. cloaks for mages, and the Light/Dark robes would be for wizards. This is when classes could be defined by the items and gear, before the NPCs would come into play.
These are only some of the ideas, please message me if would would like to hear more or are interested in my help in this project!
-BioHaxxored
Edit: as of this post 1.6.2 version is approved, but the 1.6.4 is not yet so keep checking back to see if it is approved.
Because 1.7 is a bigger issue than I thought it would be the staff leveling probably will not be finished until december, Ultima staff in January or February, and the bloodcursed dagger for next update. I am currently starting plans for the game mode I will be making, and will release a beta in early January if I can find someone with a server. Around december I will have a long post describing what it is, and the rules, so if there is anything that you guys want to edit or add before I release the beta I will. Also, this will be informational for any mappers that want to make a map for it.
Another thing I would like to say is thank you for giving me 7000+ downloads and 900+ in the past month. Hopefully you guys are enjoying what I have made so far, and don't mind the random update schedule / random breaks as this is more of a hobby now more than anything. Because I am now starting to get into advanced stuff modding wise there are more things I can do now (even thought block entities are still giving me issues though for some reason), so I might take another break in the spring(not as long though) experimenting with things either as another mod or something else with this... or both.
Other than that if you guys want one last 1.6.4 update next week for the older recommended forge (if it makes a difference) I can do that, otherwise I will be working on mages for hopefully a new years 1.7._ update.
I saw some suggestions here for you. Please, just make a mod wich add Swords, staffs, and perhapse an ore to craft new weapons. But don't do like all these magics mod while adding glitchy structure, uninteresting NPC and mod/boss. Just adding some weapons will make your mod quite valuable, don't need to add all those "around" things wich makes all magic mod the sames.
If I do make the dimension I will make sure it is well done. I will try and make sure it isn't an "around" thing as I want to do this to experiment with entities for a little to give me ideas and possibilities for more conjure staffs. I did not complete the turret because of how glitchy it was and decided that it was not worth releasing, and the dimension will be the same way, except that it will have to be unique. This will not take away from more weapons being added as I am still working on that, and is almost getting to a point where I can make one in an hour, which before took maybe a day and am now getting a little bored with it. If you want I can put it to a pool to see what other people want in this mod as I just want to experiment with things.
If you want to get a better understanding of what I was planning, I can describe it in detail, and will take any suggestions or feedback. I have spring break next week as well so I could probably get that all or most of it done within the week if you are worried about it interfering with weapon updates as I do seemingly take awhile (School interferes with a lot of things).
Anyone who reads this:
--UPDATE--
1000+ errors later, I finally have 1.7.2 update finished with a ton of bugs fixed that I discovered with the update, but still have some bugs left to iron out. If you guys can deal with issues with the names of the items for this update as they work some of the time I could have an update this Friday, but I cannot guarantee that server side will work I have no time this week to test it if you guys can tell me any issues that occur. Client side does work flawlessly from what I have tested, other than some of the names are messed up. I can say that with this new update the freeze "status" works as intended now, and the shield staffs are not as glitchy anymore as the new Minecraft code fixed it. I also have a working wind staff that I still need to test, and will be in the update after this guaranteed.
Just a notice I am working on an app now along with this, so there maybe times where I take awhile to update with no excuse (1.7 was this one), but as long as there are people downloading this I will continue to update it and add things to it. This will be in its release stage when either I have the game mode parts up, or roughly 50 different weapons/staffs (There is what 25 now?). I don't think I will be adding armor to this as there is no use right now unless it involves the bloodcursed effect. Each type has its own ability, and power that makes it unique enough that there does not need to be any resistant to xxxxx type armor, plus there are not enough staffs of the same type for that anyway. I am really tired now and I am pretty sure I made a ton of comma splices, but If there is anything I forgot I will post later. If you guys have any feedback/suggestions/questions I will get back to you as quick as I can.
Dimension is abandoned as I have to focus most of my time on the app, and do not have time to work on a dimension and make it great, plus there are a lot of other dimension mods out there now that you can combine them anyway. One thing I can do since I am off is to make a video of the wind staff and the earth staff and tactics with the earth staff as it can be used in a multitude of ways if anyone says they want me too.
This mod is perfect for me, and i would love to include in the modpack (and map Because of Jampacked) My modpack and map are pretty much centred around you being like a wizard warrior fighting off enemies and slaying beasts. So i wanted combat mods that added magic. So this mod is great. I'm gonna call my modpack Uprising Alcemist incase you are interested.
I didn't see anything about modpacks on the fourm page, so i'm asking if i can have permission to use this mod.
It is a bug that went unnoticed in my last update. I have been working all summer and have been too busy to work on this, but will start working on this again later this week and will have the issue fixed.
I do not mind if you use it for something like that. I usually do not mind this mod being used in a mod pack as long as you ask me first.