I have one really important tip for anyone carrying on the legacy of a mod in my opinion. If you are going to use features of a good mod in your own mod for MC then a little something would be absolutely great to go along with it. Along with your mod, make an updated version of this mod with nothing extra or less. Lots of people don't like mods with ore generation and if you're anything like me you search up new mods for fun to possibly add to your collection to play in your survival singleplayer but you're put off by mods with ores because you have huge areas of loaded chunks. This mod was little since it only added a few items with not a million uses, just two for each in two crafting recipes.
It could also help your popularity rather than making a mod with tons of useless armor and ores which has been done by way too many people. Also lots of people do love mods like that if they only use a couple mods that add things like that.
Very good point! I agree 100% with you about the ore generation thing. I always hate the extra and unnecessary ores various mods add when you could code the desired item/block/entity to be crafted using vanilla items.
Very good point! I agree 100% with you about the ore generation thing. I always hate the extra and unnecessary ores various mods add when you could code the desired item/block/entity to be crafted using vanilla items.
I don't mean to be rude by calling the content in your mod useless because it's not. It's just not my preference.
I don't mean to be rude by calling the content in your mod useless because it's not. It's just not my preference.
I don't think you were rude. As a matter of fact I plan to remove all world gen from Materiacraft. That was 1.6.4. Old news. But if I updated this Mech mod I would likely have it as a separate mod actually it makes more sense to do it this way since this mod is based off a different FF game. Also it would accommodate folks like you
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I was spending some time mining in the deep dark when I came across some holes in the bedrock and I realized I wasn't hearing any sounds of the void monster. I opened up a creative world and found that the Moogle mod has the same entity id as the Void Monster. I went straight to the configs and couldn't find an option to change the entity id in either mod. Basically it's now incompatible.
Anything that burns, usually coal or charcoal, coal blocks work well. If you want to get rid of extra saplings, use them as fuel. Wooden or brush objects burn faster rather than coal or coal blocks. Not much coal is need since the fuel lasts a while in the Mech.
nvm
Very good point! I agree 100% with you about the ore generation thing. I always hate the extra and unnecessary ores various mods add when you could code the desired item/block/entity to be crafted using vanilla items.
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I don't mean to be rude by calling the content in your mod useless because it's not. It's just not my preference.
I don't think you were rude. As a matter of fact I plan to remove all world gen from Materiacraft. That was 1.6.4. Old news. But if I updated this Mech mod I would likely have it as a separate mod actually it makes more sense to do it this way since this mod is based off a different FF game. Also it would accommodate folks like you
YouTube | Twitter | Patreon
I was spending some time mining in the deep dark when I came across some holes in the bedrock and I realized I wasn't hearing any sounds of the void monster. I opened up a creative world and found that the Moogle mod has the same entity id as the Void Monster. I went straight to the configs and couldn't find an option to change the entity id in either mod. Basically it's now incompatible.
Anything that burns, usually coal or charcoal, coal blocks work well. If you want to get rid of extra saplings, use them as fuel. Wooden or brush objects burn faster rather than coal or coal blocks. Not much coal is need since the fuel lasts a while in the Mech.
is this mod being worked on or is it abandoned?
cool
Download doesn't work, It says too many requests.