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    posted a message on MagnumOpus
    Quote from N0rw0lf»
    Ok, this looks awesome. Do you think you could give us a bit more of a description of what the mod is useful for/how you envision players using this mod? I am always for exploration mods, but I don't quite get the sense of why people would want to explore and look for these structures.


    I have added a number of mod highlights to the main post, including more screen shots and descriptions for various features in the mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on [WIP] Kitsu's ForgeCraft: Blacksmith Style Forging! Porting to 1.10.2
    Crafting process is really interesting, you actually have the feeling that you are building the items in a workshop. For me it's the right kind of grind, please sir may I have another.
    Posted in: WIP Mods
  • 0

    posted a message on MagnumOpus
    Quote from KagenoKitsune»
    Really fun mod, adds some great world interaction.


    Thank you for the endorsement,

    New dev build it is up. I am starting to put together some info about the existing items and will update the OP once thats ready.
    Posted in: Minecraft Mods
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    posted a message on MagnumOpus
    Yes, I mean to fill in more information along those lines, I should be updating the OP as I become more organized. Also in the current state while all of the items do have some use, they are also staging for the later game higher tier crafting, at some point I will construct a roadmap.

    thank you
    Posted in: Minecraft Mods
  • 4

    posted a message on MagnumOpus

    "there exists in nature a force which is immeasurably powerful, and by means of which a single man, who knows how to adapt and direct it, might upset and alter the face of the world."


    Get Started on the GamePlay Wiki, fair warning this is very much a work in progress.

    Report Issues on Github, Join Us on Discord for a chat or to play on the Official PrimalCore Server.

    Pack Policy: PrimalCore may be included in any mod pack or server in so far as the proprietors abide by the Minecraft EULA.


    The mod is currently a work in progress, with the first stages of a custom crafting tree, new animals, mobs, a variety of plants, and ores. Resource gathering and exploration is a key component as several key features of the worldgen are intended to be very rare. Early development has focused greatly on building the base resources and environments that will be used in the later crafting stages.

    The overall theme is aimed at a blend of alchemy and a more primitive earth science, while trying to keep the game play

    grounded in a survival themed world that is experienced as much as it can be controlled or shaped.


    Donate through support is greatly appreciated and will help keep the modding alive



    Related Mods:



    Mod Highlights:

    Blocks & Worldgen

    Sarsen Stone - silicified sandstone found in large deposits across a variety of different biomes. This stone can be used to craft a variety of aesthetic blocks as well as some specialized objects.





    Maize - this plant takes a while to cultivate but will ultimately yield an abundant food source, edible both raw and baked as bread.





    Ironwood - a rare tree with exceptionally strong wood, in it’s natural environment ironwood can be found accompanied by Old Man’s Beard, an equally rare hanging moss.





    Nether Creep - one of many plant species found in the nether, this vine-like moss spreads across flat surfaces and will snare unsuspecting creatures as if it were web.





    Pitted Oven - a multi-purpose furnace that allows standard cooking as well as several specialized recipes...





    Moon Phase Detector - this device emits light and a redstone signal proportional to the strength of the moon, provided it has a clear view of the sky.




    Tools & Weapons

    Sharp Bone - the most primitive of weapons, crafted simply by sharpening off the end of an animal bone.





    Flint Tools - basic early game tools, crafted with sticks, flint and leather cordage.





    Work Blade - both a weapon and a utility blade, this tool provides some unique crafting, such as breaking fences down into sticks. Useful if you’ve become lost in an abandoned mineshaft without any torches.





    Mallet - also known as the Gallagher, the mallet is a weapon and crafting tool, useful for smashing items and mobs alike. In accordance with it’s nickname you can harvest melons and pumpkins with increased efficiency.





    Leather Chest - this strange object acts like a common death chest, however it is somewhat fickle, if the chest cannot find a safe place to land it will drop as a normal item and sing a bar from Fifteen Men On The Dead Man's Chest, a fictional song from Treasure Island by Robert Louis Stevenson.




    Animals & Monsters

    Steppe Wolf - these semi-hostile wolves often hunt in packs, they will attack players and mobs alike when the mood strikes them.





    Horde Spider - small biome specialized spiders that will attack anything they come across. Clusters of their eggs can be found in caves and shallow recesses beyond the light of day.





    Nether Sheep - the mostly docile, entirely fireproof, surprisingly spry, denizens of the nether. Their anti-allergenic wool is prized for its unique properties.





    Hungry Pigmen - these pigmen have been driven mad with a disease-like hunger, they will attack players without provocation and have even been known to attack their own kind. Unfortunately they look just like regular pigmen, until it’s too late.





    More Screen Shots














    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar


    Just tested on FreeBSD 8 64-Bit and the natives in build 358 appear to work.


    Also appears to be working on 9.1-RELEASE x64. I have yet to test on 10.
    Thank You!
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    I compiled the native library on FreeBSD and included it for 32 and 64 bit, but didn't have the time to actually test it (set up Forge in the VM i.e.), so could you please get the latest version from the Jenkins and tell me if it works/crashes/does nothing? Thanks.


    Thanks Man, I will give this a try as soon as I can update the server. I really appreciate how fast you implemented support.
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    That's great to hear, we are using FreeBSD 10 x64

    Thank You
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Great Mod, thanks for all the hard work.

    We are playing on a freebsd server, I wonder if you could possibly add support for the native lua detection. I would be happy to test and provide any operating system specific info you might need.

    Thank You.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    You could always setup some redstone that toggles both the levitators and item grate on and off.



    That's an interesting idea, I will give that a try.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have two small suggestions regarding item grates. I think it would be useful if when open they would allow flux/taint gas to pass through, ie: used to cap a vent above a crucible.

    And secondly when in closed position they could block arcane levitators, currently I tend to place grates above levitators purely for aesthetic reasons, but having a quick toggle on the grate itself would be cool.

    Thanks
    Posted in: Minecraft Mods
  • 0

    posted a message on Chisel
    Using this mod in conjunction with tinkers construct, on an SMP server, being able to create unlimited mossy stone brick is kind of a balance problem since moss provides tool repair. It would really be ideal if the config file allowed selective disabling of blocks or a blacklist feature.

    Has anyone else run into issues with chisel in survival gameplay?

    Thank You.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42

    Aracnoss etc.: it's been mentioned here before that Azanor has changed the mob spawning in a way that effectively breaks spawners and mob eggs for his mobs. Presumably this will be fixed eventually.


    That's good to hear.., I knew the change effected eggs but missed the bit about spawners.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from aracnoss

    Ok I know I've mentioned this before, but I really want to know an answer... if anyone knows if wisps are broken because I found an obsidian ruins thing with the chest and a spawner below it does say it's a wisp spawner, but I never see wisps around the ruins

    All I've ever gotten anywhere near those ruins are those damn "furious" zombies and when I used a portal gun to take it home it still didn't spawn any wisps (my home is a magical forest biome), nor did it spawn any zombies, and it still said it was a wisp spawner... I've got the ID's for the two mobs:

    I:wisp=203

    I:giantsmartzombie=205 (I assume this is the "furious" zombie ID in the config)

    I have seen one or two wisps in the nether, so I took it to the nether and it still didn't spawn anything, just in case that's helpful... Hopefully someone can help, because I do want to use a wisp spawning farm, and don't want to use a spawner mod...


    I have the same issue. Also visually the wisp spawner appears empty.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Calclavia tweeted a new jenkins url for mekanism downloads: http://ci.calclavia.com/job/Mekanism/
    Posted in: Minecraft Mods
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