• 0

    posted a message on Better Nether [1.16|1.15|1.12]

    Suggestion for the configuration file: an option to increase or decrease the actual frequency of the biomes occurring. I assume the current configuration options allow to increase or decrease the size of the generated biomes. However, I quite like the default overall size of the biomes, but wish that I could tone down how often they spawn in.


    I'd much rather have a large, but rare biome than very small, but common biomes.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Nether [1.16|1.15|1.12]

    Well this is a really cool gem that I hadn't seen. Is there any chance we can get a configuration file that lets us tone down (Or ramp up) the frequency of your biomes spawning? When mixing a number of other mods plus yours, the Nether ends up a little bit too busy. However, Better Nether goes -surprisingly- well with these other mods, to the point of my Nether actually creeping me out.


    Regardless, this is really cool and I definitely want to agree with other posters about getting this onto Curseforge when you get a chance. I entirely missed it for quite a while, and it's definitely not a mod I would have wanted to miss.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (they're back!)

    Mohawky, do the towers/other structures have Iron Bars in them or something? And is the Rust Monster's ability to spawn near metal overriding (or not taking into consideration) the height checks?

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Hey Lycanite, is there any way to have Cinders (And possibly other Elementals) spawn only if the fire (Or their respective element) is running rampant? I'm having a lot of trouble with Cinders destroying wooden towns because of Netherrack + fire in a controlled area, but I'd rather not disable them entirely. Is there some way for their spawn chance to only occur if the fire destroys a block (e.g., leaves)?

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from MohawkyMagoo»
    Id even consider paying to have it done, maybe we should start a subscription pool.


    I'd be willing to put $10 towards a pool of donations/bounty. I love all of the mob-adding mods, but without spawning working properly between them all, I feel like they do a fraction of what they could be doing. I really miss JAS.


    Has anyone been able to get into contact with Crudedragos lately? I know they had shown interest in updating a while back, but they seem to have disappeared since then.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Hey BlackJar, I logged in for the first time in years to simply let you know that this is some fantastic news. Dungeon Mobs has been sorely missed as of late, and I look forward to getting killed by these guys in 1.12.2.

    Posted in: Minecraft Mods
  • 1

    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from ArloTheEpic»

    I'd reccommend you get to a stable 1.7.10 release, and then develop whatever the latest version with forge is.


    While I'd love for you to just remain on 1.7.10 for the foreseeable future, this sounds like the best option to me as well.
    Posted in: WIP Mods
  • 1

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    It is indeed on 1.9, and it looks like it is a bit more popular than 1.8's modding scene was. However, I for one, wouldn't mind seeing continued work on a 1.7 version for the foreseeable future.


    If you don't mind me tossing in a request as well; Is it possible to have the Cave Fisher's webs automatically destroyed after a time? The Tarantula in Lycanite's Mobs implements what I'm requesting rather well, even if their webs are rather short-lived for what I'd hope to see from the Cave Fisher.


    With that out of the way, your next project also looks extremely interesting. Procedurally generated dungeons with a sort of quest system/progression mechanic involved? Yes please. That's definitely going to be included in my worlds when it's released. Keep up the good work Gnome.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Yay, Gnome lives! Good to hear from you. Assuming you do get the model to function properly, is it sticking with 1.7.10, or have you updated to 1.9 during the interim?

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    Had to increase the spawn rate in the BL configs to find one, but they're definitely generating.


    Incidentally, does anyone know if Betweenlands adds any biomes to the Overworld, or are they just found in the BL dimension?

    .



    I'm relatively certain that they're only in the BL dimension. I think that the only Overworld thing added are the Druid circles.


    Quote from WhichOnesPink»

    On a slightly-related note, the next snapshot will include biome-specific cave AND ravine settings. So if you think that the vanilla Jungle biomes should be the only biomes with ravines, or if you want to increase cave frequencies only in warm biomes, then RTG can make it happen.
    .

    That is amazing. RTG+CC is turning into the JAS of Biome customization.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Mowzie, just for the record, I still have yet to run into major issues while using LLibrary 0.3.4; there are very rare crashes when a Wroughtnaut chamber generates, but the mobs themselves do not cause issues. This leads me to believe that LLibrary's own animation API is extremely screwed up, as Animation API also does not cause issues. Only updating to an LLibrary with its own animation API incorporated (The version immediately after 0.3.4) do I begin to see relatively game-breaking problems.


    Any chance of seeing the bug fixes (And possibly Barakoa villages) with the earlier versions of LLibrary, or will you require the additional features that LLibrary's implementing in the more recent versions?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AtomicStryker»

    Not really, no. It was called inefficient and an inconvenience at worst, and people still using these ancient minecraft versions must love inconvenience.


    But the inconvenience just has such a certain... Charm, to it. ;p
    I figured there wasn't any harm in asking, and I appreciate the response!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Atomic, is there any chance of seeing the RUINSTRIGGER fix that you made on the 1.9 branch make its way back to 1.7.10, or would that be too much of a hassle due to code changes between the two versions?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    It looks like the RUINSTRIGGER command gets broken when updating to the more recent versions of Fastcraft (ctest21 and up). I've left a comment in Player's thread to hopefully get some information on how it can be fixed. Atomic, if a fix is plausible, would you be willing to incorporate the fix into the 1.7.10 versions, or are you done with them at this point?

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»


    • RTG is currently incompatible with the LLibrary mod, which is required by Mowzie's Mobs. So even if you get this world to load, it will eventually crash as soon as you stumble across a Ferrous Wroughtnaut chamber. So you'll need to choose between RTG and Mowzie's Mobs (difficult choice I know - Mowzie's Mobs is awesome!)

    Hey WhichOnesPink, could I get a little bit of a clarification on this, if you wouldn't mind? In my current setup I'm using LLibrary 0.3.4-1.7.10 and Mowzie's Mobs 1.2.7. While I do occasionally crash when a Ferrous Wroughtnaut chamber spawns (Maybe 1 in 5 chambers crash me, if not fewer?), I am able to reload that world and continue exploring with no crashes (Until another occasional/rare crash with a chamber). With the versions of LLibrary you tested with, would the world be unplayable after the generation crash, or was it just an inconvenience that would rear its head at times? I'm wondering if I'm risking eventual world or chunk corruption in the long run by continuing this way, even though I haven't seen any signs of it.

    Posted in: Minecraft Mods
  • To post a comment, please .