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    posted a message on looking for mods that offer certain functions.

    Maybe i should have my head examined but having for the S&Gs played an ooold 1.2.5 pack and used MAtmos, felt like seeing if there was a release for 1.10.2 since there isnt and even he unoffical continuation hasnt been touched in teh last 2 years ehh i guess? but is there an enviromental sound mod like the old matmos for 1.10.2?

    Posted in: Mods Discussion
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    posted a message on looking for mods that offer certain functions.
    Quote from MauveCloud»

    For dealing with animals, Progressive Automation should do what you want. I've used it a bit myself.


    As far as an equivalent to Morph, a quick search turned up a mod called Metamorph which seems like it might be similar, but I could be wrong since I've never played either mod.


    you happen to know a "Magnet mode" Replacement as well? i've been using simple magnet and it seems it uses a really old baubles API and is causing crashes when Anything its dragged along the UI when inventory's open.
    Posted in: Mods Discussion
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    posted a message on looking for mods that offer certain functions.

    since MFR hasnt been updated (looks like its either been abandoned or being completely rewritten for 1.10) that feeds, harvests, butchers Animals in a radius to a block/item.


    i looked into MekCraft but its crashing in a slightly modified vers of DW20 for 1.10 even w/ its dependencies installed.


    and is there anything that does a means of Power conversion?


    as well is there a 1.10 equiv to Morph?


    kinda been stunted to 1.7.10 for too long and feeling like it's time to move on.

    Posted in: Mods Discussion
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Draco18s»

    In terms of updating, everything here should be possible on 1.10. Some of it will be more of a PITA than the rest of it (mostly the item visuals) but the biggest hurdle will be the fact that it can't be updated straight across. Too much has to be re-coded from scratch and I just don't feel up to it right now.


    not going to ask when will it be updated but outside checking back here every so often is there a twitter or such page to keep an eye on progress when you do feel like updating (as you said that w/ the changes to 1.10 that its going to be a PITA and your not really into that Challenge at this time)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Code Lyoko Mod 0.4.3 - Minecraft Forum

    Kinda sad it's droped but was fun for what there was

    Posted in: Minecraft Mods
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    posted a message on DecoyDragons Mod WIP

    Take your time, Happy to see it hasnt been left for other reasons, if/when you do will it be 10.2 or 11.1?

    Posted in: WIP Mods
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    posted a message on Factorization 0.8.108

    just updated to the latest version and now i'm getting this crash verry shortly after reaching Title Screen:

    http://hastebin.com/arexaxijoc.coffee

    Posted in: Minecraft Mods
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    posted a message on Skin Request Shop! - I do Vanilla, MineLP, More Player Models, Animated Player Models, HD Skins, and more!
    take all the time you need man no rush
    Posted in: Skins
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    posted a message on Skin Request Shop! - I do Vanilla, MineLP, More Player Models, Animated Player Models, HD Skins, and more!
    curious if you were able to update my Skin for MPM v2?
    Posted in: Skins
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    ok this is odd, now the issue yea occurs w/ or w/o another player Model Renderer mod (in this instance i have Tails! mod installed as i actually like the animated tail <3)



    but this is weird, when i change features outside teh tail (the new update teh other day for it added ears and wings) if fixes MPM's Model render WHEN it "Steve Skin's" Except switching to Ear Type 1 in MPM it all breaks again. going to test 2 instances w/ MPM /Forge and MPM/Forge/Tails and see if its related to Ear Type 1 in MPM (agin im not sure if it's related, but my skin is MPM v1 based im not sure if its whats been the root of the mod breaking render after death,)

    Edit: w/ MPM and Forge 1231 after death skin breaks, using any ear type works EXCEPT type 1 and Bunny those break the render of the skin details. and tested in an instance w/ MPM+ Tails, set an ear type in it and set MPM to None/anything besides Bunny or Type1 and the Model fixes itself even after deaths.
    Posted in: Mods Discussion
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    posted a message on Skin Request Shop! - I do Vanilla, MineLP, More Player Models, Animated Player Models, HD Skins, and more!
    Now the only reason i'm using for colors "See attached" as my skin's outdated, it has been for some time (it was made back for MPM v1 1.2.5) the person who made the skin has since had Life hit em like a brick and constant communication is far and few between w/ him.

    this request would be more a Update for V2 Just Removing the Red Stripes would be the only real Change. (the two attached is one w/o bandanna but is w/o the stripes i no longer care to keep and "Small F1" is the current one.)



    Name: CaelThunderwing

    Species: Mana Dragon

    Clothes: She's Always in the Nude :3 well theres always a bandanna

    Facial Hair:

    Normal Hair: White :3

    Colours: Blue/White

    Hair colour: [Hair colour hex triplet] See Attached,

    Eye colour: [Eye colour hex triplet] See Attached

    Skin/Fur colour: [Skin/Fur colour hex triplet] See Attached.
    Posted in: Skins
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    as of late i dont know because my skin is Still for v1, but if i die once or if i reload the world, its Steve skined w/ teh head remaining but none of the Features show.
    Posted in: Mods Discussion
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    posted a message on Mccapes closed :(
    Optifine capes will probbly be soon Shutdown if they dont take it down from the "Paywall" of 10$ for it as wouldnt that be against the EULA Change but you cant Pay for such things now. i still have my cape and if/when it goes away Ehh so what? just some pixels on a screen,



    as for what TheMasterCaver said yea i dont think that would violate the EULA in the manner that'd get your ass in such hot water what would is if you gave it to anyone .

    Pretty much you want a cape? Saveup goto Minecon, or learn Java make a Cape mod just for yourself and be done.
    Posted in: Discussion
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    posted a message on Iguanas Tinker Tweaks
    heres the section for tool leveling

    (as you see default)

    ##########################################################################################################
    # toolleveling
    #--------------------------------------------------------------------------------------------------------#
    # Leveling Module: Setup the leveling system how you like it
    ##########################################################################################################

    toolleveling {
    # Adds a random bonus on these levleups if 'RandomBonuses' is enabled
    I:BonusesAtLevels <
    2
    3
    4
    5
    6
    >

    # Each modifier is equally likely on levelup. Disables useful bonuses. [default: false]
    B:CompletelyRandomBonuses=false

    # The amount of modifiers new tools have. [range: 0 ~ 9, default: 0]
    I:ExtraModifiers=0

    # Adds an extra modifier on these levleups if 'ExtraModifiers' is enabled
    I:ModifiersAtLevels <
    2
    4
    6
    >

    # Gives a random bonus every level, if false and levelling is on modifiers are given at levels 2 and 4 (requires 'toolLeveling=true') [default: true]
    B:RandomBonuses=true

    # Disables less-useful modifiers on levelups. Like a sword with silktouch, or a pickaxe with beheading. [default: true]
    B:UsefulBonuses=true

    # XP tooltip shows numbers, in addition to percentage [default: true]
    B:detailedXpTooltip=true

    # [range: 1 ~ 99, default: 6]
    I:maxToolLevel=6

    # Current XP% is shown after the level [default: false]
    B:showMinimalTooltipXP=false

    # Current XP is shown when hovering over a tool [default: true]
    B:showTooltipXP=true

    # Can your skill with tools 'level up' as you use them? [default: true]
    B:toolLeveling=true

    # Exponential multiplier for required boost xp per level [range: 1.0 ~ 9.99, default: 1.12]
    S:xpPerBoostLevelMultiplier=1.12

    # Exponential multiplier for required xp per level [range: 1.0 ~ 9.99, default: 1.15]
    S:xpPerLevelMultiplier=1.15

    # Change the XP required to level up tools in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredToolsPercentage=100

    # Change the XP required to level up weapons in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredWeaponsPercentage=100


    Heres the Harvest Level tweaks:


    ##########################################################################################################
    # harvestleveltweaks
    #--------------------------------------------------------------------------------------------------------#
    # Harvest Level Tweak Module: Introduces a slower mining level progression.
    ##########################################################################################################

    harvestleveltweaks {
    # Changes the Diamond and Emerald modifier: Apply it to a bronze level tool to obtain diamond level. Required unless you have steel or similar. [default: true]
    B:diamondRequired=true

    # Change durability of all tool materials (in percent) [range: 1 ~ 999, default: 80]
    I:durabilityPercentage=100

    # Change mining speed of all tool materials (in percent) [range: 1 ~ 999, default: 100]
    I:miningSpeedPercentage=90
    }





    even reduced by 10% that picks nearly same Makeup, it's breaking blocks at a rather fast speed,

    https://copy.com/FA2HqT6pFwT1OGwN (tried to upload to YT unlisted, but it's taking forever to process so sorry for the response delay)

    i dont know if thats Soly from the ammount of Redstone applied or not just. feels way too fast and trying to reduce this way too fast breakspeed.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    what i was trying to get, at that mining speed its going way too fast, i'm trying to break it down so its more sensible. that pick's mining Faster than creative break speed, Not broken in the fact of "customisability"



    i want to set in the configs so its not slower than original when said pick is first made but not be "Grief the world OP fast"
    Posted in: Minecraft Mods
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