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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from creeperlink

    This is a pretty cool mod, but I've been playing it for a while and I still haven't been able to find some of the biomes. Are some of them rarer than others?


    I've found the redwood/fir biomes more often than I have wasteland, but don't take my word for it.

    Any of you chaps, chappettes, or other, know how to get this to work with Technic, or is it a lost cause? I disabled railcraft and used some of the freed up IDs, disabled some other blocks I didn't like (leaf pile :S), and it gets to the title screen and generates a world - but whitescreens when it has to render. Dadgumbit.
    Posted in: Minecraft Mods
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    posted a message on Why do people hate Emeralds?
    i dug an emerald once and then my cat was died by the emerald and thats why i hate the emeralds and etcetera
    Posted in: Recent Updates and Snapshots
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    The added trees look sort of odd when it comes to the wood. The trunk should run all the way through the leaves/needles, like default trees. As of now, the wood stops abruptly when the leaves start. Sort of odd...
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Trying to get Extrabiomes XL to work with Technic Pack using this utility and I'm failing spectacularly, and I'm getting the first "no hook" error. I know I'm doing something terribly wrong, but I put them in modpack.jar instead of the mods folder... anyone succeed with getting this to work with Technic?
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    great ideas but wild melons are already in this mod :D


    i'm such a goofus (spins so fast that I ignite, melting into a tar-like puddle of viscera)

    also when's forge version coming out, I wanna give it a spin with Technic
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Some suggestions!

    * Clay Beaches
    * Wild Melons
    * Rare, huge caves with patches of Mycelium and big shrooms
    * Optional "starter kits" with a wooden pick, shovel, axe and sword.
    * Glaciers: big lumps of floating ice in cold seas, with a top layer of snow


    * World Type: Lethal Lava Lands. Lava instead of water when it comes to rivers and oceans, but you can still find streams in caves. Soul Sand beaches, netherrack as topsoil, glowstone deposits, and uncommon patches of grass. All the normal mobs spawn, alongside Blazes, Ghasts, Zombie Pigmen and Magma cubes. Making a Nether Portal teleports you to a normal-looking world.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    I'd like mob placement to... make more sense? Having "dumb" things like zombies and spiders wander the lands aimlessly is fine, but seeing creatures that are seemingly intelligent pop out of nowhere makes no sense, like Nagas, Orcs, and Wizards.

    How about binding those creatures to encampments, as Testificates are bound to towns? There could be caves with bandits of any species, trading hamlets, or even larger towns made of colorful dungeon bricks (the breakable kind :P). Certain species could have certain pacts with races: Steves would be buddies with elves, dwarfs, and Testificates, and vice versa. Halflings would be fine with orcs. Nagas hate everything.

    Towns would be default-styled towns with colorful bricks, and have specialized buildings like forges (blacksmith, furnace and loot), inns (beds for sleeping in on the go), and barracks (warriors for circumcising stray Roflcondas), and the like. Bandit camps hate everyone and would act like the as-of-now roving bands of critters, but would have a finite population per-site and wouldn't spawn out of nothingness like zombies or spiders.

    How's that sound for an idea? T'would be nice to have more buddies to trade with and more things to stabby-stabby.
    Posted in: WIP Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Got it to work. As awesome as I thought it'd be, too!

    These things look really freaky - especially the ones that look like faerie rings of pillars.

    EDIT: I'm only finding Blaze Spawners in overworld towers - running Technic.
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Can't get CARuins to work with the newest Technic for 1.2.5. How I yearn for those weird-lookin alien things...
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Hack Slash Mine (Java 7-10 now supported! Stability improvements!)
    I have some ideas to increase the variety of things on the overworld.

    Orc Forts: Nether-fortress shaped buildings that sometimes spawn on the overworld. They are composed of Dungeon Bricks of random colors and patterns. Orcs spawn there, and in multiple varieties.

    Mad Cows and Warthogs: like the Dire Chicken, these are recolors of sorts. Mad Cows are hostile, crazy-eyed bovine that prowl the earth, and Warthogs are hostile, piglike enemies with a darker sprite. They too are hostile.

    I have some other ideas, but they require sprites/models to be at all interesting. Seeing as I know how to model and sprite, I might cook up some ideas.
    Posted in: WIP Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    This is confusing: I'm using the example block, the example graphics, and the example OREGEN file and the game crashes. I've made plenty of stuff for this back in 1.7 and I don't see why the examples, of all things, wouldn't work. Even creating the simplest of blocks does nothing, and if told to generate, crashes the game.

    Anyone else having this problem? Can someone provide me a set of functioning "dummy" blocks, please?
    Posted in: Minecraft Mods
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    posted a message on CRAZYCRAFT II '99 (1.9 PRE 4: Randomob support! Bespectacled wolves!)
    Aaa! Exclaimations! Barfin'

    This version is rearin' ready for 1.2.5: No tripwires yet, but there's emeralds and chocofruits and what have you.

    http://dl.dropbox.com/u/28573217/CrazyCraft1.2.5 - 2.0.zip

    This version requires CustomColors (mcpatcher). There's biome colored sand, stone, and water, so deserts have that wonderfully ruddy sand while taigas have nearly albino sands. Gonna further my work on the colorations, though, so I can have swamp-stone look like mudstone and desert stone look more like harder sandstone. Happy minin'.
    Posted in: Resource Packs
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    posted a message on [1.0.0]Robinton's Mods
    I just realized that the caveless, nearly solid stone below y 0 would be a perfect spot for strongholds. Imagine a stronghold reaching thousands of blocks down, increasingly tougher and more labyrinthine as you descend.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Hey Robinton, I have a suggestion for next release.

    Maybe editable PTM settings on a per-biome basis? Meaning, I can make mountains reach incredibly high while the rest of the biomes are at default levels, or I can use a pre-1.8 setting set by changing all biomes to generate the same.
    Posted in: Minecraft Mods
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    posted a message on Changes I Pray For...
    Yeah, I always liked the level in Super Smash Bros where you fought Master Hand. Let's add ****in' corn, a waterslide, and the constant sound of kazoos.
    Posted in: 1.0 Update Discussion
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