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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    I'm having a bit of an odd issue with this mod.


    I'm using Forge version 1614, but the same issue occurs with 1558.


    When I use the latest public beta version (33.4), it breaks the weapons from Balkon's Weapon mod - namely, blunderbuss and crossbow now shoot arrows as if they were bows.


    When I use the last older version that I can get (most of the links on the "update page", e.g. version 30, lead to an error page saying "This file is currently set to private.") - which is 29 - I for some reason get clusters of rohirric crafting tables in the overworld. It seems like it's overriding some ore, possibly metallurgy's.


    Any possible fixes for either...?

    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Quote from dogman035»
    Just wondering, why are the END metals not the ultimate end game material? They're a lot harder to get than tartarite, having to go to THE END AND BACK after defeating the enderdragon and mining the ores (not to mention you might not even have a good enough pick)...



    In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.



    So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.



    Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?

    Fortunately, this mod is extremely customizable. Just edit the config, setting the hardness of some ores and the quality of resulting equipment to whatever you want. You can make eximite require a tartarite pickaxe to mine.

    For myself, I set block hardness for both atlarus and adamanteum (not adamantite!) so high that you need either desinchalkos or sanguinite to mine it.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Quote from CommodoreAlpha»

    Why something ice-elemental (or water-elemental) would be in the nether, I could probably just make up an explanation behind it. :P

    There are ghast tears. Maybe it's formed like amber, but out of ghast tears.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Quote from ray57913»

    I think what he means is instead of breaking quickly and yield not or ore it would take a minute and yield no ore. Its been a while since I tried to use iron on obsidian but last time i tried it took over a minute to mine and destroyed the block with out yielding anything. If that is what Contramundigo-next meant the I would second that request.

    That is precisely what I meant. For the sake of not accidentally wasting an atlarus block while haphazardly swinging a diamond pickaxe with haste, for example.
    Cheers to the Metallurgy team for keeping this so up to date. Hope to see metal chests and enhanced TNT back soon!
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Whenever I try mining a higher level ore (e.g. Atlarus) with low-level pickaxe (e.g. bronze), it just breaks the block rather quickly without yielding any ore. Would it be possible for it to work like mining obsidian with iron pickaxes - breaking the block very slowly if the pickaxe isn't high enough? Thanks!
    Posted in: Minecraft Mods
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    posted a message on Compatibility Mod for Balkon's Weapon Mod and Metallurgy 4
    This is so extremely overdue. Two great mods, finally having compatibility.
    Posted in: WIP Mods
  • 0

    posted a message on Metallurgy 4
    Glad to see all this progress, can't wait for configurable metal stats and machines to be back.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Mr_Kluczownik

    I forund strange bug. When I have insalled Biomes O'Plenty and Twilight Forest, biomes from Twilight Forest are generating in overworld, near Biomes'O Plnety biomes. In biomes from Twilight Forest mobs from this mod are normal spawning :o

    I am using Twilight Forest 2.1.1, Biomes O'Plenty2.0.1.891, and Forge 10.12.2.1128.

    Please, fix it ;)


    Like people said on the TF thread, you just need to change some biome ID's. I had the same problem - and was a wee bit confused to find the 250-block-high TF highland in the middle of a desert. I'd suggest switching all the TF biome ID's to 130+, as no mod I have used uses those anymore.
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Ooh, new stuff. This should be interesting.

    A little note about organisation - maybe put the download links right by the mod description? Other than that, the individual downloads are working for me.
    Posted in: Mod Packs
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Is it possible to have both this and Mo'Creatures, both running they way they should be? I'm getting that custom mod spawner is causing most of the issues; is there an easy way to mitigate that?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Having normal zombies spawn all over the place despite having the control default mobs option for all of them; is that supposed to happen or is Biomes o plenty to blame...?
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Quote from Glassmaker

    I will look into it :)


    Would it also be possible to add some sort of support for custom stone textures? I realise that it's asking a lot, and it'd probably be easier to edit all the ores onto the stone texture, but I figured I might as well try!

    And just because this doesn't get said enough - great job so far, keep up the good work!
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Running Minecraft 1.7.2, with the latest versions of both mods.

    None of the mobs from the mod can hurt me. Ogres still do the area damage, snakes and komodos still poison, but a standard werewolf will just run circles around me. Yes, I am on survival. Anyone having similar issues/have a solution?
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Forge could not smelt tartarite dust into an ingot, despite having had enough lava. On the other hand, am happy to report that OreDictionary working correctly, all coppers correctly crush into copper dust.

    I'd like to second everyone that's complaining about the new look of all the machines, but at the same time point out that it is very possible to make mod resource packs.

    Finally, could we have a list of all the "planned but unimplemented" features? Just so we don't have to continuously guess/wonder/ask about orbs, metal chests, etc. Thanks, and much love to ye all.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    You have no idea how happy it makes me to see that development has come along this far.
    Posted in: Minecraft Mods
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