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    posted a message on Non-Tech Non-Magic Modpacks

    As in the title, I've found it harder to get mods that don't have millions of tech features and magic wazooo that is impossible to grasp for a casual modded player.


    im looking for the good stuff


    the core stuff


    The roots of old style modpacks


    ive tried terrafirmacraft and that is what I really enjoy, however, it becomes stale after a while due to the struggle of finding ores. If anyone has a modpacks that they think is great, please let us know.

    Cheers lads

    Posted in: Mod Packs
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    posted a message on Shield mechanics

    Getting hit while you hold a shield still gives you the full blunt force of the object hitting you. The energy doesn't just magically disappear. So "in logic" the damage you are receiving is that recoil. You still feel pain getting hit

    Posted in: Discussion
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    posted a message on Why most are hating 1.9?

    Mojang has broth us an excellent example of natural selection. Those who can't play the game or adapt to the change... They leave the game...


    those who do, and continue, are the true alpha of the food chain. Only the strongest survive

    Posted in: Recent Updates and Snapshots
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    posted a message on Today The End, Tomorrow The Nether! (Hopefully!)
    Quote from DuhDerp»

    In the interest of rampant speculation for no good reason, I think the next mod they'll be incorporating into the vanilla featureset will probably be the Morph mod (where you could change into whatever you killed). Doppelgangers have a pale gray coloration, they can change shapes at will (traditionally, they can only change to shapes they've touched/killed), and they wouldn't necessarily outright attack you if you did not suspect something was afoot (for example, a doppelganger in the shape of a cow might not attack until you tried to milk it or entice it with wheat).


    This mob could lead to a new status effect, possibly several if Mojang wanted to touch on several aspects (shapeshift to the shape of your choice, force a shift on someone else, curse someone with random shapeshifting every few ticks). These in turn could be delivered by various potions or enchants (lack cows in your world? Just whack a chicken with your shapeshifting sword and maybe you'll get one).


    I really hope they never add this. It's in no way an immersive or even good mod to begin with
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.10 - 1.21]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.52, Enhanced v1.17, Basic v2.3 are out now! (June 17th, 2024)

    Sildur, how would I decrease the intensity of light sources aswell as increase make it brighter while raining? It's either insanely bright indoors or beyond dark in rain

    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.21]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.52, Enhanced v1.17, Basic v2.3 are out now! (June 17th, 2024)

    May have been asked but how do I make the light sources not so intense? Chests look like Suns on their own and so do jack o lanterns

    Posted in: Minecraft Mods
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    posted a message on Customising Sildurs shaders?

    Hello!


    Im looking for a bit of help in the shaders department. I've tried out sildurs shaders and their is a lot of stuff I want to alter (look at ethos terrafirmacraft Ep. 40-42 for an example of what I mean). I've seen a lot of SEUS tutorials but not many on sildurs and was hoping someone could help me out with locating the lines of code I need to alter to customise it

    Posted in: Discussion
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    posted a message on Armor and Fire Resistance

    I think that fire resistance shouldn't protect you from all fire damage. I beleive it should work like the Fire prot. Enchant in that it negates SOME of the damage. To be completely invincible to all fire damage is actually OP if you give it proper thought. If someone suggested today that you can drink a potion that stops all fire damage full stop, it would get no support.


    This would add tiers to fire resistance potions to block out more damage.



    On Topic: It sounds ok, but for diamond armour to last <10 minutes is a bit sour. My hard earned 24 diamonds are gonna burn baby burn.

    Posted in: Suggestions
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    posted a message on 1.9 snapshot: A Great idea
    Quote from Lord_of_Night»

    look, all i can say is that if mojang planned to do this (Which i'm sure that were they began to go with the "steve" mob) then why not bring him back? and, for mobs building structures? its an awsome idea, i think it would be cool to have humans in your world and an easy soulution for this would be to make the chance for a human spawning Rare, like a 1 in 25 chance for a human to spawn in a village and then wonder off in search for a better life, mine, build, farm.



    You just blew off all critisicm you just got by all responses above yet you come back and try to fix it by not fixing it at all. All the major problems still stand



    And making the most complex system in the entire game be a mob that can detect your danger, read your hunger and respond, be loaded in all chunks and probably be self reliant is ridiculous.



    No Support

    Posted in: Suggestions
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    posted a message on Sneaking- The Stealthy Way Out

    And honestly, how many times have you used leather, gold or even chain armour pvping? This would be awesome.


    Could gold armour potentially have more of a buff in some way here? Given that one hit can damage your gold armour to the point of no return, this sneak thing could pump it up?

    Posted in: Suggestions
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    posted a message on Has anyone ever seen a rare cape?

    Why did that Dannywhatnamestyle get the cape? Did he do anything?

    Posted in: Discussion
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    posted a message on An Ode..to the Baby Zombie...and how much I hate them! also...a RANT!
    Quote from TheWesson»

    Yes I did, thanks. But one can miss - especially one can miss the little critters (perhaps hitting some grass instead.)

    Baby zombies burning in the sunlight is not necessarily a good thing either, for the same reason.

    Good thing that baby zombies don't burn then
    Posted in: Survival Mode
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    posted a message on Slime Farm Inneficiency?
    Quote from ArthurPounder»

    I use Xisumavoid's revised chunk-based Slime Farm and it has an item lift into chest room. It provides way more than I'll ever use.



    I WAS going to use this but the problem is the cacti. Don't they destroy half the slime balls that the slimes drop when they die? I'm just concerned it will be even less efficient
    Posted in: Survival Mode
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    posted a message on Slime Farm Inneficiency?
    Quote from bonnydust»

    What is the height of your slime room and do you have one or more of them?


    My farms top platform begins at Y- 37

    And no, I only have 1 in the area
    Posted in: Survival Mode
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    posted a message on Slime Farm Inneficiency?

    I have a slime farm in my world, and it's spawning slimes, so it's a slime chunk.


    However, my farm is only pulling in ~64 slime balls an hour which, compared to normal farms is quite poor.


    Ive actually been in spectator mode and there is only 1 cave I have not lit up but that is outside the 128 radius.

    The farm has 4 layers with pumpkin lighting and uses a drowning trap.


    Is is there any way to improve my rates?


    AFK Point? Killing method? Secret something?

    Posted in: Survival Mode
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