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    posted a message on What would be the best way to learn to make mods?
    Quote from TechMage66»

    Hello Daihok75,


    I know exactly what you mean with haven 50 different mods, basically doing all the same stuff. But one is better at Ore Doubling and the other has better Farms etc ...

    I really like the Idea of having one mod that basically combines the best ways. But I don't know if you should do EVERYTHING in only one mod (Aliens, Galactic, Modern Tech etc ...). It could get to much for only one Mod?

    Actually I'm really interested in that project and I like that you want to make that a community thing. I'd like to help you out a bit, but I don't know if I have enough time to really join a team. Because I'm currently working on a own project and sadly it's going not that well right now ;(

    If you want me to help you out a bit feel free to PM me. But be aware, that I'm not a PRO or something like that ...


    Nice Greetings

    TechMage66



    I am by far no pro either if anything very amateur. But i still think the idea alone would be fantastic. I wouldnt even know where to start though to even start putting a team together for this. Like i said in the original post though it could be an Epic mod if done right. Just even the fact of having to only update 1 mod when new versions and such come out would be great. It just has alot of potential i would think for many various reasons.

    Posted in: Modification Development
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    posted a message on What would be the best way to learn to make mods?

    I have decided Im gonna let the cat out of the bag on this because frankly i dont know if its even possible. This will probably be a fairly long post, but I want to share my idea and see what the community thinks.


    First and formost i would like this to be a community project anyhow. Along the lines of mcrays furniture or open blocks if anyone has used those then you know what im talking about. That the community itself would help to develop this mod and progress it beyond what anyone thinks possible.


    I will get to the idea soon enough but lets get to the basis of the idea. For any of those, that are tech mod fanatics such as myself and have played 1.7.10 knows that by the time you have a modpack created you end up have having 100+ different mods/cores/libs alone. Thats just for tech stuff not even including other various misc mods. Every tech mod out there does this better then the next and this mod does this and that and next thing you know your looking at a modpack with 190 mods installed and then hoping because they are all so awesome they your not gonna have incompatabilitys.


    My idea! My idea is to basically create the ultimate Tech mod. Im talking all kinds of tech, future, modern, space travel, whatever. the sky is the limit. But the idea is to basically take all the good things we love about all our tech mods and put it together into one ultimate mod. The community for the most part would decide ok this way is better so we will put this in. Oh i found a better way for a qaurry. Check out my new Multi structure generator ect. But basically this would condense the mods/core/libs and make compatability even better with everything all together from the same code. Now yes obvisouly we cant take away the awesomeness of mods like Ener IO, MFR, AE2, ect. ect. The list is so long of all the great tech mods out there. I just think the idea itself has way more potential. Just think about it bam 1 mod and 1 library/core and you have all the tech you could want. im talking even Galaticraft type stuff, Even some new alien tech like i said the sky is the limit or Universe maybe who knows what could be achieved with this.


    This reason i decided to go ahead and share is now you can see this goes beyond what a single person could create. Tell me what ya think and any feedback positive or negative would be appreciated. If people like the idea then maybe we can start getting a team together and make it reality.

    Posted in: Modification Development
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Thermawrench»

    Is the botania port still alive?

    Yea they just updated the unofficial botania to 1.10 few days or so ago. Been stable to it seems so far.
    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 Forstride»

    You can. Change biome IDs to -1 to disable them

    I like this feature much better then the old true or false of disabling biomes. This frees up biome IDs this way. Much better IMO.
    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!

    Just curious if im unlucky or not. I have gone through several 1.10 worlds quite extensivley have yet to find any of the island biomes at all. Really missing seeing some volcano and tropical islands. Will there be a frequency of the biomes added back in with future updates? And actually quite a few biomes i havent seen.


    Edit: I do have to say though I love alot of the changes you guys have done with some of the biomes vs the 1.7.10 versions of the same biomes, fantastic job.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I am gonna be so happy once this gets up to 1.10. Its one of the few mods im missing alot, one of the best magic mods. Not to take anything way from bloodmagic or botania cause those are musts for me as well which luckily have to keep me busy till 1.10 of TC. Just thought i would share my love for TC.

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    awesome cant wait to put streams back in adds so much beauty to the game not mention actual flowing streams.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Im not seeing thaumic warden in your removed list. Maybe could be that one?

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    Quote from Socko»


    It works fine for me in 1.10 too, until I place a boat in the water, then the game locks up and crashes.


    It truly is a lovely mod that adds a lot to the MC experience though. Nice work! :)


    Same for me. placing boats crashs game.
    Posted in: Minecraft Mods
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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?

    Will you be adding support for the base metals, modern metals, and nether and end metals mod to the machines? Just curious.

    Posted in: Minecraft Mods
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    posted a message on What would be the best way to learn to make mods?

    Nice thanks for the help guys. Im really hoping i can accomplish this. Gonna start it very small but work my way up to where i want it

    Posted in: Modification Development
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    posted a message on Norzeteus-Space 1.19.2 [128x128] 3D CTM [Optifine] [about 200.000 dwlds]

    Oh sweet that would be super awesome. i was actually thinking about how much cooler it would be if this pack became an actual mod. adding in biomes and such with all your textures bascially making your texture pack into a biome/dimension mod. yea been trying to build my world theme to where its a modernized world but with alien technology that was left behind. its like i want normalized looking wood/tree/grass/dirt sand ect. looking normal. Which i have done for the most part.but it makes it hard cause i want to use all your textures as well and cant have double of everything, like the planks for instance and grass ect. So anyhow yea its funny you said that.



    EDIT: Just so you know your texture pack inspired me to learn to start making my first mod as well. I am looking at trying to make an Alien/modern tech based mod. Gonna be alot of learning involved for me. But i think the end result would be worth it. Coding i hope will be little easy. Im quick learner. but i just wish i could texture/model like you. Your models/textures are so fantastic.

    Posted in: Resource Packs
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    posted a message on What would be the best way to learn to make mods?

    Sweet thanks. Will these tutorials help to make 1.10? most are showing for 1.8. Gonna take awaile to learn this but I think the end result will make a fantastic mod I hope. What i have in mind is pretty large scale.

    Posted in: Modification Development
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    posted a message on What would be the best way to learn to make mods?

    What would be the best way to learn to make mods? Im completely new to the idea of making mods but i want to learn. I have been fiddling around with textures and stuff and then an idea for a mod struck me. It would be a mod of epic proportions and surprised no one else has done it. i dont want to reveal to much of the idea but kinda would like to know where do i start to implement it. Yes i will be learning the java coding as i go. But i just dont know where or how to start. Any tips and info would be great.

    Posted in: Modification Development
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    posted a message on Norzeteus-Space 1.19.2 [128x128] 3D CTM [Optifine] [about 200.000 dwlds]

    I do have a question for ya. I ran into a savanna village today and it just seemed wierd having computer desks for the roof tops, just my opinion though. Is there a way for me to change the junglewood textures into Acacia and the acacia wood textures into jungle? There arnt jungle villages as far as i have seen then the savannah villages wouldnt look so awkward.

    Posted in: Resource Packs
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