• 1

    posted a message on Mech & Magic 1.7.10 ATLauncher 180+ Mods | Official Server | Always Growing

    Thank you for explaining!

    Posted in: Mod Packs
  • 0

    posted a message on Mech & Magic 1.7.10 ATLauncher 180+ Mods | Official Server | Always Growing

    Thanks, I plan too, just going to finish up my current world, because that's still full swing, but dying down now.


    There's not really any mods that add weapons and armour. Were you referring to Metallurgy? It adds more ores, most of which are tinkers compatible, which is why I suggested it. Growthcraft is a plant/farming mod, which is a category that looked a little dull when I checked out the mod list, and brewcraft because it adds lots of potion effects, another area that looked bleak. I trust your judgement, I just don't understand what you said, but whatever.


    Just curious.

    Posted in: Mod Packs
  • 0

    posted a message on Mobs not spawning?!

    Alright, then something is disabling natural mobspawning on a superflat. Check all the configs, see if there was a config to turn that off.

    Posted in: Mods Discussion
  • 0

    posted a message on My own modpack cannot mine ores.

    So if I level it up much enough. I would have a chance to get higher mining tier while leveing up my pickaxe?


    Press shift over the tinker tool while in your inventory, you will see a Mining level XP, and the text below it, it should say in red text clumsy. If not, Instal Tinkers' tooltips (I don't know if it's Iguana's or tool tips). Once your XP reaches a certain number, guaranteed you can mine iron level. Then get iron so you can get copper level mining by replacing the head.

    Ultimately however, might be worth just turning the vanilla and tinkers tweaks off in the config.
    Posted in: Mod Packs
  • 0

    posted a message on Possible?
    Quote from xxmasal22xx»

    Id really like to know if its possible to create a modpack with all of the following:


    Orespawn

    Hexxit

    Aether II

    ExtraBiomesXL

    Life In The Woods

    DivineRPG

    Nethercraft


    If something like this is possible id love to know. I really think this would be the ultimate exploration mod pack like no other.


    No, they don't conflict in both seconds the instance I through together. As Rowan said Hexxit is actually a modpack, and at that, it 1.6.4, in theory, it should work together.
    Quote from Rowan_01»

    at first Hexxit isnt a mod, its a modpack. It would be possible, you'd probably for this modpack have the most chance if you would use the Curse launcher, its really easy to use. If you don't understand it, on youtube Direwolf20 made an amzing turtorial video.

    I know that at least Orespawn isn't a mod that Curse supports so you would have to go on the internet find a Download for Orespawn and put that in your Computer>Documents>Curse>Instances>[Modpack]>mods folder


    Actually, unlike Hexxit, Orespawn IS a mod.
    Posted in: Mod Packs
  • 0

    posted a message on mods that affect vanilla armor (1.7.10)?

    The only mods there that I haven't seen before are Ancient Warfare, and Technomancy, both which might just do that. Try testing on another client with one or both removed just to see which one it is.

    Posted in: Mods Discussion
  • 0

    posted a message on My own modpack cannot mine ores.

    I see a Tinkers bench, do you have IguanaTweaks? That removes the effectiveness of vanilla tools, requiring TiCon tools, which if you got yourself a vanilla stone pickaxe, would likely be the problem.


    edit: I looked again, mine a lot of stone, you do indeed have IguanaTweaks, but you have a TiCon stone pick. So that's not the problem. But just put your pick in your crafting grid, and mine a lot of stone to level up from clumsy do you can get Iron, then make a Smetery to make a head for it (will also require gold, gravel, sand and clay, and a fuel source like wood). Then you can get your copper and coal.

    Posted in: Mod Packs
  • 0

    posted a message on Mech & Magic 1.7.10 ATLauncher 180+ Mods | Official Server | Always Growing

    I would recommend a couple mods for variety; though they might not all be viable for you, that's up to you guys, just bringing them up.


    Brewcraft

    Minecraft comes alive

    Dynamic sword skills (Zelda sword skills without the Zelda)

    Gany's Surface/Nether/End

    Practicalities

    Quantuum Flux

    Metallurgy

    Growthcraft

    AOBD Berry Bushes


    The pack looks awesome by the way!

    Posted in: Mod Packs
  • 0

    posted a message on Little rant about PC to PE

    They require a third party program.

    That would explain a lot.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on NEW ......... Good things !!!!!

    That is awesome! Good on ya! We need more games that can make people smile like that! I've only seen Minecraft and Sunset Overdrive bring such a big smile to someone's face in the last few years, but seeing yours gives me hope

    Posted in: Survival Mode
  • 0

    posted a message on Little rant about PC to PE

    There is absolutely no reason to hate MC:PE unless you are just jealous of it.

    MC:PE also has many improvements over PC, like a huge performance boost, gamepad support, touch controls, truly portable, etc.

    As stated, MC:PE has significantly less features than the PC version.


    I kind of like it. It is useful if you don't have a gamepad or keyboard.

    They exist on PC too, they just suck nd have to be fidled with, a lot to get to work
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Mobs not spawning?!

    Spwners dont need to be under ground


    It's a mater of light levels when mobs spawn at night. You could dig a HUGE hole, and mobs will still spawn, or if you have NOTHING in the world, except a single cobble block, they should still spawn. Unless something stops them from spawning, they should still spawn. Try a new world, that's not superflat. See if something is disabling that for reasons.

    Posted in: Mods Discussion
  • 0

    posted a message on Mobs not spawning?!

    I have no idea. Sorry. =c

    Posted in: Mods Discussion
  • 0

    posted a message on Mobs not spawning?!

    Did you use the curse launcher to install them all?

    Posted in: Mods Discussion
  • 0

    posted a message on Mobs not spawning?!

    What mobs do you have need of? Have you placed down a Magnum torch? Passive torch? Have you tried spawning them in? You have mods that have features of not allowing mobs to spawn, but I don't see the blocks they need placed. Is /gamerule doMobSpawning true?

    Posted in: Mods Discussion
  • To post a comment, please .