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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    IIRC Thaumcraft's biomes are added during the decoration phase. Any biome designated as a forest biome has the potential to become enchanted forest. Same with any biome and tainted land. So your mod should just automatically be compatible with Thaumcraft. Test it and see.
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    I find it amazing how your mod can randomly generate absolutely anything from other mods. I absolutely love it. Even Noppes CustomNPCs generate. I can finally include randomly-generated structures with quest-givers, shopkeepers and epic bosses on my server.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    More ideas:

    1) Red / orange cloud layers during dawn / dusk
    2) A vertically aligned plane with an animated rain texture to show the 'front' of an advancing storm - Would obscure the terrain within the rainstorm. Decrease transparency with the increased intensity of the storm.
    3) I know you're trying to save fps, but storms with height would be nice. It'd help with obscuring the sky during a heavy storm as well.
    4) Rain hydrates cropland?
    5) Fix for rain not producing Biomes o Plenty puddles?
    6) Snow causes buildup of snowbanks? Multi-layer snow is already technically a part of the game.

    I've noticed also that your weather definitely borks weather-dependent mods. Forestry bees don't know when not to fly, the BoP puddle issue I mentioned above, and the mods which accumulate snowbanks during snowstorms just don't. I know it's probably an impossible issue to address, but I actually can probably do without using those mods and still feel like my pack is the better for it. Still, it'd be nice if you could at least fix the puddles...
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Chill. Corosus probably just spends more time coding than he does replying to the forum. And it's only been 3 days. I'm sure he'll post again when he has something to show us.

    (In the meantime, his profile does show he was last active today, so it's likely he's read all of the suggestions.)
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Could you potentially render your clouds as a dome over the observer which is as large as their viewing distance, so to them it appears that the clouds stretch to the horizon? It may be difficult to get looking right.

    Also, is cloud formation currently tied to the heat / humidity of a given biome? So jungles see more rain than deserts?
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Greymerk

    Oh that's interesting, thanks for the insight.

    Yeah I noticed that stuff was spawning in the stonebrick floors from watching videos. Cool.

    I really like mods that have that sort of soft synergy with my mod without creating hard requirements. It's awesome.

    Yeah, your mod also works quite nicely with the Shrooms mod, especially since you've added the supports.



    Speaking of mod synergy, may we pls have more config options? I'm creating a series of quests using the Hardcore Questing Mod and I'd love to incorporate your mod. Unfortunately the only sorts of quests currently available in HQM are item turn-in and crafting types. So it'd be awesome if I could specify chest loot with weights to appear in chests at specific levels in your dungeons. That way I could set it up to reward the player for 'conquering' a level by turning in an item that only spawns on that level.

    It'd be extra awesome if you could incorporate user-supplied schematic file-based generation, so we could add our own rooms.
    Posted in: Minecraft Mods
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    posted a message on Heart Crystal 1.1.1 - Increase your maximum health!
    Forge for 1.7.4 probably isn't going to happen. There are some annoying issues with the base code for MC 1.7.2 (Which is why mods like Tinker's Construct, Reika's mods, and Matmos aren't really updating yet) and some major issues with the code for 1.7.4 (Which is why there is still no Forge for 1.7.4) that are likely going to be addressed in 1.8.
    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from GnomeWorks

    Dungeon Mobs v3.0.4 is live.

    Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.

    As always, the list of changes can be found in the log in the first post.

    And no, there was no v3.0.3. Apparently I decided I didn't like that number.

    It's been a long time since I've tried your mod, GnomeWorks, which is a real shame. Here's hoping it becomes a regular part of my pack again. I'll let you know what my testing finds. Thank you.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Lethosos

    If you're looking for more trap options, may I recommend some synergy with the Unique Artifacts mod given the trap items it contains within? I'm pretty sure the Phantom blocks will cover that gaping hole in the middle of the floor just fine. :D

    Er, Unique Artifacts traps kind of already work with RLDungeons. This is because the creator of Unique Artifacts just scans for stone brick blocks that are generated in the world and places traps on them. Granted this only works with the first 2 floors of RL Dungeons. But the creator of Unique Artifacts would have to adjust his mod to allow for the generation on other blocks and AFAIK, he's taking an extended break from modding.
    Posted in: Minecraft Mods
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    posted a message on ~DecoCraft 2.4.1!!~ Decorations for Minecraft! Updated to 1.11.2 !!! ~DecoCraft 2.4.1!!~
    No idea how to make the clay required to craft this stuff :(
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I realize the modder who was last working on the 1.6.4 version of Metallurgy left the team and everyone else is focused on 1.7.2, but it's pretty cruddy that the version they left behind is so buggy and terrible - Even the 'official' release version. And this is the version that appears in many Let's Plays. So it's not the best reflection on the work of the team as a whole.

    Anyway, if anyone is interested I'm working on a minetweaker config to fix the stupid 'name' bug. I'll post it as soon as I'm finished.
    Posted in: Minecraft Mods
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    posted a message on asie's mods (Computronics, AsieFixes, mod ports)
    Just wanted to report that with KBI Enriched Gravel, the sifter and upgraded sifter both are not destroyed when their durability reaches 0. Instead they regain all their durability and can continue to be used - Only when you right-click does it disappear.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [SSP/SMP/LAN] Unlit Torches v2.1.0
    Quote from EarthCrafterMan

    I am so disappointed. It's not pitch-black in darkness at -0.whatever, just kind of dark

    Try http://www.minecraftforum.net/topic/1872209-162164-forgejar-advanced-darkness-15/

    This mod is nice because it only applies the negative gamma when it should be dark (Underground or at night) So during the day, you still get bright vibrant colors.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Warpshard

    What Jenkin's release?

    I really don't care if people say not to say it, I want something that fixes that name bug.

    http://mc.aesireanem...ob/Metallurgy3/
    And you'll want the corresponding Keithy Utils:
    http://mc.aesireanem...ob/KeithyUtils/

    Be forewarned though - If you're switching from the previous version this one WILL hose all of your block IDs. So save an extra copy of your previous config before you run this update, because you'll need it to set all the block IDs in the newly generated config to the ID numbers from your old config. Which is totally tedious and a huge PITA, but worth it for the less buggy version.

    There's also a rather dumb exploit bug where you can convert iron to gold 1:1. But I've personally disabled that recipe using another mod.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.8.9] Dynamic Sword Skills (updated 3/11/2017)
    Planning to add the new gui from ZSS to this mod as well, coolAlias?

    And for the love of god would SOME modder out there please create a compatibility mod so that these sword skills work with Tinker's Construct weapons? Both sides have pointed to their APIs and said it's the other's responsibility to add compatibility, so we just need a third party to step in at this point and create something.
    Posted in: Minecraft Mods
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