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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Springboarding off the above suggestion, I'd really love to be able to add a very low-probability drop. Right now, if I understand the config, I can only provide a primary and secondary drop, but the secondary is still fairly common.

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.

    Posted in: Minecraft Mods
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    posted a message on Any other adult minecrafters out there?
    Quote from scorrp10»

    No servers for me. SSP only. I get my online fix elsewhere. (EverQuest, LotRO)



    Ha! I play LoTRO! Nice to find another player.

    I got into Minecraft through multiplayer. I'm doing my most extended single-player game now, and it's officially to test out a modpack I intend to put on my first server. I really prefer to play with others, even if it's largely in parallel. It's still nice to build community resources like Nether subways and visit each other's domains.
    Posted in: Discussion
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from undefined »

    TBH, I'm perfectly happy with what you've done with the vanilla loot tables. I just haven't been able to figure out what Roguelike Dungeons does by default when no customized loot tables are present. I'm sure stuff like that is obvious to the seasoned modder :).

    I'll keep asking around. I'm having a great time with the mod!
    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Oh, one more thing -- the original post says that this mod works well with ones that add dungeons. Do you have a preferred one you work with?

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Electroblob_»

    Not currently is the simple answer. If you do load up an existing world, they will of course generate in previously unexplored chunks, but not where you've already been. If you haven't explored too much you might not notice much difference, the towers are quite uncommon. You can also change the rarity in the config to compensate for the lack of towers in preexisting terrain.


    There are mods which let you regenerate new ores (and maybe plants) in old worlds, but I don't think they work for structures. Maybe in future I will add a command or item that lets you generate towers anywhere.


    OK, that's actually fine. I've been told that some world information (village locations?) is calculated when a world is originally created. I'm in a new world that I like but haven't explored much of, but I'd hate to keep playing without realizing that no towers would ever be created in this world.

    It's probably not a big deal to record the seed and the coordinates of stuff I like, then try recreating it.
    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    This looks awesome.


    I notice that it adds wizard towers to worldgen. Can I add it to an existing world, or do I need to start fresh with a seed?

    Posted in: Minecraft Mods
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    posted a message on Any other adult minecrafters out there?

    I'm 42. I initially got into the game because it has a reputation as a gateway drug to Computer Science, and I was hoping my 7yo daughter would get hooked. Then I discovered that a few adult friends had a server they were playing on, so I joined that. Now my daughter and I are both addicted, but we only have a small overlap in what we like to play. She prefers creative and hates monsters. I much prefer survival. I have created a modded game that we both play together that is set to peaceful, with Hunger In Peace to put the hunger mechanic back, recipes for the items that come from monster drops, and Animania to make farming much more interesting.


    I love KaranSeraph's meditation on the narrative.

    Quote from KaranSeraph»

    But in Minecraft, it's so sandboxy with so little narrative that it feels like the player character is me. Why would I kill a cow or kill a skeleton? Why would the skeletons want to shoot me? What's our motivation? I get frustrated that the game seems to prompt me towards certain actions (kill the things that are trying to kill me, but also just kill things to get what they have/drop) that I must be the bad guy in the story. I'm rewarded more if I loot ancient temples and kill animals and trap the Fantasy beings. Yet, I have no quest or goal that makes doing that the greater good. I'm the bad guy.

    I don't want to be the bad guy. Why can't I make friends with the Vindicators or Guardians or a Witch or Endermen?


    FWIW, I got pulled into the post-apocalyptic feel of the game. I build a narrative around adopting a village and protecting it from the evils that have grown up in the world. I use the Lithos texture pack, which has a lovely assortment of distinct villager faces, and that allows me to paint the fantasy of more personality on them.


    I much prefer playing on servers with other people, even though the game is largely solitary. Being able to chat with friends as I play, offer the occasional help, and construct large communal resources like a Nether Subway gives the game much more flavor.

    Posted in: Discussion
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Re leading animals through gates: It appears I can lead them through fence gates just fine, so long as they're HAPPY. All my attempts previously were with unhappy animals I was trying to get into pens where the food and water were. So that might be working as intended, or if not, an unplanned feature.


    Noticed that sheep and goats do not eat beets despite that being on their list of foods. The only thing I've been able to feed them so far is wheat.


    Was not able to name a horse with a nametag or feed it anything by hand. It wan't happy -- difficulty with feeding and my kid's weird stable structure has made it difficult to keep the horses happy. Heh.


    I don't have 1.4.6 installed, though. I'll give it a run through next chance I get.

    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Thanks for the update, glad the cow worked out, but surprising he was hungry/thristy. Are you using 1.4.5+ version of Animania? I fixed some pathing issues in 1.4.4....
    Yeah, we'll make horses a bit harder to tame in the next major update. We also have saddles coming (finally).



    I'm looking forward to it!


    I am playing 1.4.5 on 1.12 (even). The issue with leading animals through gates has been consistent. To get an animal into an existing pen, I've started just adding a block outside the fence, leading the animal over, and then running around really quick to smash the block.

    I am having an absolute blast with this mod. I'd been looking for some style of play that overlaps my interests and my 7yo daughter's, and this has been perfect. We spent hours today in a peaceful world, building a farm, gathering animals, and then caring for them. I added Hunger in Peace so that we can cook and a wool->string recipe.

    Posted in: Minecraft Mods
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