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    posted a message on [16x] 1.8,1.9:15w51b Axel's Forgotten Lands Resource Pack

    For anyone still following/interested in this texture pack, I have started working on slowly updating it here:
    https://minecraft.curseforge.com/projects/lost-grounds

    Posted in: Resource Packs
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    posted a message on [16x][1.5.1] Forgotten Lands (version 1.11) - Customisable biomes!

    For anyone still following/interested in this texture pack, I have started working on slowly updating it here:
    https://minecraft.curseforge.com/projects/lost-grounds

    Posted in: Resource Packs
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    posted a message on Better Animations Collection Revived 2

    Seems that this mod is broken in 1.11.2


    That or It just simply doesn't work for me...

    Posted in: Minecraft Mods
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    posted a message on [16x] 1.8,1.9:15w51b Axel's Forgotten Lands Resource Pack

    Sorry for Necroing, but I am wondering if you are still updating this texture pack?

    Would love to see it updated for 1.11.2 ^-^"

    Posted in: Resource Packs
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    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    Hi there, I have actually installed this recently because I play on a server with a great many plugins running and I was wanting to somewhat sort what was what. I was familiar with the old TabbyChat, but some things seems to have changed.


    For one, I was trying to set up a filter that used the following exception:

    auction|auction house


    But then I went to test the filter, it did not pick it up. I then removed the second half leaving:

    auction


    And it worked prefectly fine...


    Can someone please tell me if there is still a way to filter out multiple words/phrases without having to set up half a billion filters?


    Also, I would like to set it up so that I could have "Stack of [item]|You [item] was sold" but I am not sure how it make it omit a word from a phrase for the filter. The sentence is always the same, but the [item] changes...

    Somone mind helping me out on this?

    Posted in: Minecraft Mods
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    posted a message on Mystcraft

    Ok, I know this is abit of an odd request, but I am wondering if anyone else besides me had downloaded the files from this post:

    Quote from SamuelWolve

    XCompWiz,

    http://dl.dropbox.co...stcraft_Amb.zip

    I was planning on doing four more, but I ran out of time. Here's six ambient songs you are free to use on Mystcraft if you want. You can use any/all/none, but even if you don't, if anyone likes them, be my guest. It's free music, so that's a win.

    BUT, even though it's free, I am giving XCompWiz exclusive mod useage of them if he wants. That doesn't mean I won't make more, but these ines were Mystcraft inspired. Otherwise, enjoy.

    Link to original comment.

    Quote from SamuelWolve»
    Here is the last four songs. Hope you enjoy.

    http://dl.dropbox.co...7/Myst-Amb2.zip

    And down here is a link to the fist six.





    Thank you very much. I'm glad you enjoy.

    Link to original comment.


    About 4 years ago... It was about 6 songs in total and I lost all my music archives and hoping to find someone that still has these songs. They were some of my favorite. I have sent a message to SamuelWolve, but I doubt that they are going to get back with me seeing as they have been inactive for almost 3~4 years... :(
    Posted in: Minecraft Mods
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    posted a message on Looking for someone to revive a old mod

    [Bump]

    Still looking to have this mod worked on.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod

    I might be able to decompile the code (if not obfuscated), refactor it to 1.7.10 or 1.8 and then republish it.


    Well, a link to the original mod is in the OP (link is the title of the mod). Though, will say, TripleHeadedSheep did say the code was a bit of a mess when they were originally working on it.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod

    [BUMP]


    Still technically looking for help on this.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod

    Well, I highly doubt THS will care, but I will ask when I get the time. But as for the source code, they are having trouble finding it as of this time... Mostly scrape code for unimplamented stuff.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod
    Quote from theRealKloud»

    I am definitely interested if you can get a hold of the source... pm me or write back, and be sure to check out the mods in my signature if you want some examples of my work



    Currently talking to TripleHeadedSheep about getting the Source code for you. They are currently trying to get ahold of one of the other coders, seeing as they are unable to find the original files as of the moment.


    But thank you for showing interest~ Like I stated, this is one of My favorite mods, and I would love to see it get revived.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod

    Bump


    Still looking for someone.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for someone to revive a old mod

    So, I recently got in touch with the creator of the NightSky+ mod, TripleHeadedSheep, and have gotten their permission to have the mod updated. It was a very lovely and simple mod, adding in small aesthetic features such as auroras, planets in the sky, and shooting stars.


    I would work on it my self, but I have fiddled with Minecraft modding since 1.4.6, and plus I really don't have the time in order to do so.


    I know that there was someone else that was planning on taking over the mods development. But there has been no word on the status of the mod, plus, they were taking the mod into a different path (adding dimensions (planetary travel), aliens (the original mod had one planned, but it was going to be separate thing from my understanding)). But I really want is the aesthetic parts as mentioned before back.


    Two of the big things for me on updating the mod is:

    • Forge compatibility - The original mod wasn't all to compatibile with other mods, 2 of which being Forge and Opitfine, due to it changing core files at the time (mostly the "l.class" file, but still). one thing I would like to have for the mod is that it be updating in a why so that it will function with Forge, and possible Optifine, so a wider array of people can enjoy it.
    • 1.7.10+ - I'll be completely honest. I am still playing Minecraft 1.7.10, alot of the mods I like playing with having not been updated to 1.8+, or simply being discontinued after that point. I would like the mod to be updated to at least 1.7.10, but if possible, bringing it up to date with the current version of Minecraft (that is possible).

    As stated before, I do have permission from the original Mod Creator for updating the mod, and will provided proof of when someone comes to me about helping with the mod.

    I have also asked TripleHeadedSheep about the source code for the original mod, though they did state that they may need to find if (if they still have it), though the possibility of it being useful is low, do to it being a "mess".


    If anyone is interested in helping with updating the mod, simply reply here,or shoot me a PM.



    Edit #1:

    So, it turns out that the mod owner (TripleHeadedSheep) no longer has the source code himself, but is asking the rest of the old team of they still have backups. But no go as of yet.

    Posted in: Requests / Ideas For Mods
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    posted a message on [1.7.x] [Thaumcraft Addon] Thaumcraft Mob Aspects

    So, I was wondering, does anyone still have to default configs for this mod? Because,the ones I have are all blank (including the vanilla ones) and I would really like to get this mod working.

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Ok, so I am having so many issues trying to get the custom config to work. x.x I am not quite sure on how to actually get the custom options to show up. Like, am I supposed to do it item as it's own? Or make a copy of the original module and edit it? Or is there something I have to put in the code?


    Because all I really want is to remove the lava tube for the Peridot/Ruby/Sapphire from the ProjectRed one, making "tunnel" tubes instead (pretty much the same, but filled with air instead). ALso was wanting to do the same for some of the Pipe Veins in NetherOres, but when I simply copy the original config, edit it, and drop it in the custom module, it causes the mod to not load -any- of the configs, including the defaults. And sadly, there is not real video tutorials online, or simple instructions on how to go about this. .-.


    Someone please help me?



    P.S.

    (And before someone can even jump on me about it, I am using the latest version for Minecraft 1.7.10)

    Posted in: Minecraft Mods
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