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    posted a message on Better Than Wolves Total Conversion!
    I'm gonna de-lurk so I can that I love what you've done with BTW, FC. I don't always play, but watching your design process unfold by the reading the forum threads and Youtube videoes are just delightful. It's so nice when a mod developer has a clearer vision for their mod beyond "SCREW BALANCE! ADD ALL THE THINGS!" So thanks for having reasons for why things are implemented the way they are. <3
    Posted in: Minecraft Mods
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    posted a message on Liquid Fuels [2.3.0 Beta]
    It looks like Biomass now refines into Ethanol in the official released 1.5.1 Forestry.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7 - FORGE] Imbued Swords - Imbue your sword with potion effects! - Store your potions in cauldrons!
    I wouldn't override it just because other mods might use the vanilla cauldrons (Factorization uses it in a recipe).
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Great job on the mod. I love having variety in my building materials. :)
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Grimshad

    I want to use Custom Ore Generation with this. How can I disable metallurgy ore generation so that I can use COG to do this instead, while keeping the functions of all metallurgy or intact?


    What I'm doing is setting all spawnable ore blocks to false in the config files (and for good measure set their values to 0). Then just create your new settings in COG's file by using the block ID of the Metallurgy 2 ore (ie, use 901 for Copper, 901:1 for tin, etc)
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    A minor question:

    I've been messing with various settings, and I discovered BOD pulls Fossils/Archeology fossils and permafrost blocks. I don't mind the fossils being clumped up (I now have actual archeological dig sites), but what would be the best way to spread the permafrost out again so that it's less clumpy and closer to vanilla distribution?
    Posted in: Minecraft Mods
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    posted a message on [CLOSED] Quiddity Modding
    I like the proposed changes. I've never used the Ender Storage as it was because I couldn't think of a reason to use it, but now with the color dyeing and vertical stacking... I can see myself using the safes aesthetically (black dye + vertical safes = refrigerator!).

    Looking forward to the new mod!
    Posted in: Minecraft Mods
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    posted a message on ~ Stuffed Animals ~ [It's Back!]
    I'm having the same problem with passive mobs not spawning in loaded chunks despawning on a restart (they initially load fine in the chunk, but a restart of the client wipes them all out). Mooshrooms and ocelots seem to be unaffected. Enemy mobs still spawn at night, but a restart still removes them.

    My only mods installed are ModLoader, Forge 3.1.3, and Stuffed Animals. This is from a manual install. A fresh jar with the automatic installer has the same thing occur.

    Took a video of it if you want to see it.
    Posted in: Minecraft Mods
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