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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Dulciphi»

    Pardon if someone else has already answered this but Custom Mob Spawner is NOT a dependency of MoCreatures. I know it says it's required - and it used to be a dependency - but now MoCreatures runs without it. Just as well too because it's poo. If you do need a proper mob spawner, go with JAS. Otherwise, just remove Custom Mob Spawner, edit the MoCreatures config directly and you should be good

    Ah okay, thanks for clearing that up.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Mobs from your mod won't spawn if it's in conjunction with mo'creatures (which was recently updated to 1.7.10). I'm assuming it has something to do with custom mob spawner. Though i'll take your mod over his until/if this gets addressed. I dunno if it actually breaks your spawning, but i think he should just remove it as a dependency. I'd rather just use JAS without having to worry about that..
    Posted in: Minecraft Mods
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    posted a message on AMD FX-9590 vs. Intel Core i7-4790k Haswell
    Monitor looks good. Keep in mind that there's no Displayport, so you'll have to use DVI-D if you want 144Hz. Not really a con, just something to keep in mind.
    Posted in: Building, Parts & Peripherals
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    posted a message on AMD FX-9590 vs. Intel Core i7-4790k Haswell
    Quote from MomnopTheDwarf»

    Yeah realized that after I posted. Edited the old post.
    Thanks for the ideas though. :D

    I also realize I might be crazy, as I'm going for a 295x2.
    They were on sale for 999$ and didn't boost my Price that much.

    Keep in mind you'll need to mount the closed-loop water cooler for the 295x2.

    A couple thoughts:
    - The 1000W power supply probably isn't needed for the two 290s, i didn't even need it for my 2 780s but i wanted to future-proof a bit. 850W should be okay.

    - Research the VG248QE before you buy it just to be sure it's the monitor for you. You're giving up a lot of image quality for the 144Hz refresh rate / 1ms and most people apart from hardcore gamers are better off with a 60Hz / 5ms IPS monitor which will give you much better image quality. You could get a korean 2560x1440 LED panel with superb display quality for around the same price as the VG248QE, but be warned that to RMA something like that would mean shipping it to Korea, plus build quality is not so great, etc.

    - I noticed you still went with the mobo that had onboard Wi-Fi. Going down to the regular ASUS Z97-PRO or even switching to a similar mobo would save you quite a bit of money, the only reason i took that one was for convenience sake.
    Posted in: Building, Parts & Peripherals
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    posted a message on What Gaming Laptop Should i get?
    If you have to get one of those, get the Y50. Best price/performance, decent cooling. Above all of that i'd recommend you get a sager laptop, like This. Good cooling, build quality is superb, and very reliable.

    If you really want excellent cooling, then get an asus G750, they have hands down the best cooling in any gaming notebook, but weigh a ton and cost a lot.
    Posted in: Building, Parts & Peripherals
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    posted a message on AMD FX-9590 vs. Intel Core i7-4790k Haswell
    This is my build. Finished building it two months ago and it seems to be around your price range, maybe you could use it for reference. Doesn't include an SSD because i already had an old mSATA from my failing laptop, but i recommend at least a 240GB SSD for the primary boot drive. You could swap out the Nvidia cards with the radeons in your build and it would go down quite a bit and the onboard wifi was just to free up a USB slot, you could donwgrade to the mobo without.
    Posted in: Building, Parts & Peripherals
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    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Quote from Daveyx0»

    This is not a problem I can fix. I need to be able to inherit the villager code. It's weird that he specifically uses everything that inherits from the Villager code instead of just the EntityVillager. I suppose he wanted the mod to be compatible with custom villagers, but in this case that just causes problems as I hear from you. Or maybe its a Minecraft vanlla thing that messes us up. I wouldn't know how to fix this.

    Alright, was just wondering what you knew about the issue. It's not the worst thing in the world, and only the sheepmen really bother me, since it makes MCA villagers spawn in the nether. Having MCA villagers spawn in forests and caves is kinda more immersive actually ^^
    Posted in: WIP Mods
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    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    Just a quick bug report for a longstanding bug. When running this mod with MCA, Sheepmen and other mobs that use villager functions will spawn in as MCA mobs (MCA villagers in the Nether?). Disabling them (can't find the .cfg file) fixes this, but i'd like to be able to play with both mods fully. It's probably been reported before and maybe it's not fixable, but i figured i would give you a heads up anyways.
    Posted in: WIP Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Had Biome ID conflicts (45, 46) with another mod so i changed their values in the config, and the error message still hasn't gone away. The .cfg is saving the values correctly and not restoring them to default when minecraft loads up (like some other mods that have config options set in the launcher) so i have no idea what's up but maybe it's something to take a look at.
    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from CommodoreAlpha»
    According to the guy who tested it, all tragicMC mobs.

    Basically, all metallurgy-based weaponry would deal only 1 damage to all tragicMC mobs.

    Tried a multitude of metallurgy tools and weapons and they all hit for the correct amount of damage on mobs from TragicMC.
    Using the latest version of Metallurgy and TragicMC for 1.7.10, forge 10.13.0.1208, and damage indicators to determine the amount of damage being done with no other mods installed.

    It's probably another mod conflicting although you didn't list which version of minecraft you are using (probably good to know since both mods are currently available for multiple versions.)
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from enderandrew42 »
    It is a beta release, but it certainly exists there for people to test.

    If you want to run MCA with 1.7.10, the beta is the only way to go.

    Maybe it runs under 1.7.10 (haven't tried), but testing is intended for 1.7.2 and an official 1.7.10 version will be released once the beta is over. So it would be better just to either wait for the release or help him by testing the 1.7.2 version, don't encourage people to use the mod for 1.7.10 if the author doesn't want them to. Especially since he's probably getting a lot of useless bug reports from people trying to run it on 1.7.10.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from KuroNeko87

    Been testing one of the Japanese 1.6.4 versions... so far so good!

    Using Tinyred's version? I was curious if beverly and other taller models worked with that, but i never bothered checking. Here's a link to it for anyone interested: http://forum.minecraftuser.jp/viewtopic.php?f=13&t=4224
    You can find optimized versions of Beverly, Elsa, and Chloe in the OP as well. Not sure if it's a straight port of the 1.6.2 version, or a complete rework for forge. But my guess is a port of the modloader version built to run straight off forge's built-in modloader, like yarrmateys port.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    That's my point -- someone should tell MMM ... and all other developers still relying on ModLoader ... that it's pretty close to death. If not dead already, ModLoader is dying its last gasping breaths. And that's a good thing, in my opinion.

    I'm not being too harsh (at least, I don't think so) because ModLoader was a mere stepping stone in the progression of developing for Minecraft. Forge has had public support for ModLoader for some time now; for the most part, we could say you can use a ModLoader mod under Forge. Now that the Forge team are removing support for ModLoader, the choice is for the individual developer to decide what his/her mod will use as the API.

    I firmly believe that Forge still has more features to allow for better mod development. And, (not wanting to put words in people's mouth, but here goes...) apparently the developer of ModLoader thinks so too.
    Calling modloader a stepping stone isn't really fair, it provided the entire foundation for this modding community. Before it, nearly every mod was incompatible with each other, and for a long time it was the only option modders had for a user-friendly API that would allow them to add functionality to their mods they otherwise normally couldn't. Forge has more functionality now, and has for a long time, which is why most modders ultimately switched to it or just stopped developing altogether (probably due to complaints about them not using forge.

    MMM is waiting to see if modloader updates to 1.6.4, and if it doesn't then he'll port littlemaids to forge in 1.7.

    That aside, will your port have support for custom skin packs for the current version (1.6.2) of littlemaids (beverly, vocaloid, cevio, etc.) and custom sound packs? I think it's awesome that you've made so much progress porting this mod to 1.6.4.
    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi
    Quote from Heltrato

    We already have configs since the release of the mod , just check it out on the config folder =]
    Ah, that's my bad, i must've missed it. Thanks! ^^
    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi
    I think this mod is coming along really well, but can you add a config to the next release? I need one to be able to resolve conflicts with other mods.
    Posted in: Minecraft Mods
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