• 1

    posted a message on CandyCraft: The Sweet Redemption

    Holy crap have you been busy. I was half expecting to come in here and see this amazing resource pack dead, glad to see I was proven wrong. Have you ever thought of adding mod support for things like Biomes o Plenty and Harvestcraft? Those are a few of the mods that I can't live with out but using Candy Craft with them just doesn't look right... Anyway love the work and keep it up.

    Posted in: Resource Packs
  • 1

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Was just curious but are you planning on updating this add-on once Thaumcraft 6 releases? Really love this add-on and would greatly miss it if it were to not come to Thaumcraft 6.

    Posted in: WIP Mods
  • 8

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Honestly instead of slowing down I wish Mojang would just release a mod api so that mods wouldn't break or at least would be easier for people to update their mod instead of having to rewrite the entire thing 6 times. They have been saying the mod api is coming since 2011 and yet here we are in 2017 still without a single sight of an api...

    Posted in: Minecraft Mods
  • 1

    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    @Zeno410

    I think it looks great. Personally I'd want them a bit more separated I think but that can be changed with configs.

    Posted in: Minecraft Mods
  • 1

    posted a message on [16x] Jolicraft ~ The WILD Update! (1.19)

    Lo your new profile pic Andre is amazing. As for the pack, it would be great if you could put in all the textures from the customizer as alt textures. I think there's a few that have been lost to the void since the customizer went offline.

    Posted in: Resource Packs
  • 1

    posted a message on Jolicraft Mod Support - Updated 2/2/16 - JEI support updated!
    Quote from mr_hosed»

    I've updated Thaumcraft 5 support to v0.2. See the original post for more details.

    I'm satisfied with TC5 support now and am going to be moving on to Hopper Ducts and Redstone Paste next.


    Thanks everyone who's expressed support!


    Are you taking any requests for other mods to add Jolicraft support for or are you just doing mods that you want to do? Either way is fine cause from what I've seen here, any mod you add support for will be great.
    Posted in: Resource Packs
  • 1

    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Slic97»
    It there a way to turn of certain items in the mod?

    I believe that there is an option in the config for the items to turn them off. If not then I would suggest ZZZZZZCustomConfigs. It allows you to remove any crafting recipe from any mod so that it can't be crafted.


    On another note, I love that we can finally dye the couches any color we want and that each section can be a different color is going to make for some interesting combinations. I also loved when you had added in the christmas tree and the presents. It puts a little more christmas into the game but I feel that the tree is a bit bare. Is it possible to make it that with either wool or stained glass that if you right clicked with it on the tree then it would put it into a little ball (or cube) on the tree? I just think it needs a little more to it and having decorations on it would be cool.
    Posted in: Minecraft Mods
  • 2

    posted a message on Idfix and Idfix Minus: mods for resolving Id conflicts
    Quote from AuronFFX»
    IDfix? I think you should change the name. I have a mod that when a mob of it kills me, minecraft crashes because of the grave (openblocks). I changed the id of that useless item to 0 but, your id"fix" always change it to another number although in the config of it I put the id 0 too. Now everytime I die, minecraft crashes and my stuff dissappears, and I dont want to take out neither dungeonmobs mod nor openblocks (althoug it adds an extremely stupid grave). So...

    You can't set a blocks ID to 0 because that ID is taken up by air. If you want to disable the grave there is an option in the config file that allows you to turn off the grave (if its not in the config then there is a command it has been a bit since I messed with openblocks). And the reason IDFix keeps changing it is because (if I remember how it works correctly) it takes all of the blocks and technically stores the IDs in another file so even if you were to change the ID in the openblocks config IDFix would read it as what it has saved.
    Posted in: Minecraft Mods
  • 1

    posted a message on KUDA-Shaders v6.1 Legacy
    I love this pack. I was wondering though if it were possible to use the forge id things so that moded leaves grass and flowers are effected by the shaders. I use this with a bunch of mods so when theres some grass just standing still it looks a bit weird. I haven't seen a pack do it before so it might not be possible. Im just wondering if you could give it a shot.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Quote from Superburns

    Could you explain a little more about how to make the mod SMP?
    i tried following the directions, and when i attempt to log in my server, i get this.
    but if i take out the config file in the config folder, i get in fine without the changed settings.


    The client needs to have the mod and the config file ids must be the same between server and client
    Posted in: Minecraft Mods
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