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    posted a message on Conquest_ [WIP there is always more to come]

    I realize that you're probably busy updating the texture pack for 1.13, but I was wondering if you could update the mod support when you finish with that. Most of the (honestly, few) mods you support are for older versions of minecraft. Many of them have updated versions or succesors in 1.10+ (Better Than Wolves --> Better With Mods for example) and there are plenty of mods that I would like to see supported, such as PrimalCore, Animania, or UndergroundBiomes (although retexturing 24 different types of stone blocks would be prettey tedious). That being said, I realize that you probably have other things to do but I think that extending the mod support or allowing others to submit addons for mods would increase the attraction by quite a bit (just look at Sphax), especially since this is such an incredible texture pack.

    Posted in: Resource Packs
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    posted a message on Tinkers' Construct 2

    Nevermind

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks

    So I've just started a new world and when it came time to make my first weapon I decided to go with a javelin, since I've never really used them before and it actually looked like a decent first weapon (I added wooden tough rods to the whitelist since javelins are pre-smeltery). I actually like them, they're a good blend of melee and ranged for early game, except for one little blip. When I was fighting off a wave of zombies, I noticed that the javelin had much less experience than I expected. I did some testing and discovered that while ranged attacks give you a whopping 10 experience, melee attacks give you nothing. This sucks because javelins have the lowest ammo count of any ranged weapon, since they're also good for melee. That means that I'm constantly going back to my tool station to replace the three javelins I've used so that I can level them up. I'm hoping you can change something (I know nothing of mod-making) so that melee attacks gain experience as well. If it's an "either/or" situation, then I'd suggest dropping ranged experience in exchange for melee as the low ammo count means that most people will be using melee, as they can repair it on the fly but have to go back to the tool station/forge to replenish the ammo.

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    Is there any way to prevent Vanilla rivers from generating in my world? I want Streams only, no silly stagnant rivers. I get that this would result in less places for the streams to end, but maybe you could add lakes or something for them to end at instead.


    PS. I play 1.7.10.

    Posted in: Minecraft Mods
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    posted a message on Partial Modification Loader (PML) 10.3 for Minecraft [a modding tool/platform/API]

    I installed PML for the Seasons mod, but ultimately decided against it. Upon uninstalling it, I discovered that my Curse/Twitch launcher had broken. Pressing play on a modpack brings me to the Mojang launcher, but it immediately crashes when I try to load the game. There is no crash report that I can find, there is no crash log in the modpack folder.


    Launching Minecraft through the Mojang launcher (avoiding Twitch completely) works . Launching any modpack from Twitch results in a crash. Launching a newly downloaded pack from Twitch results in a crash. Launching new Custom pack results in a crash. Launching an imported pack results in a crash.


    EDIT: I feel like an idiot, I forgot to remove the additional Java arguments. Nevermind.

    Posted in: Minecraft Tools
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    posted a message on MineFantasy2 - Alpha

    I'm using Realistic Terrain Generation with this, and I can't seem to find any limestone. Though I might have just not found it yet. How common is it?

    Posted in: WIP Mods
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    posted a message on The World Explorer Mod

    I have the same bug. Apparently, "Lorem ipsum dolor sit amet" is Latin nonsense used as filler text. Maybe that will help find the problem

    Posted in: Minecraft Mods
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