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    posted a message on REQ/Suggestion Anvils/Iron Furnaces and Hammers
    Bump. It took a while to write all of this...
    Posted in: Mods Discussion
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    posted a message on [WIP] ~Blacksmith Mod~ |Anvil&Tools/Repairs/More!|
    Hey, I've made a thread somewhat based on your ideas. Please tell me what you think

    viewtopic.php?f=25&t=142156
    Posted in: Mods Discussion
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    posted a message on REQ/Suggestion Anvils/Iron Furnaces and Hammers
    So I've been inspired by some of Diet Taco's ideas for his Capitalism mod. I am not trying to steal his idea, just improve on it if that's possible.

    viewtopic.php?f=25&t=115431

    I have no modding experience, however I am full of ideas and perhaps someone will take them into consideration? I hold no copyrights on these ideas so if any modders like them please go on and start making. :-)

    So Minecraft is about levels. Stone is better than wood and Iron is better than stone. Going on this idea, why do we have only one level of crafting workbench, and one level of furnace? My idea is as follows.

    Crafting workbenches are crafted the same way but now ONLY craft items and tools up to and including Iron. If you want to craft with higher ores you need to use an Anvil (explained below)

    New tool! Hammer/Mallet, crafted like this;

    :Iron: :|: :Iron:
    [] :|: []
    [] :|: []

    :Iron: = wood, stone, Iron, gold, or diamond.

    The hammer is used in repairing (explained below) and also can aid in VERY speedy destruction of cobblestone, smooth stone, wood and logs (and sandstone?). This would be useful for carving out rooms in mountains/caves/easy demolition without TNT/deconstructing failed projects, etc. You won't however get the drops. I'm thinking it has durability comparable to pickaxes depending on the ore used.

    Anvil, crafted like this;

    :Iron: :Iron: :Iron: ]
    [] :Iron: []
    :stone: :stone: :stone:

    Anvils can not only craft all ores/tools, but also have repairing capabilities, which the workbench does not. It has a crafting square like this;

    [] [] [] ----> [] This is your item you made/repaired
    [] [] []
    [] [] [] <---- [] This is where you would place your hammer if you were repairing.

    To repair an item you would simply place it in the middle of the crafting square, and place ONE ore of the corresponding type in a square around it. You would also place a hammer with the corresponding (or higher) ore type in the outside lower square to the right. For instance if you were repairing an Iron pickaxe you would place the 'broken' one in the middle square, place a hammer with the corresponding (or higher) ore type in the outside lower square to the right, and place an Iron Ingot anywhere in the 3x3 crafting grid around your pick. You would then get a new Iron pickaxe in the outside upper right square, and your hammer (in the outside lower right square) would have one less use.

    I understand shovels only take one ore, they are cheap and don't drain resources like a pickaxe would. You would still be able to repair them with one ore of that type. Plus repairing an Iron or diamond shovel would save you some Iron (explained below).

    Diamond and Iron tools now need iron rods to produce. Wood sticks are not strong enough to craft these.

    Iron Rod, made like this;

    [] [] []
    [] :Iron: [] ----> :|: Crafts four of these Iron rods.
    [] :Iron: []

    Cobblestone Furnaces now only smelt ores up to Iron (and gold) (should there be any higher ores you would smelt added later on, it would not smelt them). If you want to smelt higher ores and faster, you would need to upgrade to an Iron Furnace.

    Iron Furnace, made like this

    :Iron: :Iron: :Iron:
    :Iron: :Glass: :Iron:
    :Iron: :Iron: :Iron:

    Iron Furnaces are much hotter than cobblestone ones, meaning they smelt everything at a faster rate while conserving fuel better. Plus, should Notch add higher ores that need to be smelted, this would be able to while the cobblestone furnace wouldn't.

    Thankyou for reading, I tried to make it as clear as possible!
    Posted in: Mods Discussion
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    I love this pack mainly for the trees. They really give my world a great vast feel. Plus combined with the wild grass mod they look beautiful. Notches trees look like crud compared to these nice ones. It would be nice to see the new darker wood used for the big pine looking trees of this pack. And would be nice to see real Birch looking trees that are taller and with thinner foliage. I would be happy with a pack that is just trees and then I'll leave the terrain manipulation to the real engine. Any possibility of this happening?
    Posted in: Minecraft Mods
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    posted a message on [1.3_1] Quintessential Creatures [WIP][MOD]
    Off topic but I love how some people are so terrified of their PC getting a virus that they'll pay 50$ a month for Norton and treat every web page like it's the apocalypse for your computer. Back up your important **** to SD, Dump all your crappy pictures, and restore to factory settings.
    Posted in: WIP Mods
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    posted a message on Golem -=- [MOB Suggestion](Custom Graphic)
    Just found this mod

    viewtopic.php?f=25&t=125803

    I think these little guys should behave like that but without the hut.

    Step 1: Create the Golem
    Step 2: Throw the golem from your inventory by pressing Q. The golem is an NPC (this possible?) The golem starts checking for a nearby chest.
    Step 3: Place chest near the golem. Golem checks chest but nothing is there. Golem continues to check the chest.
    Step 4: Place Netherrack tool (Pickaxe, Hatchet, Hoe, Shovel, Sword) inside of chest. Golem checks chest and sees that the tool is there.
    Step 5: Golem takes and now uses the tool to do the appropriate job:

    Pickaxe: Golem digs down a 1x1 tunnel and won't stop digging unless killed.
    Hatchet: Golem chops down all reachable wood trunks within a set radius, then proceeds to place the collected wood inside the chest.
    Hoe: Golem hoes all dirt within a set radius, then proceeds to place all collected seeds into chest. (Lawn mowing anyone? :-))
    Shovel: Golem will flatten an area within a set radius.
    Sword: Golem will become territorial and attack all NPCs within it's set radius. (Not you)

    Netherrack tools look much smaller and are useless to us, but never degrade for golems. once you give them one, however, you won't be getting it back. The golem will continue to do it's job until it's killed or there is nothing left to do, then become idle, but will still check if there is wood to chop, enemies to fight, etc.

    Let me know if you like my suggestion!
    Posted in: Suggestions
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DeathShot »
    Well they didn't help me. I just need one for horses, not the whole package.


    Download Audiomod, Modloader, and the full package.

    Install the whole thing using a youtube video. There are three on the front page. Once that's finished and you have the minecraft properties inside the .minecraft folder, double click it. It may promt you that it can't open it and to search the web. Instead choose the option that says choose a program to open it with, then go with notepad. put No at the start of each creature that you DONT want to be in your game. Leave the horse text alone.
    Don't forget to delete Meta INF
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Just wanted to thank you for all your work on these creatures. I am walking around in amazement at the beauty of this game thanks to these modders.

    //i774.photobucket.com/albums/yy28/Jonny_Ace/horse.png" width="" height="" alt="" />" width="" height="" alt="" />

    Here is what's in the picture:

    Wild Grass 5.3
    Biome Terrain mod trees beta patch. (go to the thread and search for it in the posts)
    Mo' creatures v 2.4

    Thankyou! :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Sounds great! :-)
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I've been trying to get JUST the cave ogres (no green or fire ogres) and I've tried deleting the render ogre and render fire ogre classes, the model ogre 1 and/or 2, two of the ogre entity models and I've tried deleting various forms of each and I just get black screen. I don't want to be rude by refusing some of your models, I just don't want them tearing up the terrain everywhere. Again, is there a way that some of us could get a download for just the cave ogres?

    Or will it be in the future that we will be able to select the mobs that would be in our game?
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DooM Marine 99 »
    Quote from JonnyAce »
    Might it be possible to make a download to just get the underground diamond ogres? I love the ogres but I just don't want them tearing up the minecraft landscape above ground. I do like the danger of them being there underground though. If not could you explain what to delete off the 3x ogre download?



    Might have to test this a bit, but in your Minecraft.jar file, keep all the ogre sound files (OGG), and delete ogreclass1 and 2.

    If I'm not mistaken, ogre class 3 is the cyclops (diamond blue ogre), and by deleting the first two (regular and fire), you will only have the valuable, possible rarer than a fire ogre (can someone confirm if cave ogres are rarer than fire ones? Not the fact of where they spawn, their spawn rate), cave ogre.



    If Dr Zhark uses the same spawning code

    viewtopic.php?f=35&t=40917

    Then the reason why they are so rare is because when the check is done they are limited to spawning under a certain row of blocks, and need a flat surface to spawn which is rarer in caves. It makes it okay, though because they drop diamonds and I don't want them too common..
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Anealaneal »
    Can somebody please like me to a video or some good instruction on how to download this on a mac please. Thanks



    Did you look on the front page? There are three videos on how to install this mod, with one being for mac.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Might it be possible to make a download to just get the underground diamond ogres? I love the ogres but I just don't want them tearing up the minecraft landscape above ground. I do like the danger of them being there underground though. If not could you explain what to delete off the 3x ogre download?
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    thankyou :-)
    Posted in: Minecraft Mods
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    posted a message on I have all these files that don't do anything.
    Find your .minecraft folder. With windows you type %appdata% into the run search bar above the Start button. With mac you need to google where the .minecraft is located. (and next time you buy please get a windows pc). Once the .minecraft is located you need to delete the bin folder within it. Then run minecraft.


    This next method will wipe your worlds
    Alternatively you can try deleting the .minecraft folder itself then go to minecraft.net and log in with your account. Under the 'Home' tab look to the right of the video. Press the download button then go into your downloads and EXTRACT the file by right clicking it and scrolling down the options. Then run the extracted file and that will install an all new minecraft on your computer. Again this method will wipe clean all of your worlds.
    Posted in: Mods Discussion
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