• 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    cant for this mod to be ported to 1.12 now that ive embraced progress. also i wish that the textures from older version, specially the paper_32 series. those maids are cute.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    thats my sentiment exactly man. listen not to promote piracy but all the good emulator is made in C#. i bought this up because-=

    PPSSPP
    =- is made in C# and it is fast as heck. -=
    JPCSP
    =- is made in java and it is hated amoungs pc users. topic in hand, i am willing now to switch to a newer stuff and still gonna wait for the C# minecraft man. i wish you luck on supporting TiDef more man.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    well lance if 1.7.10 really is dead then maybe its time to move on huh. just wish some of the more cooler mods are already on 1.10 then i will gladly abandon the dying old thing and go to the mor ehip thing as i usually do. i can get from 1.5.x -> 1.7.10 as easy i can do the same thing ti 1.7.10 -> 1.10. also i heard that 1.10 would not be java anymore right. or was it 2.0 because i was so looking forward to see how a C# minecraft would work.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    so lance. will the changes present in the latest 1.10 be available to us still using 1.7.10? or are you gonna lock us out like other modders who got too excited to update and forgot that 1.7.10 is still relevant because honestly, im scared. i just want my mods still functional to the version i like. i mean cmon, ive been to 1.2.5 -> 1.4.5 -> 1.6.x -> 1.7.5 -> 1.7.10 and every version i have to revise what mod i use and miss out on outdated mods that either dont have a successor or its update doesnt cut it as the previous version. people still love 1.7.10 man so please work with us. dont hold the 1.7.10 for granted and give it some love. i may be steaming on a wrong person but TiDef + metallurgy = awesome man. just a little heads up on why i dont want to update just yet to 1.10, is because its modding scene is a bit bleak. it might sound hypocrytical considering i want a better 1.7.10 verison of TiDef with 1.10 features, i say i just want to stay to 1.7.10 for a little longer until 1.10 is officially a modding powerhouse.

    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    hs this been asked? will ExtraTic ever gonna get a real compatiblity to Tinkers Defense. i can barely make anything with that awesome mod now that it allows tinkers armors, not just shield. i love my damascus steels and want to try out a damascus steel TiDef armor but eh. just that. will ExtraTIC ever gonna be compatible.

    Posted in: WIP Mods
  • 0

    posted a message on Tinkers' Defense

    thanks lance. also its a shame the i still cant make metallurgy stuffs with TiDef. they look frigin awesome. so i have to stick to using my amethyst armor(i have i think artifice or advent of ascention on) while i figure out how to make metallurgy TiDef stuffs.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    yea i saw that using nei. also my #3 question hasnt been answered yet so im just gonna ask again. how do i make cloth materials? the wood building thingy says no known material so i cant even make mage robes.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    so what happens now if i made a metallurgy 4 armors using TiDef? will it have no texture at all? cuz if its just a while blob on my body thats okay. ill just wait for an update that has the graphics. nowim also just gonna ask what version of TiDef should i use so i can make armors using Metallurgy 4 stuffs. cuz on whatever version i have it doesnt allow me to even make a Damascus Steel Shield(i love damascus steel).

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    its been a while since i played minecraft because i dont know **** in installing good mod(lemme rephrase that, i suck at installing mod that are stable) and now that ive got technic, i can just get a modpack and edit it all nilly willy(i always play alone anyways soooo....), so ive decided to play minecraft again with the usual mod like tidef. speaking of which, ive played some time already with tidef and i have some questions.


    1) Will TiDef have support with Metallurgy 4? it would be sweet to wear an adamantium set of armor and shield. currently TiDef only support its own metals and some metals like electrum which is dumb.


    2) Does TiDef have some sort of issue with Player API based mod like Smart Moving? because the first steel helmet that ive made doesnt act like a helmet, and by that i mean it doesnt stay on your head. it doesnt spin as you spin. it is locked in just one direction. and why is it transparent? is it because of Optifine?


    3) How do i make Cloths? the cloth shaping thingy doesnt specify.


    4) Why does the helmet that ive made doesnt give armor? just a preface, im usingNatural Absorption which turns your armor rating to extra health. when i wear the steel helmet it doesnt give me absorption. is it incompatible yet?

    Posted in: Minecraft Mods
  • 0

    posted a message on Modpack Chunks Not Being Generated Properly (Please Help)

    i just recenly played trollcraft(i think the one ssundee and gang plays on) on technic as a single player thing. and thing is, i think biomes o plenty is having an issue of some sort. im getting whole biome missing like the map hasnt loaded, except that wasnt the case, because i can cross the other part of the fragmented island without getting stuck spazzing. meaning there is suppose to be a biome in that space but failed to load at all. the world doesnt crash or anything, in fact it seems a bit stable aside from the large missing biomes. i tried disabling biomes o plenty in the mod menu in-game and going to try outright removing it on the modpack in hopes that it fixes it.

    Posted in: Mods Discussion
  • 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    i did put the zip files in the mod folder but still nothing. i got stumped and felt stupid that i forgot that this is a new LMM and needs new things like the model loader zip files so i downloaded them along with the two texture packagaes. but with no luck i cant still use the paper32. i got mad because ive been trying for hours to end, but with just a glimpse of a light, i tried putting the paper32 files inside one of the packagaes(essentially merging them) and with luck, i finally got paper32.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    so ive been twidling with my new minecraft install(i got a much more powerful new pc) and got this mod because its that awesome. i hit a problem though and that using the maid textures. i got the claire and paper32(which is extremely adorable btw) but its not showing up. i place 3 copies of them, one in each, inside the mods, inside the 1.7.10 inside the mods and inside littlemaidmobx folder inside the mod. am i missing something? i got those here http://hashibami.nobody.jp/#modtex.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    so first its been a while(like a couple of updates long, maybe 1.4.5) since i went here in hopes of getting seasons mod for 1.7.10. seems like it is still for 1.6+ huh. oh well. also is it possible to make a sort of bridge for seasons mod and envirmine when it comes out for 1.7.10? because that would be cool.

    Posted in: Minecraft Mods
  • 0

    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF

    guys can i ask something? does v6 engine or v8 engine makes stuffs faster? because i built a hind with v8 engine and its pretty good.

    Posted in: Minecraft Mods
  • 0

    posted a message on Heavy modded minecraft and OpenGL issue

    the title might sound confusing but to summarize, my computer only has 2gig of RAM and my NVidia GeForce GT 9500 only has about 512M of internal memory, so yeah my computer is a dinosairus rex. the issue i want to ask is how much memory should i give to my minecraft when it has 140 mods that i cant take to remove. i tried Xmx700M but its not enough to run it at a steady framerate but giving it Xmx800M gives me the out of memory error that kicks you back to title screen. also my pc is a dual core just to add. i cant seem to find a good answer on the internet so im betting all, i mean all of my hopes here so please guys be nice and dont be a douche to your answers.


    EDIT: ive manage to remove a couple of mods that i rarely used and im going to test if Xmx750M would be enough.


    EDIT EDIT: A few mods remove later(about 10) and at xmx750 and now i can run my minecraft 1:1 run ratio. seems that the following mods just put too much stuff on my minecraft and thats fine with me because i rarely use em anyways.


    thaumcraft stuffs(including the bridge for AE2)

    dragon mounts

    draconic evolution(the dang mod is just too much for me anyways, its too hard.)

    simply jetpack(i just wanna try the tubeous jetpack that Gaming on Caffein used but not the actual jetpacks so pretty useless for me)

    thermal expansion(i have too much tech mods anyways.)

    Too Much TNT

    and Electricla Age.

    Posted in: Java Edition Support
  • To post a comment, please .