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  • 0

    posted a message on Tainted Magic

    Not sure if it was intended or not...but you cannot infuse the goggles of revealing to the shadow fortress helm. I also tried the warped goggles of revealing and it still did not work, though I have to admit it makes more sense to require the warped version. I haven't tried any of the face plates yet as I don't usually use them.


    Just letting you know :)


    Lady E

    Posted in: Minecraft Mods
  • 0

    posted a message on Tainted Magic

    :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: 's to you :D


    Thank you so very much for this outstanding mod and countless hours of added fun to my game.


    Lady E

    Posted in: Minecraft Mods
  • 3

    posted a message on Tainted Magic

    Just wanted to take a moment to express my appreciation; a lot of work has gone into this, and it shows. I really love the ability to make the crimson cultist items and am looking forward to more fun and interesting things to do with the cult.


    A thought had crossed my mind, perhaps the taint (being flux and careless magic oriented) could be perhaps linked to the crimson cult...sort of a 'magical wasteland created by them' perhaps not every taint biome, but some. Which could lead to abandoned and occupied crimson cult keeps, towers, dungeons and villages. Which could in turn open up ever more possibilities for this mod.


    You have a very neat thing going here and I am really looking forward to playing it as more content is fleshed out. Thank you for all the work you have done. I shall endeavor to check back regularly, wouldn't want to miss an update :) (gazes at her stacks of shadowmetal ore imagining the fun things in the future)



    Lady Eternity

    Posted in: Minecraft Mods
  • 1

    posted a message on [Thaumcraft Addon] Witching Gadgets
    Quote from BluSunrizeยป



    What the heck...that implies that the voidmetal block is somehow null, which makes no sense at all. No idea how that happened. Did you run out of block IDs? Are you using a big pack?


    Well I thought that at first, which is why I took the time to troubleshoot beforehand, didn't want to waste anyone's time if it was an error of my own. Here, I will copy what I originally wrote so you can see the process I went through.



    Previous Post:


    Having an issue with getting Minecraft to launch with this mod
    loaded. I updated my Forge to the most current version for 1.7.10 and
    took the mods out of the /mods folder one at a time to track down what
    is causing the loading failure. So, with everything removed except:




    Thaumcraft-1.7.10-4.2.3.5


    TravellersGear-1.7.10-1.16.4( I did have TravellersGear-1.7.10-1.16.6 but it failed so I downgraded hoping it would fix it )


    WitchingGadgets-1.7.10-1.1.10




    and of course the 1.7.10 folder with Baubles-1.7.10-1.0.1.10 in it.




    it still will not launch. If I remove TravellersGear completely it
    gives a forge error saying WitchingGadgets requires at least
    TravellersGear-1.7.10-1.16.4.




    So I am a bit stumped on what the issue is and would very much appreciate a hand :). Thanks so very much for your time.




    Oh and PS: I have already basically set everything to 'false' in the config....just in case.




    :: End of Post


    So as you can see...I highly doubt it was caused by a big mod pack or lack of IDs. Interesting enough though the WitchingGadgets-1.7.10-1.1.9 works fine. So I dunno. :P Hence why I thought I probably should let you know about the problem. :)


    But anyhooo, no worries....I'm sure it'll get worked out :) I am using the previous WitchingGadgets-1.7.10-1.1.9 version and really enjoying it. Good job btw :) Fun mod. And thanks for taking the time to read this, I realize time is a precious luxury for modders :)


    Lady E

    Posted in: Minecraft Mods
  • 0

    posted a message on [Thaumcraft Addon] Witching Gadgets

    // Hey, that tickles! Hehehe!

    Time: 10/15/15 3:59 PM
    Description: Initializing game

    java.lang.NullPointerException: Initializing game
    at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:217)
    at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:454)
    at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:432)
    at witchinggadgets.common.WGContent.preInitItems(WGContent.java:346)
    at witchinggadgets.common.WGContent.preInit(WGContent.java:156)
    at witchinggadgets.WitchingGadgets.preInit(WitchingGadgets.java:70)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)



    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:217)
    at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:454)
    at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:432)
    at witchinggadgets.common.WGContent.preInitItems(WGContent.java:346)
    at witchinggadgets.common.WGContent.preInit(WGContent.java:156)
    at witchinggadgets.WitchingGadgets.preInit(WitchingGadgets.java:70)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_31, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 126741536 bytes (120 MB) / 344465408 bytes (328 MB) up to 3207856128 bytes (3059 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 32 mods loaded, 32 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized
    CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    MCVanillaTweaks{1.0} [Mariculture - Vanilla Tweaks] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    WitchingGadgetsCore{1.1.10} [Witching Gadgets Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    backpacks16840{3.0.4} [Backpacks!] (zz-backpacks 1.7.10 - 3.0.4.jar) Unloaded->Constructed->Pre-initialized
    Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar) Unloaded->Constructed->Pre-initialized
    Artifacts{1.1.3} [Artifacts] (Artifacts-1.1.3.jar) Unloaded->Constructed->Pre-initialized
    ChickenChunks{1.3.4.16} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.16-universal.jar) Unloaded->Constructed->Pre-initialized
    craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1.zip) Unloaded->Constructed->Pre-initialized
    CustomSpawner{3.3.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.3.0.zip) Unloaded->Constructed->Pre-initialized
    MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip) Unloaded->Constructed->Pre-initialized
    eplus{3.0.2-d} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.2-d.jar) Unloaded->Constructed->Pre-initialized
    Enchiridion{1.1} [Enchiridion] (Enchiridion-1.7.X-1.2b.jar) Unloaded->Constructed->Pre-initialized
    rftl{1.7.10} [Rotten Flesh to Leather] (Forge SSP SMP - Rotten Flesh 1.7.2 1.7.10.jar) Unloaded->Constructed->Pre-initialized
    JABBA{1.2.1} [JABBA] (Jabba-1.2.1a_1.7.10.jar) Unloaded->Constructed->Pre-initialized
    journeymap{@[email protected]} [JourneyMap] (journeymap-1.7.10-5.1.0-unlimited.jar) Unloaded->Constructed->Pre-initialized
    Mariculture{1.7.10-1.2.4.2a} [Mariculture] (Mariculture-Deluxe-1.7.10-1.2.4.2a.jar) Unloaded->Constructed->Pre-initialized
    MariTech{1.0} [Marine Technlogy] (Mariculture-Deluxe-1.7.10-1.2.4.2a.jar) Unloaded->Constructed->Pre-initialized
    MetallurgyCore{4.0.4} [Metallurgy Core] (MetallurgyCore-1.7.10-4.0.4.18.jar) Unloaded->Constructed->Pre-initialized
    Metallurgy{4.0.6} [Metallurgy 4] (Metallurgy-1.7.10-4.0.6.80.jar) Unloaded->Constructed->Pre-initialized
    Mystcraft{0.12.3.00} [Mystcraft] (mystcraft-1.7.10-0.12.3.00.jar) Unloaded->Constructed->Pre-initialized
    StorageDrawers{1.7.10-1.6.2} [Storage Drawers] (StorageDrawers-1.7.10-1.6.2.jar) Unloaded->Constructed->Pre-initialized
    Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar) Unloaded->Constructed->Pre-initialized
    ThaumcraftMobAspects{1.7.2-2A} [Thaumcraft Mob Aspects] (ThaumcraftMobAspects-1.7.2-2A.jar) Unloaded->Constructed->Pre-initialized
    ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar) Unloaded->Constructed->Pre-initialized
    TravellersGear{1.16.6} [Traveller's Gear] (TravellersGear-1.7.10-1.16.6.jar) Unloaded->Constructed->Pre-initialized
    TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar) Unloaded->Constructed->Pre-initialized
    UsefulFood{1.4.5} [UsefulFood] (UsefulFood-1.7.10-1.4.5.jar) Unloaded->Constructed->Pre-initialized
    WitchingGadgets{1.1.10} [Witching Gadgets] (WitchingGadgets-1.7.10-1.1.10.jar) Unloaded->Constructed->Errored
    Launched Version: 1.7.10-Forge10.13.2.1291
    LWJGL: 2.9.1
    OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.30, NVIDIA Corporation
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: [ChromaHills-128x1.8_1.0.10.zip]
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)


    Does this help?


    And thank you very much for taking the time to assist. Sorry for the mods all being loaded...I had restored them to the /mods folder and was playing, minus Witching Gadgets. For the error logs I just stuck Witching back in and tried to launch :)


    Lady E

    Posted in: Minecraft Mods
  • 0

    posted a message on [Thaumcraft Addon] Witching Gadgets

    Having an issue with getting Minecraft to launch with this mod loaded. I updated my Forge to the most current version for 1.7.10 and took the mods out of the /mods folder one at a time to track down what is causing the loading failure. So, with everything removed except:


    Thaumcraft-1.7.10-4.2.3.5

    TravellersGear-1.7.10-1.16.4( I did have TravellersGear-1.7.10-1.16.6 but it failed so I downgraded hoping it would fix it )

    WitchingGadgets-1.7.10-1.1.10


    and of course the 1.7.10 folder with Baubles-1.7.10-1.0.1.10 in it.


    it still will not launch. If I remove TravellersGear completely it gives a forge error saying WitchingGadgets requires at least TravellersGear-1.7.10-1.16.4.


    So I am a bit stumped on what the issue is and would very much appreciate a hand :). Thanks so very much for your time.


    Oh and PS: I have already basically set everything to 'false' in the config....just in case.



    Lady Eternity

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Thank you Mevans for taking the time to fix the download. Everything looks good. /hugs :D

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on Agriculture (Modjam 2 Winner!)
    I LOVE this mod. It's not bloated. It doesn't add zillions of world gen plants (which are fine except they usuallly end up not being textured above x16 and clashing with whatever texture pack I am using). But most important, it's amazingly fun! I adore it. Awesome job. I will be using it from now on, along with your other mods. Beautifully done.

    Only bug I have found is when making bread dough, when you combine the bucket of water with the flour it eats the bucket.

    Thank you so much for sharing this with the community.

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Mevans,

    I noticed that the file has been re-uploaded to a new site, 4 Shared. I attempted to download the mod. It gave me an .exe named after your mod, and was around the right size. However...we all know .exe's are bad news.
    So I scanned it with Malwarebytes once it was downloaded and it found an infection in the file. It deleted the file during cleaning.

    I'm a bit confused on why this is happening, never known you to do this sort of thing. Perhaps it was the fault of 4 Shared. Anyway, would it be possible to reupload the mod to a safe and stable site please?

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Hey Mevans, the download for your mod is corrupt. You need to reupload it. :)

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I've tried to disable the losing magical ability when I die. I've set the config to the following:

    ####################
    # general
    ####################
    general {
        B:Death_AffinityLoss=false
        I:Death_Mana_Levels_Lost=0
        I:GFX_Level=2
        B:IsDebugging=false
        I:Mage_Dungeon_Grid_Size=150
        I:Towergen_Grid_Size=200
    }

    But I am still losing 1 magic level every time I die. While I understand the reasoning behind the mechanic, I don't really like it much and it makes being a pure mage very frustrating. I want to be able to turn it completely off. Is there a way to do this?

    Thanks so much for the assistance.

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    I started that single player game and the quest is still broken Mevan. :(

    So I got mad and moved my install to a new folder, redownloaded then moved my .jar back over. It has Forge 6.5.0.474 and Optifine 1.4.6_HD_U_A3. I moved NEI (Chicken bones version) and Lionking over with the same config. Then started a game up. When I give Raf the bones in that game...it updates the book. So this leads me to conclude one of my mods is causing a problem. But I have no idea which one. And I don't have the time...nor the patience to sit here and check each mod (I'd have to run through the quest for each mod...that's like 60ish run throughs...ug.)
    So I don't know what I'm going to do.
    I bet it's one of the new mods I am using. I betcha. Prolly that Witches and More mod...or Red Power. Those are both new to the mod list this Minecraft version. The others are tried and true. I use them each version. Are you running them?

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Quote from Mevans


    4. I like the idea of a wandering trader, but I'm worried that might break the 'continuity' of the Pride Lands if other dimensions' items are included. Well, perhaps that's something to change in the config file. And having him sell other mods' items would be incredibly difficult because it would be almost impossible to place a certain price on something that doesn't exist in this mod's code. That said, I do like the idea, and I'll probably be working on this fairly soon. I think it would be good if perhaps he had four randomly selected 'buys' and four 'sells' and he changed them every day.

    6. I agree, there does, but I don't want to just rush in and add a 'Silver Anvil' or something simple. This idea will need to wait until I have something that will fit well.

    7. This idea is interesting. It could be a mess to add with all the different subtypes of blocks to signify that they've been grown like this, but I'll be taking a look into it.

    8. The banana trees do drop saplings, just not as many as other trees because they have fewer leaves, but enough to increase the total number of trees over time. I tested this rigorously when adding the trees in. But the idea of fruit regrowing is nice, and I assume this would apply to the mango trees too. I'll have a look at that mod.

    9. This would be complex to add especially with the upcoming multiplayer compatibility, but I do like this idea a lot - minus the lions attacking, because I really don't want those creatures to be hostile. It is the Lion King and these animals are friendly there.



    =)

    Replies:

    4: The continuity of the mod is already being messed with because people start the mod in the Overworld. An easy fix would be start people in the Pridelands as default and then allow them to turn it off in the config if they want. Then you could give them a way to leave the Pridelands, but they would have to earn it. Like...maybe...they have to complete all the quests before Raf would open a portal to the Overworld. This would also solve the 'mod items and overworld stuff' not being available.

    6: I'm going to start a single player game and cheat in a gold ingot, so I can play only in the Pridelands...alone...so I can play the content (hopefully). I know there is a lot more then what I am seeing, but it's locked up in quests which I cannot complete in my current game. Maybe I will have some kind of amazing idea for the anvil once I see more of the mod. If I do, I will share it.

    7: I get tons of Hyena bones, which is why I was brainstorming new ways to use them. If the fertilizer idea is too complicated I'm sure I can come up with alternatives. How about being able to plant the Raf stick in the ground around the crops and it makes a "radiant aura" around it that makes things grow faster? It would use durability and eventually disintegrate, requiring you to get more. (Thus using the hyena bones) from Raf.

    8: Just tell Pam that Lady E gave you the idea to see how she did her apple trees, I'm sure she would be helpful. She's a sweety.

    9: Hehe this reply made me scratch my head. When I first came to the Pridelands, long time ago, it was because you had carpet. I know..so silly..lol. Once I got there I was intrigued. Then I found out I had to KILL the lions...the nice lions..to get carpet. So I assumed the 'wild' lions were meant to be killed. You can eat them, you can put their skin on your floor. If they are any way sentient...I would think they would HATE the player. Hehe. So in hind site, perhaps there should be a small 'faction' tracking going on behind the scenes. If you kill the lions..then your faction goes down, and eventually they will be aggressive, but the faction with the hyena's will increase. If you kill the hyena's then your lion faction goes up, your hyena faction goes down. If you have horrible faction with the lions then the various good characters like Raf will not be friendly to you. Instead you would go speak to Scar. :o And carpet and other 'lion pelt' recipes should be moved to another skin type. :)

    I really appreciate you taking the time to read my suggestions. Thank you kindly Mevan.

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Even though my Lion King quest line is currently not functioning I still have been spending considerable time in the mod lands. I even build a house there and have a chunk loader outside to keep it functioning when I am in the overworld/twilight forest/nether. :) I have some feedback I wanted to share.

    Opinions:

    1: I love the music. It's wonderful.
    2: I really enjoy that it has it's own ores, and they cannot be 'ore dictionaried'. (I realize before I wanted them added, but I have changed my mind).
    3: The hyena's are great. I thought I would get tired of killing them, but ya know what? I don't and haven't. :)
    4: I really enjoy how things mesh together. This is one incredible mod Mevan. It really is. I love it...completely. Watching a croc eat a zebra is fun...and sad. Heh.
    5: I :wub: all the wildlife. Simply stellar work.
    6: I really love all the different foods, and all the neat things to find.
    7: Peacock ore is amazing. The way it is done makes me want to find it...not just for utilitarian use, but for decor!
    8: The biomes are perfection. I love the way they look, I love how they so totally fit into the lion king in general.
    9: The pridestone is surprisingly fun to build with. Not sure why...but I love it like 500% more then the default cobble/smoothstone.
    10: I think the mixing bowls are ingenious.
    11: I ADORE that buildcraft oil spawns in the Pride Lands.
    12: I love the giraffes wonderful concept.
    13: Most of all though Mevan, I love the way it all looks so neat together.


    With that said, I have some ideas after playing for a few days mostly in the Pride Lands.

    Idea's:

    1: Hyena heads should repel the hyena type they came from. (I think a head mounted on something is pretty scary, and would pose as a warning.) Or perhaps they could be used to craft a block that would repel them.

    2: Maize stalks could be dried (cooked) and used to make furniture; along with wood, or baskets. (like the factorization barrels)

    3: Corn should be able to be scrapped from the cob with a sword (or a flint knife) and cooked/dried, then used as Zazoo food. If the dried corn is placed into the grinder it makes ground corn. Combine that with a powder introduced to ore gen: Lime, to produce Masa Flour which can be used to create tons of things. Corn Bread, Breaded Fish, Breaded Lion Chops, Breaded Zebra, Corn Muffins. Ground corn could also be combined with thos square melon things to create Corn Syrup, which could be a stand-in for sugar.
    Corn Bread could be cut into slices. Slices could be combined with cooked meat to created sandwiches.

    4: The Pride Lands needs a way to get things from the overworld and other mods. That way if a person wants to live there they can. I purpose a trader. He/she would wander the Pride Lands, stopping at important stops like Raf's tree. If the player erects a dwelling and stays in one area for awhile their location gets added to the traders route. The trader would have other mods and overworld/nether items for sale/trade. You would have to trade furs and other valuables to the trader to get coin. It could take some effort just to afford off world items. But the idea is, you can get them without cheating.

    5: The Pride Lands mode of getting there needs to change I think. Instead of the lion in a ticket booth I purpose he is set free. So one lion every what? 200 blocks (or user specified). You give him the gold and he gives you the ticket and the portal stones needed, instructing the player to place them just like a nether portal. This way the player can design around the portal and decorate, placing it where they choose. To be honest...what we do to get around the ticket booth inconvenience is we mark a book with Mystcraft at the house, then make a book in the Pride Lands where the portal is. Just seems kind of silly. As a sub idea: How about making the portal stones mineable or spawn ONE ticket booth at 0,0...

    6:There needs to be some kind of anvil equivalent.

    7: I purpose making a mixture of ground hyena bones and ground mango to create fertilizer. Only this would be special fertilizer. It would remain in the tilled soil you placed it in until used up by the plant. It would have a graphical indicator...like scattered ashes or something, would make the plants grow faster and yeild 2x the norm. If used on a tree, the tree would grown 2-3x bigger and produce 2x the product (mango's, passion fruit, banana's).

    8: Fruit needs to spawn under the tree leaves, and it needs to renew (regrow). I found one of those banana saplings. I was SO excited. I planted it and used Raf's stick on it. It was awesome. I got the banana's and chopped the tree down. But it didn't drop a sapling. /sigh.
    Once the tree is grown..it's grown. Most trees produce fruit more then once. Pam's Apple trees has a nice system if you'd like to look at it. She's really wonderful.

    9:If you kill a game animal (like a zebra) you should get a debuff on you called scent of prey. While under this 'smell' hyena's should see you from a lot further away and lions should have a chance to attack you.

    10: The mod should track what you eat. If you eat a lot of one specific thing you should start to take on attributes of said food. So if I eat zebra, or foods made with it all the time then my speed should innately increase. If I change and start eating lion more then my speed will reduce but my strength will increase (Strength of the Pride) (increased damage).

    I have other idea's but my back medicine is kicking in hard and I am having trouble concentrating. So perhaps I can continue at a later date.

    :)

    Lady E
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] The Lion King Mod v1.13
    Quote from Mevans

    Yes, that should work as long as you do it on a private singleplayer world.


    I did. And it did not work. So, I and my husband thought maybe it was because it was in Lan mode when I intitally picked up the book. So I re-created (the button) the same world we were using...in single player. I cheated in a gold bar, gave myself some gear and went to the Pride Lands. I got the book, opened it and it said "Speak to Rafiki in his tree at the center of the world." I walked to the tree real quick, climbed it and spoke to Raf. He told me he wanted Hyena bones (Stack) for his stick. I cheated a stack in and gave it to him. He gave me the stick and told me to go kill Scar. I opened the book back up...under the Rafiki's Quest button it still says "Speak to Rafiki in his tree at the center of the world."
    Also, I went ahead and killed Scar, and it still did not update the quest in the book.
    So it isn't even updating the quest at all it would seem. I am in single player, on a map that has never run Lan.

    Question is, how can I save my current game? :( And why is my Pride Lands quest broken. :(

    Lady E
    Posted in: Minecraft Mods
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