• 0

    posted a message on Updating Java Version 1.8.0_25 to Version 1.8.0_74

    Hello Everyone,


    I may have gotten what I needed.


    If you are stuck on this problem this site may help. https://github.com/BluSunrize/ImmersiveEngineering/issues/2929


    Read down in the comments below and you'll see some steps that you could take.


    I followed the steps and so far have successfully launched the game.


    But, I still have a question.


    Programs(x86) folder was not the folder that I told the launcher to look for the Java executable. I had it look in the Programs file. I'm not sure I understand why. The launcher is set to look into the Programs(x86) by default.


    Any ideas?


    Thanks!

    Posted in: Java Edition Support
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    posted a message on Updating Java Version 1.8.0_25 to Version 1.8.0_74

    Hello Everyone,


    I've done quite a bit of searching and I've tried a few solutions and have gotten nowhere.


    In order to get around a bug with Immersive Engineering and Java 1.8.0_25, I need to upgrade the Java version for Minecraft. The trouble is there are no clear tutorials or information on how to do this.


    The best I got at the "official website" is that Minecraft uses 1.8.0_74 by default. https://minecraft.gamepedia.com/Tutorials/Update_Java


    So, I uninstalled Minecraft, restarted the computer, and reinstalled Minecraft but, it still uses 1.8.0_25.


    I've looked all around at the options in the Launcher and there is nothing there to allow me to manually change it.


    I've also tried deleting all the contents of the corresponding Java Runtime folder and replacing it with the contents of the _74 folder. But, the Launcher crashes everytime.


    So, I'm stuck. I'm out of ideas.


    Could somebody help me out and point me in the right direction?


    Thank you in advance for any help/information.


    -Landar

    Posted in: Java Edition Support
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    Hello Millenaire Developers,


    Thanks for making this outstanding mod! Please keep up the good work.

    Posted in: Minecraft Mods
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    posted a message on Ancient Warfare 2

    Hey Mohawky,


    Yeah, I just saw some posts of yours over at the Ruins thread. I'm trying to figure out how to have mobs spawn with structures. I'm going to try to use mob spawners for now.


    I hear you on Custom Mob Spawner. I like the program and don't like it all at the same time. I found it almost completely not usable in 1.7.10 because it would over populate my worlds, ignore my config settings, not play nice with mobs from other mods like Oceancraft, and its config files were broken out of the box.


    I am having success however in 1.12, although, I'm not using very many other mob adding mods in my current pack. I've got a few from quark and some wasps from BOP but so far so good. I did have to edit the config files to get things working right but so far I'm happy with the results. I was able to turn down the spawn rates soas not to get overwelmed.


    How's the structure pack coming along?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hi Guys,


    Thanks for the help so far.


    @Gillymoth, I read over your post and I'm lost. I'll have to read it a few more times, I think. I'm getting so-so results with just doing embed into distance = 1. I think the gist of what you're getting at is that you're building a basement/foundation for your buildings and then telling ruins to wrap the ground around it.


    I think 1/4 animal was telling me about the idea of using a "filler" template so as to make other structures in a biome category spawn a bit less frequently. So, I made a whole bunch of things like coral reefs and sandbars and was able to get them to spawn underwater. That has been helping alot.


    Now, I'm trying to move onto making things more interesting by having some kind of dungeon type things with mob spawners. So, I got this epic ship from Chocolate quest and am trying to replace the original now useless spawners with new ones. FYI, the ship is called Boom Slang. I was able to scan it sort of successfully. The mob heads are not reproducing correctly. And I'm not able to get mob spawners to work.


    What I did was to use the give command to get a generic mob spawner. I placed them and then used a spawn egg on them to change them to what I want them to be. The trouble was that when I used the testruin command, these spawners spawned in as pig spawners.


    I glanced over the forums and it appears I have to edit the file? I have to write out the name for each spawner?


    My next question is regarding how to place the thing on the ocean surface. From an earlier discussion I now know that I should set preserve_water=0. But, do I need to do something to set the water line on the vessel? Would that be embed into distance?


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]

    Hello Everyone,


    A big thanks to the developer of this mod! It's allowing my son and I to play together.


    In 1.7.10, I've run into a problem using Cuchaz Ships Mod. I can get the ship all set up no problem and Launch it. The problem is when I attempt to use the ship's helm. The Joypad mod treats it as if I'm accessing an inventory. And what happens is that my stick that I use to move around is disabled from moving controls, to moving the reticle around as if I'm accessing a chest or box or something.


    What this means is that I can't pilot the ship. I've tried to remap my keys. I've tried mapping WASD to the dpad. But, that doesn't work either. I'm hoping there is something I can alter in the config file for Joypad mod.


    Does anyone know a solution?


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hey 1/4 Animal,


    Thanks for those suggestions, they were most helpful. Overall, I'm very surprised at how easy this program is to use.


    Let me ask something. Do I understand correctly that the program will randomly rotate a template? Is the following command written correctly to both test a structure and rotate it?


    /testruin <name> <#>


    name is the name of the template and it's folder it's located in

    # can be 0, 1, 2, 3 and corresponds to a cardinal direction


    It might be like:


    /testruin ocean/orespire 1


    Using the information you supplied, I was able to make 10 structures that spawn fairly well underwater. I also was able to move the OreSpire to the ocean. By fairly well, I've noticed this odd thing happen. If there is a sloped area, many times the template I've made will spawn in on a single block and then jut out in an impossible way. If Minecraft had gravity, that template would be in trouble. For now, I'm trying to use embed_into_distance and that helps.


    Ruins also uses modded blocks which is a huge awesome feature.


    Going by what I've seen in the main ruin config file, it looks like we can only space templates out from each other overall. Meaning, that we couldn't say have structures spawn more often in one biome rather than all the others. I'm trying to stick more stuff into the oceans because they are fairly barren.


    I noticed in one person's pirate ship they made, they were able to give it a number that made it spawn less frequently.


    Their line read:


    uniqueMinDistance=1000


    It would be a pain I think, but it seems to me that if I adjusted the main central config and made everything throughout the whole world spawn more frequently, I could in theory, go to each separate template and give them a number to make the ones I want spawn less frequently.


    I'm trying to make simple little things like rock clusters, giant corals, bits of boats, etc... I guess like the stuff one might buy to stick in their fish tank. Just to make the ocean biomes a tad less empty.


    Thanks for the help!

    Posted in: Minecraft Mods
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    posted a message on Ancient Warfare 2

    Hey Mohawky,


    I just put together another pack for my son and I to play all about the pirates of the Caribbean. I'm really looking forward to 1.13 for all the extra sea stuff.


    I used BoP for all their tropical biomes and Geographicraft to then rearrange everything into bands of tropical islands. That was a huge project just by itself. These together with Mo' Creatures for some sea life and now I'm beginning to start lagging. So, I tried Optifine with it.


    I noticed two things. Optifine doesn't do well with BoP fog. In fact, everytime I loaded a world, it would crash to desktop or just freeze up. Turning off BoP fog eliminated that. Then when I finally was able to get a world up and running, Optifine did some really weird stuff and it lagged worse than without it.


    So, in this instance I have very similar results to you as well. Optifine seemed to help my last two packs. But, I didn't use either BoP or Geographicraft.


    Could I get your input on something?


    I've been toying around with Atomicstryker's Ruins mod and at first glance it seems to have a simpler structure scanning system. But, AW2 can do a whole lot more. What are your thoughts on this? Have you tried using ruins? I was thinking of doing some really simple things like make fallen down trees or maybe some rocks that spawn in the ocean.


    Thanks!


    UPDATE 5-29-2018

    I've been experimenting with Ruins by Atomicstryker and I'm impressed with how easy it is to make structures and then have them spawn into the world. Although, I doubt very much it would do well for more complex builds with custom loot chests, npcs, and the like.


    I'll have to swing back around to working with AW2 because I'm going to want to make pirate forts and ships and populate it with bad guys. I'll have to find some skins too I think.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hello BoP profesionals,


    If I may, I'd like to give some feedback regarding the mangrove biome.


    I grew up around mangrove islands and did plenty of boating around them as a kid. The way they are implemented with this mod is that they pretty much function like another swamp biome. But, they really are more like small islands in the real world.


    I'm sorry I'm not posting an image here to help explain it but, basically they have these seed pods that resemble miniature bananas. These pods float around in the water and catch onto very shallow sand banks. Usually these banks are only about a foot or so deep. Over time these pods grow into the mangrove tree. These trees grow in all kinds of different directions and seldom have I seen any that grew straight up as suggested in the mod. I do understand that the ones in Minecraft are obviously an interpretation. Mangroves are quite amazing and as a kid they were a lot of fun to climb in.


    But, I thought of a couple of ways that might better represent these trees and this environment. I think they would work better if they spawned as a separate biome altogether just like how the tropical island biome does. In fact, the mangroves that I've seen are almost always out in clumps with sand getting formed around their roots. You could do this with no change to anything. In fact, I was able to make this happen using the geographicraft mod. I found it to work fairly well. I just set it from a warm biome to an ocean biome.


    It could become just a little bit better if the sand were better placed. So, when I made the mangroves into their own separate island biome, they spawn into the world with a sand barrier around them. That's not quite right. In fact, it would have been better if there were clumps of sand with trees growing in the sand and definately with trees surrounding the sand clumps. Imagine if you will, a circle of sand and then cover that sand with your mangrove models and then surround the sand with a ring of mangroves. But this would just be one "island." You would then have lots and lots of these "islands" all grouped together to form the biome. There should be some sort of spacing between these sand island clumps with water, but it would be better if that was randomized. Sometimes they would be far enough to row a boat through. Sometimes even huge enough to drive a motorboat through, but sometimes they would be almost no room at all. Maybe just enough to wade through.


    You could look at pictures of Matanzas Bay for reference. Dog Key is an island in that place and it pretty much is what I'm trying to describe.


    Thanks for reading! And thanks for all the super awesome tropical biomes.


    It might be called Estero Bay.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hi Everyone,


    I have some simple questions.


    1st: I wanted to take the orespire from the generic folder and make it so it would spawn in the ocean and deep_ocean biomes. I thought all I had to do was move over the file into the ocean folder in the ruins config folder. That doesn't seem to work. Any advice?


    2nd: I watched AtomicStryker's quick tutorial on making templates using the parser. When I make and scan a structure, how do I tell the thing to spawn this into the ocean? I've used Notepad++ on some files others have made, and they have a line in them that designates the biome list. The tutorial doesn't go into any detail regarding this. I'm stuck assuming then that the tutorial is just a very basic one and that whatever we scan will spawn all over the place. Ie. our scan's file would then appear in the generic folder in the ruins config file.


    Thanks for any help in advance!


    And a big thanks to Greywolf for your excellent ocean structures. The pirate ship is plain jane awesome! Good job!

    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

    Hi Everyone,


    I'm having a steep learning curve using this program.


    What I'm trying to do, is create something like the Carribean. A tropic paradise ocean for a pirates adventure. So far things seem okay. But, I am running into one problem.


    I think the solution would be if there is a way for me to designate my own custom climate group called "Tropics." And have a config option so that I can make the instances of "Tropics" to be higher.


    The question was asked before about custom climates. But, how about a new one called tropics that would work with BoP biomes?


    Thanks for any feedback.


    Oh I just remembered.


    Is there a way to get my derpy little islands back out in deep ocean?


    The derpy island config option does not appear to work.


    **after more experimentation**


    I basically defined all the biomes I wanted as warm climates then put all the rest into either hot or cool. I also used climate bands and I was able to create a tropical environment for adventures.


    I still don't know about the derpy islands.


    I did discover something interesting.


    The tropical island biome from BoP is defined by default as a deep_ocean biome. I also noticed in the geographicraft config file a place where the instances of ocean and deep_ocean are both given the number of 100. That got me thinking that I could alter the number of times the tropical island biome would appear by given it an instance weight of 100. Sure enough I got alot of them spawning.


    But, something else interesting happened. It seems that this mod still makes huge oceans. When I make more tropical islands spawn the big ocean appears to have been pushed back rather than chopped up or dotted with tropical islands. Is this correct? Could I get some feedback on this?


    Also, for me the mangrove biome from BoP seems to be treated as if it were another swamp like biome. I found it more pleasing to make it its own biome spawning in the ocean. I changed the setting from tropical_island=warm (or whatever) to setting it to climate = ocean.


    What this did, is to make small islands out of mangrove collections. The only weirdish thing is that they also get a beach. For me that's not too too bad because in real life mangroves work like giant sand nets and tend to collect enough to make small islands.

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Hi Electro,


    I figured maybe it's easier to read all of this when I split it up into separate posts.


    Some more thoughts on balancing and dealing with the different schools of magic.


    Perhaps, an aspiring mage should be forced into choosing a specialty?


    Currently, there are 4 tiers of spells and a bunch of different schools. But, perhaps one shouldn't be able to become a master of all? The idea is that tier 1 and 2 are available to everyone whilst 3 and 4 are only available to a specialist. I don't know if a person would be restricted to 1 single school or maybe if they could have a primary specialty and then another secondary one. So maybe a person could master just 2 schools? Or perhaps they could become a Master in one and then advanced in another?


    Another idea is to look at how these schools are aligned with each other. DnD did it back in 2nd edition and I don't know if they kept that trend or not. Also, Ars Magica 2 Mod did this as well. But, basically schools such as Fire and Ice would be opposites on a wheel. Air and Earth are opposites. Healing and Necromancy as well etc... What would happen is that when a person chooses their specialty they won't be able to use spells of the opposite school. As a trade off, when one specializes they get some nice bonuses to their specialty school. I don't know exactly what.


    So as we can see with these two ideas, that one must choose their school carefully. But, we could also allow a person to change their school by choice as well. Maybe their initial choice is done by performing some ceremony, but there could also be a ceremony of undoing too.


    Once there is an idea of school alignment, that opens up the door for that idea I mentioned in a previous post about a "secret" special quest to become the "Master of Magic." This idea is totally based on an old video game called "Master of Magic" (of all things). But, basically this would mean that the person would methodically go through the trouble of leveling up as a specialist in all the schools until they unlock the final tier 5 spell of mastery. They then cast that and maybe some special thing happens like this cool looking wizard with sunglasses appears before the player and awards them some special certificate or something, congratulating them, before disappearing in a puff of smoke. Roll credits!


    That might be a lot of fun.


    Along with this, I thought it might be fun for there to be a set of aspiring magician robes that only an advanced student (or master) could wear. The robes currently in the mod are epic and I love them. They could be reserved for the Masters of their field.


    Lastly, regarding wizard towers. I'm glad to hear you liked the idea of placing them around the world in such a way that the placement makes sense for their school. Perhaps the Fire Wizard's tower would appear next to the lava lakes? That sort of thing. But, expanding on the idea above, it would become really important for a mage wanting to become an advanced student to seek out these specialists. Because, the specialists would sell spells and items related to their specific school. The idea being that the player is seeking out these folks as their teachers. Advanced specialists would have a cool looking building that fits their school and would be more common than the masters. The masters would be epic and have awesome lairs.


    Another idea relating to this has to do with the bad guy wizards. Typically Necromancers are thought of as evil. So most of the necromancer npcs that spawn in the world would be of the evil type. Healers are usually consider to be shining examples of goodness. So, they would always be the good guy npcs. The other schools might be split more evenly. I don't know fire wizards might have a higher percentage of evil types than good. But, maybe the reverse is true of earth. Maybe, 75% of earth mages are good and 25% are bad. And so on.


    Necromancers might favor swamps and their buildings might have a ruined graveyard next to it. I'm kind of thinking that I might make example builds of these ideas for their buildings. I thought that healers might spawn in villages either as apothecaries or perhaps in a church. The earth mage would probably spawn in forested areas and have a beautiful garden. The master Earth mage would probably even have a stone circle built nearby. The non-aligned guy maybe would be the town apothecary or just some nice old wizard on the edge of town.


    I also thought that advanced mages would not have as awesome a lair as a master. Sort of like building levels so to speak.


    Thanks again for making this awesome mod!

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Hey Electro,


    Thanks for those tips!


    That's awesome that I can add a spell slot to the wand. I'm surprised I didn't notice that.


    Please take another look at the Intimidate Spell. I think it may be a bit overpowered.


    What I discovered both attacking dragons from the Dragons of Fire and Ice Mod and also wiping out groups of Ancient Warfare mooks, is that the Intimidate Spell pretty much was my "I Win" button. Here's how: when my targets got close to me, I'd cast that spell and switch my wand to my Ice wand. Then I would blast the heck out of the groups with AoE spells that also either froze them or slowed them down. The whole time they're trying to run, I'm blasting them hard.


    I want to say the Intimidate effect lasts 30 seconds. That was enough time for me to almost kill anything I attacked using this method. It actually got to a point where we decided to take a break from our medieval pack because I was too powerful.


    I thought of a couple ideas that could better balance the spell.


    1. Just like the Mind Control spell, give the mobs a chance to resist the effect.

    2. Shorten the duration of the effect.

    3. Make the spell a higher level spell. Currently, it's an apprentice spell. If you don't want to adjust the other parameters, perhaps make it a Master level spell.

    4. Perhaps, a weaker version of it could be apprentice whilst the more powerful full onslaught one could be a Master spell?

    5. I don't know if this is possible, but maybe more powerful mobs have a better chance of resisting the effect. Zombies are pretty dumb so maybe they're easy pickens whilst dragons are epic and perhaps they never flee?

    6. Or maybe some combination of the above.


    Thanks for your efforts!

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Hey Electroblob,


    Awesome, thanks for replying to my ahem, many posts.


    I see what you're saying about the dig spell. I hadn't thought about the types of things that could be mined ie mining levels. I was simply searching for some way to make it easier to level out an entire area for building a structure. That would probably be things like dirt, sand, stone, that sort of thing. The construction term is site prep and I've done so much of that in Minecraft you know. Oddly enough, I've done some of it in the real world as well running a backhoe. But, that's way too much fun in my opinion.


    A place block spell would also be handy as we know there's always the odd hole here and there. But, it would obviously require one to have the blocks on hand.


    If I understood your ideas of the Wizard Armor, that's I think a really cool idea. The whole emphasis of this mod seems to be about going out and doing stuff, you know having adventures. If one had to go on mini quests to get all the ingredients together to make the uber armor. That sounds pretty exciting.


    I played DnD alot about 25 years ago in college. My wizard character was my namesake and he was a fire elementalist from the 2nd edition special handbook. But, I remember that a part of the idea behind the wizards was that I had to go around collecting rare and wonderous ingredients for both my spell casting and also for crafting magical items.


    I never did get to make Staff of the Magi. I did find it in DND nether. LOL.


    But, I was able to make a staff that was alot like a flame thrower. That was pretty cool.


    Say, I was wondering. The wand upgrades. Is there a description anywhere on what they do? I figured the aspect wand upgrade would allow me to change the wand from the basic un-aligned wand to a wand of a particular school. But, when I used it nada. I don't know what its for. If it did allow me to change the wands alignment/school/whatever it's called, then that would mean I could craft my own wands. That seems cool to me.


    Thanks again for making this incredible mod. Really excited to see what is to come.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Hello again,


    I did this as a separate post because I wanted to mention a bunch of things I've noticed about this mod now that I've progressed further with it.


    Spells in general:

    These are really a lot of fun to play with. Big kudos (maybe Kind Bars) to Electroblob for his creativity here! I really like the way they're broken into different schools of magic with elemental magic being included amongst them. I swear I think Electroblob has played DnD in the past.


    Summoning Spells:

    I've been finding these spells to be almost unusable. The summoned creatures are acting weird but, I suspect it has to do with the fact that I'm using a lot of modded mobs. The summoned creatures do not seem to attack or target mobs from Mo Creatures, Dragons Fire and Ice, and Ancient Warfare 2.


    I'm also confused as to what the Summoned Wraith is. I've used it a few times and it's a smoke cloud that pretty much stands there.


    The summon creatures seem to be okay with vanilla mobs.


    The Summon Iron Golem is pretty epic because it permanently adds an Iron Golem to the world.


    Force Field and Shield:

    I don't understand these spells too well. I thought I read in their description that they were supposed to repel or redirect arrows. But, they don't seem to. I've used Force Field while attacking a Roguelike Dungeon and also attacking Ancient Warfare NPCs and I'm getting nailed with arrows.


    Blink and Levitation:

    Just FYI, it's not very safe to try and Blink while levitating. I fell to my death. What is interesting to note here, is that it would be handy to have some kind of way to build while levitating thus eliminating the need for very tall scaffolding. When you stop holding down the button, the effect turns off instantly. Could there be a Master level version of this that has a bit of a delay? That way we could use this to build with?


    Something like Tenser's Floating Disc perhaps?


    Crafting and Research:

    I've been putting more thought into this and I'm going to guess that adding a huge crafting and research option would not be part of the mod's goals. However, it does appear to be something one could add through Crafttweaker.


    Custom Structures:

    I've been playing with Ancient Warfare 2 for quite a while now and it seems to me that one could build special mage towers for each of the mages and then have AW2 spawn them into the gameworld exactly as I was suggesting. I think it might be kind of cool if there were say different towers for the different schools of magic as well as the different tiers. Plus good guys mages and bad guy mages. That would provide plenty of adventure and opportunities to get goodies.


    Teleportation and Travel Spells:

    I was able to get and use the Transportation spell which is a really nice spell. I've really come to like the spells that facilitate traveling around the world. Blink, Clairvoince, the magic bridge one, Agility, Water Breathing, Levitation, etc... these are really handy. I haven't discovered all of the Master level tier. I just got to them. But, I don't think there's a teleportation spell. We have Transportation, which functions like that scroll from Diablo 2, Town Portal. What if we could set up different stone circles throughout the world, link to them, and then be able to teleport to them? That would probably be a master level spell.


    Sorcery and Earth:

    I seem to like these spell groups the best. I wonder if an earth golem would be cool? Maybe an earth elemental? What does Curse of the Forest do? I can't seem to figure it out. It's AOE but what does it do other than swirl around leaves?


    Fire:

    I seem to like this one the least although Landar, as my DnD wizard, was a fire mage. Fire has a bad habit of setting the tent towns on fire and Fire Dragons are unaffected by these spells. Which makes sense.


    Ice:

    This has been a bit tricky but I'm still playing with them. Overall, I like the way these spells slow enemies down which is important in avoiding the bum rush.


    Lightning:

    Homing Spark seems weird. I thought it was supposed to be like a homing missile? Any advice on how to use it? I was hoping to use it to shoot around corners.


    Necromancy:

    This one would be so much more fun if the summoned creatures would attack modded mobs. Maybe that will be worked out in the future? As it is, the most awesome spell for me here is Intimidate. And it works on Dragons. Watching dragons run from the scrawnly little humie is way too fun. I was able to use Mind Control on a Hippogriff to make it stop flying all about so we could tame it. That was epic. You know, I always use the Gravestones Mod, but, I wonder if there could be a necromancy spell added to do something like this.


    Utility Spells:

    These are really good ideas. I'm really happy to have them and use them. Maybe a dumb question, but there doesn't seem to be a Conjure Shovel spell. Pocket workbench is very cool.


    Wands:

    There doesn't seem to be any descriptions of what the wand upgrades do. Some are pretty self-explanatory like Upgrade Range, but others make no sense like Upgrade Wand Aspect. Are there any descriptions of these out there?


    Perhaps, we could use the Identify Scroll on them to get a description in-game?


    Wands are also limited to 5 spells each. I was wondering if any thought had been given to making a more advanced version of the wand that could hold more spells?


    Wizard Robes:

    These are just so plain awesome and certainly are one of my favorite parts of the mod.


    I don't understand what the Master Level Upgrades do other than make my armor glow.


    One frustrating thing I've been experiencing, is that I get bum rushed by the NPCs from Ancient Warfare 2. What that means is that I get shot by a very large number of arrows. It's entirely possible for my armor to get destroyed when I get pin cushioned like this. So I had a thought, you know how in Tinker's Construct items break and become unusable, but not destroyed? Could this kind of mechanic be considered for the Robes? You would still loose all the abilities and whatnot but this way the armor could still be repaired on the Arcane Workbench.


    Can Wizard Robes be enchanted with vanilla books or on the enchanting table? I should probably get Projectile Protection.


    Dimensions Config Option:

    Just some feedback. I was able to get towers to spawn in 1.7.10 in the LOTR Mod's Middle Earth Dimension. I don't think you can get Towers to spawn into more then 1 dimension at a time. Or maybe I didn't know how to type it in correctly?


    Villager Names:

    Just a thought. We also use the Villager Names mod which adds names to the vanilla villagers and it also can display their profession above their heads. I realized the Wizards are reskinned villagers, I was wondering if it's too much trouble to add some cross mod compatibility?


    Overall:

    I'm really liking this mod. It's been a huge amount of fun and I like the emphasis on running around and having adventures. Thanks so much for your time reading my post and thanks so much for making this awesome mod!


    Thanks!

    Posted in: Minecraft Mods
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