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    posted a message on Better Than Wolves Total Conversion!
    Quote from Stormweaver

    The ores all mine with their vanilla requirements; it just the stone that is harder to mind through.

    You need to either cave until you find exposed diamonds, or if you're really brave you can find a five block deep lava lake and create a portal in the lake itself.


    That's nice and difficult. Don't know what else I expected :P
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Haven't been watching this mod for a while. And as usual when I come back too it everything is a monumental improvement to overall game play and player experience so thanks Flower Child.

    As a question to anyone who can help. With the new strata system, to mine through the third strata efficiently it would appear you would need diamond. However i am not sure whether diamond appears before the 3rd strata layer. What s the intended method of play here? Am i suppose to cave until i find one going below the third strata to finds said diamonds. Or something else entirely. Trade maybe?

    Anyway, advice or help would be greatly appreciated.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Plans for iron blocks. Magnets perhaps?
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Just putting it out there this forum must be a trolls wet dream. All you have to say is:
    Forge why not?
    When this update?
    Wolves R teh best!!
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Kazekai

    some features for hippies like me.


    Didn't you get to the part about hemp? :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [SURV/ADV] ULTIMATE tree survival! OVER 100,000 DOWNLOADS!
    Quote from Electromite

    The starting area isn't we I spawned. I spawn'd on near the trunk of the tree


    ^ How did you decipher that Max.
    Posted in: Maps
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild


    BTW


    BTWAE* :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Wilderness [Trapping, Survival, and Hunting]
    Is this mod compatible with optifine?
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from sitfull

    Uhmmm, i have no NPC's and i dont know why


    Did you start more then one save with this mod? npcs migrate to your newest save due to the saving format of this mod.
    Posted in: WIP Mods
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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    Cool to see you added forge compatibility I will now definitely use this mod.
    Will the archery skill and or melee skill affect the weapons from better then wolves?
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Wilderness [Trapping, Survival, and Hunting]
    Quote from Maverikninja


    Kind of like using a fishing rod on mobs, but with damage. Maybe 3 hearts for impact, and 2 when pulling the harpoon back?




    In the fishing rod style this seems like a great idea and quite achievable, i would love to see this in the mod. :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Wilderness [Trapping, Survival, and Hunting]
    This would go great with tent mod to keep mobile and somnia so that you must defend your temporary home with traps while you sleep. And mo's creatures for some big game hunting
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    To all those who have asked for reficule to be nerfed or have had a bit rage about them:
    It is great to finally have some challenging combat in mine craft, challenge being the key word. I have seen many a mob mod with their mobs buffed with high damage and high hp, which does make things harder but in a way that just feels "much of the same" TyberAlyx has succeeded in making an interesting difficult combatant that i personally would never change.
    Of course i am not opposed to the democratic solution in the form of a config file, but not the sort of thing i personally would like to see TyberAlyx spending his time on rather then bringing us more for what is already a great mod.

    At TyberAlyx: it is good to see that some one may have found the solution to the market lag for "lower spec" users I think I will wait until your patch release, looking forward to it :biggrin.gif:
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    If you want to generate price lists can you do it with more than one mod installed, creating it in a way that the items of the different mods can be distinguished as belonging to each mod respectively?
    Posted in: WIP Mods
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    posted a message on [1.8.1] Level Up! - RPG Skills & More - Update v1.5.2
    Quote from PowerUp217

    About the mod:
    So as you guys may or may not know, work on the mod has been a little slow as of late due to a number of different factors, the main one being that I have been trying to rewrite the code to get it to use fewer vanilla classes. This has been much trickier than I thought. I've (almost) successfully removed dependence on aaa.class (the furnace) and jn.class (the bow), but to do it for any other classes would be a ton of work and in some cases I wouldn't even know where to start.



    Have you ever considered using forge i am no expert on the topic but i believe they have "hooks" that allow you to avoid modifying class files directly. A lot of great mods use it and i believe that your great mod should join them :biggrin.gif:
    Posted in: Minecraft Mods
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