• 1

    posted a message on What is wrong with my command?

    I'm not certain that slimes can really be made to move faster, seeing as they are constantly jumping...

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on [Shader Pack] ► datLax' OnlyWater {Only Water} Shaderpack v2.0 - UPDATED!

    This is really great. I can hardly play with most shader packs, but this doesn't lag me at all. Furthermore, nicer looking water is often all I'm looking for. Keep up the good work!

    Posted in: Minecraft Mods
  • 4

    posted a message on Full blown magic system(akin to thaumcraft, witchery, and ars magica) *WIP*
    Hello there! I'm currently working a magic system in vanilla 1.8 somewhat akin to those featured in mods.

    Have fun trying to explain the black hole in your kitchen!

    It is planned to have various spells enacted upon the shrine(your magic table/device) by throwing in items. The properties of the item thrown in will determine what element it adds to and how strong the addition is. For instance, adding a piece of coal will give you 1 level of fire energy(already implemented), whereas adding blaze powder will give you 3. If you add too much of any element, the shrine will become unstable and overload. Overloads can range from the shrine freezing over and losing its power to opening a black hole that consumes anything and anyone near it. Sometimes overloads can be beneficial; you could set up a plasma ball in an enemy's base or construct that black hole trash can you always wanted. Of course what you're most interested in is spells. adding enough of the right elements can score you 10 minute fire resistance, an invincible snow guardian, or a nice new sword.

    Right now, it's not ready for download, but the base mechanics are implemented as well as a spell and a few overloads. I will list these below with screenshots for your viewing pleasure.

    How to construct your shrine:
    To set up your shrine you'll need 1 chiseled stone brick, 8 piles of redstone dust, and a block of lapis.

    Next, place the chiseled stone and surround it in redstone dust.

    Now, toss the lapis block on to the center of the chiseled brick and stay within 5 blocks.

    And there you have it! Your own shrine!

    You can leave it as-is, but the shrine itself is more like an aura node from thaumcraft than a physical altar. You are free to remove and replace the stone brick and redstone with whatever you'd like, assuming there's something for your ingredients to land on.

    Heat stages/overload
    You can obtain heat elemental energy by dropping heat related items on the shrine. Currently, coal is the only functional item and adds one level per piece.

    1 heat level

    2/3 heat levels

    4 heat levels

    Water stages/overload:
    Elemental water energy can be obtained using snowballs. I have yet to implement an overload mechanic for it, but the rest of the levels are there and it is required for the only current spell.

    Level 1/2

    Level 3

    Level 4

    Gotta love that mini raincloud ;)

    "Frost" stages/overload
    What I've dubbed frost isn't exactly an element, but rather the lack of one. It should really be called "cold", but that just sounds kind of lame :P

    Anyways, the process to get this "compound" element is simple; you just need to put one heat level and one null level in your shrine.(so add 1 coal and 1 ender pearl)

    From then on, you can add snowballs to increase it's strength.

    level 1/2

    Level 3

    Level 4


    The frost overload will freeze the shrine, you, and any entity in a 5 block radius. While frozen, you will have slowness and mining fatigue. It's worth noting that while you and the mobs will thaw, your shrine will not.

    Plasma stages/overload
    Plasma is very much work in progress but it is certain that redstone based items, notably redstone blocks, will be its source. The overload is also conceptually final.

    "stable" early levels


    Overloading the plasma element will result in a massive, never ending ball of plasma that will damage nearby players and mobs. It can, however, be neutralized by adding 3 levels of null to the overloaded shrine. Unfortunately, neutralizing the plasma ball will result in an electrical discharge, creating a relatively large explosion.

    Null stages/overload
    The element of null(void) is debateably the most powerful element planned thus far. It's often used to mix and nullify other elements and has perhaps the strongest overload that the system will see. Currently, you can add void levels using 1 per ender pearl.

    level 1

    Level 2/3

    Level 4

    Level 5

    Level 100 (overload)

    The overload for null is the creation of a black hole. It's really kind of more like a tear in reality, given that it doesn't expand or suck in anything that's more than a few blocks away. Regardless, getting close enough to one means unavoidable death and imminent loss of items. It ignores armor and doesn't discriminate between animals and items. Of course this is really overpowered for something only costing 5 ender pearls, right? Well, that's the thing. Null dissipates easily whilst in the confines of reality, so it takes 20 times the amount of levels to overload. The only "easy" way to get that much null is by using the one and only dragon egg. Once that's been used, the only way to make a black hole is by acquiring 100 ender pearls.

    Black holes can also be closed by tossing a nether star near it's mouth. One must be careful to drop it near the black hole, not into it!


    This is the functional stuff and aim of gathering all that elemental energy.

    Steam spell:
    The steam spell is used give yourself long-lasting fire resistance.

    -To perform this spell, add at least two levels of heat and one level of water.

    Removal spell:
    The removal spell erases the shrine that it is enacted upon. All you need to do is throw any type of dye at your shrine of choice.

    And that's what I have for now! You can expect this topic to be updated as I make progress with the project

    Now I'm sure you're wondering; why have I not given you the download and why did I post this topic if I didn't plan to in the first place?

    Well, the answer is simple: it's not final, but I need help.

    Specifically, I'm not terribly fond of the working terminology(I mean, "plasma elemental energy? Come on!) and I need some suggestions on what kind of spells and elements you want to see/manipulate. If you're even mildly interested, your feedback will be greatly appreciated.

    Thanks for dropping by!
    Posted in: Redstone Creations
  • 2

    posted a message on The Expedition Modpack (Do you dare to rediscover minecraft as we know it?)

    ~ Are you ready to enter a new age of exploration?

    The Expedition Modpack is a modpack centered around exploration and adventure without losing the feel of vanilla! Traverse vast jungles and conquer their trap filled temples! Uncover hidden monasteries atop frozen peaks! Trudge your way through pitch black shadow fens! Beautiful and deadly landscapes both await you.

    ~ Featuring:
    - Countless new biomes!
    - A diverse range of biome based villages!
    - Tons of dungeon and temple structures to raid!
    - A diverse range of new enemies!
    - Powerful gear and weaponry to help you make your way!
    - Ships, airships, and rideable dragons for transportation!
    - A completely re-imagined and revamped end!
    - And much, much more to discover!

    ~ Mods:
    The expedition modpack contains three main types of mods; mods that add world gen, mods that add creatures, and mods that add gear to help you along the way.

    Landscape mods:

    Biomes O' Plenty, Ridiculous World, Ruins, Diversity, Hardcore Ender Expansion, farlanders and Doomlike Dungeons.

    Safari mods:

    Primitive Mobs, Elemental Creepers, Elemental Witches, Dragon Mounts, and Enderzoo.


    Quiverbow, Ropes +, Archimedes Ships, Balkon's Weapons, Buildcraft, Better Furnaces, Progressive Automation, Redstone Paste, Tomahawk, Lootable Bodies, Better Storage, and Craft Guide.

    -In addition, there are also some visual/performance based mods. You can find them listed on the technic page.

    ~ Installation:
    The Expedition Modpack is hosted on the technic launcher, so installation is as easy as searching "expedition" in the launcher or using the installation link on the web page.

    Get the technic launcher: http://www.technicpack.net/download

    Technic modpack page: http://www.technicpack.net/modpack/the-expedition-modpack.578765

    ~ Copyright, permissions, ETC.
    I have checked and double checked to make sure that all the mods I'm using are, in fact, usable in modpacks on the developers' terms. I have written permission from those who require it. If for whatever reason you are a modder and don't want me using your mod, just let me know and it will be removed from the pack. Links to each individual mod can be found on the technic page.

    Don't use my graphics for your stuff. I made them.

    ~ Challenges:

    To keep things interesting, here's a list of challenges that you can complete in the modpack! If you complete these and want to share, I encourage you to post screenshots on this thread!

    - Find each type of village! The types are settled(grasslands), lakeside(marsh), Zulu(savanna), Egytpian(desert), Inuit(tundra), and Tibetan(mountain).
    - Build and fly an airship!
    - Build a quarry and ore processing system!
    - Raise each type of dragon!
    - Raid the waterlogged catacombs!
    - Find a spider den in the dark forest!
    - Traverse an Ossuary biome!
    - Create an obsidian wither shard rifle!
    - Build a base with cannons as defenses!
    - Craft a set of cardboard armor!
    - Craft a set of mud tools!
    - Slay and revive the Ender Dragon!
    - Find a Nuclear Creeper(and don't die)!
    - Shoot an undead knight off of his horse with a musket!
    - Raid a jungle temple!
    - Raid a desert temple!
    - Raid a doomlike dungeon!
    - Spend the night at an inn!

    Alright, I think that's it for now! Enjoy the modpack!
    Posted in: Mod Packs
  • 1

    posted a message on Ridiculous World - For those who like their biomes ridiculous
    This is really nice! Totally the kind of stuff I would add if I made a mod!(especially the spooky woods and shadow fen biomes).

    I don't know if the name "Ridiculous world" does it justice, really. Maybe something like Mythic Biomes is a better name...
    Posted in: WIP Mods
  • 1

    posted a message on DIVERSITY WIP - Suggestion Thread - Progress News
    Hey! I've got another suggestion for you!

    How about mongol warriors that spawn in the plains and ride horses! Perhaps you could even make them skeletons and riding skeletal horses so you don't have to figure out how to make a villager look good on horseback. ;)

    They would, of course, be hostile.
    Posted in: WIP Mods
  • 1

    posted a message on Minerals+ (Complete Remake is coming, eventually)
    Here's a screenshot for you. I suggest you put it on the first post so that people stop nagging you. ;)

    Posted in: WIP Mods
  • 1

    posted a message on Fortress Mod: Build a house (fortress) that keeps you safe from players.
    Very cool! Seems like it would go well in multiplayer. Unfortunately, I can't attest to having run it seeing as I don't have a server.
    Posted in: WIP Mods
  • 2

    posted a message on Wings of Fire mod
    Haven't read the books, but dragon's are gr8 so I'll keep an eye on this.
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.10] Steampunk'd Modpack - You've Been Steampunk'd
    Looks like you've done a good job with this one! I'll admit it, the idea of a steampunk modpack has crossed my mind a few times lately, and I'm glad someone's made one.

    My only gripe is that it seems pretty magic based for a steampunk pack, So I'll keep an eye out for some good steampunk esque mods for you.

    Lastly, do you need graphics for your technic logo and background? If so, may be able to help.
    Posted in: Mod Packs
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