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    posted a message on Village Box - Build your own village | updated 8/15/2016

    Quote from jonabrv2015 >>



    Hi, just found this mod, great, great ideas!, but I detected an unbalance (IMHO): the drop rate of bronze coins are too high, I used to use quarry to make the hard/dirty work (currently using the builder of RFTools as quarry) and in one quarry run I can get more than 128 stacks (64 each) coins... If you add this to the miner trades, you have a practically endless source of iron/gold/diamonds....



    In the config, turn OFF the option to receive coins from breaking blocks. I turned that option off as well as I knew it would be a problem in my mod pack.
    Posted in: Minecraft Mods
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    posted a message on [1.12.2 / 1.11.2 / 1.10.X] ViesCraft - Airships! v5.6.0

    Thanx so much for your wonderful work. My players and I truly appreciate your work.

    Posted in: Minecraft Mods
  • 0

    posted a message on Conquest Reforged - Over 6000 new blocks, 3D models, and more! (Forge 1.10.2)

    Thanks, I'm sure most people here would appreciate that.

    Posted in: Minecraft Mods
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    posted a message on Village Box - Build your own village | updated 8/15/2016

    For future updates, I have the following suggestions; however, I don't want this mod to simply replace MCA, so I'm not going to mention ideas from MCA:


    -How about adding ability to convert vanilla ingots into coins? However, emerald should stay as pure gems and not coins.


    -Since currently the mod seems to be based on trading/economics only, how about add slight inflation with exchanges? ex. Crops are worth less in the Summer, but more in the Winter... Bronze and Iron coin deflates overtime and requires more coins to equate Gold/Emerald value; with Gold having only slight inflation and Emerald holding strong all year long.


    -Since Coins can be found everywhere in the world, why not require you to pay your villagers who has a profession weekly? Or have them pay you monthly for rent?


    -Upgrading villagers should have a cool down time of at least 24-48 Minecraft hours OR require 2-3 quests to be succeeded before they are able to be upgraded to prevent quick upgrades.


    -Villagers should be able to move out if they're not satisfied with the current condition? Such as failing to succeed their quests... perhaps villagers can even demand certain buildings to be constructed as part of a quest, or require certain professions to be created within a certain amount of hours?


    -Villagers can become residents if they have lived in your village for more than a month's time. Residents have capability to become interactive with players, such as upgrading to soldiers (it would be inappropriate to recruit new villagers and force them into the Army), or being able to perform chores instead of strictly trades. This would require players to actually fulfill villagers request/quest and satisfy them enough to stay in the villager long enough to become interactive residents.


    -Residents can randomly perform hobbies, such as fishing to kill time, sitting under tree, sleeping in mid-day, having a picnic with roomies... even walking their pets with a leash etc...


    -Last of all, they need more random dialogues, such as talking about another player or villager in a positive or negative aspect; sharing goals and dreams, providing hints on quests, ....


    I love this mod and love to see how this mod will continue to grow. Can't wait for what you guys have in the making, thanks! Again, these are only my suggestions, consider them as you will, no judging at all.

    Posted in: Minecraft Mods
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    posted a message on Conquest Reforged - Over 6000 new blocks, 3D models, and more! (Forge 1.10.2)

    Just installed the mod and resourcepack, it's amazing and it looks amazing. However, my problem is that I can't seem to craft any modded items at all. Using JEI, I've found that there are no recipes at all for any of the modded items. Is this mod just intended to be decorations only, meaning just for map makers? I'm sorry but I'm a little confused at the moment.

    Posted in: Minecraft Mods
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    posted a message on [1.12.2 / 1.11.2 / 1.10.X] ViesCraft - Airships! v5.6.0

    would it be possible to make your ships continuously consume fuel? Also a trail of smoke particle would be a nice addition to when the ship are in motion. Love the new paint job!

    Posted in: Minecraft Mods
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    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!

    Thanks for the status post, hope you find what you're looking for.

    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Item Drops - Render 3D items flat on the ground or catch them in mid air! [1.9.4, 1.10.2, 1.11.2]

    Will you be willing to add in an option that if you Sneak across the fallen items, it automatically picks up the item that you walk over, but not like a magnet like vanilla minecraft. I say this is because sometimes during a fight, you can't seem to right click the actual item in time.

    Posted in: Minecraft Mods
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    posted a message on ItemPhysic 1.4.4 - More Realtistic Items/ stone doesn't burn in lava

    I was wondering, what does custom pick-up mean? Does that mean your items won't be collected when you walk by them? Does it mean you have to right click each item to pick up?

    Posted in: Minecraft Mods
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    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!

    Thank you so much for the SMP update. All the players on our server loved it and are now constantly challenging each other to see which weapon will hold superior overall. I am very much appreciative to your quick updates and responses, so again thank you for making one of the best weapons mod for MC 1.10x. While other mods simply just add on more swords and armors, you took on a different approach and added models for your weapons, and restrict weapons to 2 hands or duel wielding. As a final word, my players and I on our server would like to make a few suggestions:


    !) As of current, there is no way to tell if a weapon is restricted to 2-handed or 1-handed without reading the forums. Would it be possible for you to add a description to the item when the mouse hovers over its selection? For example, right now when you hover over it with the mouse, it only tells you damage and speed status when held in off hand or in main hand; why not add a description that "said" item is a 2-handed weapon?


    2) In addition to the description, can you use the bow-pulling model of Steve when wielding a 2-handed sword? To other players, it'll look like the character is using both their hands to hold the 2-handed sword.


    3) To further enhance 2-handed weapons, make it impossible to hold anything in the off-hand while wielding a 2-handed weapon. I believe this is a much better approach than the decreased weapon speed status. Or perhaps, you can keep both but some weapons must be held 2-handed, while other weapons will lose speed status due to it's heaviness and length.


    4) Your crossbow module is so awesome, I just love it. However, why not make it an actual cross bow and make a different model for the bow? The difference would be that a crossbow would require different ammo or same, but requires longer loading time (E.g. 10 sec.) but resulting in increased range and damage than compared to a bow, even causing some damage to a player wielding a shield!.


    5) Your melee weapons are so awesome, will you add in future updates ranged weapons? For examples, Javelins, Throwing Knives/Axes for short range(6-8 blocks)-medium range (10-12 blocks), and perhaps actual crossbows or Long Bows for long range (32-64 blocks)? If you're up for it, you may even add medieval Muskets for maximum damage but decreased accuracy 64-xyz blocks).


    6) Since your mod is based on duel wielding, will you add support for new shields? For example, vanilla shields already negate arrow damage, make a new shield to minimize/negate crossbow bolts? Or even a new shield to minimize 2-handed melee damage? Or heck, how about just a shield as a weapon itself like with Captain America?


    Your mod has so much potential, I hope you don't end your mod here or when it hits version 1.0 and keep on adding contents to it. Who knows, perhaps your mod may even grow with custom contents as big as Flans Mod being it is the only modeled weapon mod for MC 1.10x? Good luck!

    Posted in: Minecraft Mods
  • 0

    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!

    Will be trying the new version and hope it works. Thanks for the quick response and fix!

    Posted in: Minecraft Mods
  • 0

    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!
    Quote from NoelRoadman >>

    I still didn't work on SMP part of the mod, will add multiplayer support in the future

    Awesome, however, you should include that part of the information in the OP so players would know not to distribute to all their players only to find out that it's not SMP compatible, thanks.

    Posted in: Minecraft Mods
  • 0

    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!

    I'm not sure if this mod was intended for Forge Servers, but at the moment it only works in SP. Attached is the crash report:


    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    TANLoadingPlugin (ToughAsNails-1.9.4-1.0.4.jar)
    MoreCommandsLoadingPlugin (MoreCommands-1.10.2-4.0.jar)
    LoadingPlugin (Quark-beta-35.jar)
    LoadingPlugin (HardcoreDarkness-MC1.9.4-1.8.jar)
    Contact their authors BEFORE contacting forge

    // Why did you do that?

    Time: 7/22/16 10:04 AM
    Description: Exception in server tick loop

    net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:186)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:562)
    at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:97)
    at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:328)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:121)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431)
    at java.lang.Thread.run(Thread.java:745)
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:348)
    at net.minecraftforge.fml.common.ProxyInjector.inject(ProxyInjector.java:71)
    at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:557)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:235)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:213)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:497)
    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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:142)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:531)
    ... 5 more
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityPlayerSP
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 31 more
    Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer [email protected]9252cb6 from coremod FMLCorePlugin
    at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:253)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
    ... 33 more
    Caused by: java.lang.RuntimeException: Attempted to load class bnn for invalid side SERVER
    at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:56)
    at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:249)
    ... 35 more


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

    -- System Details --
    Details:
    Minecraft Version: 1.10.2
    Operating System: Mac OS X (x86_64) version 10.11.5
    Java Version: 1.8.0_45, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 7938915144 bytes (7571 MB) / 8232370176 bytes (7851 MB) up to 8232370176 bytes (7851 MB)
    JVM Flags: 2 total; -Xms8G -Xmx8G
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.32 Powered by Forge 12.18.0.2008 37 mods loaded, 37 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{8.0.99.99} [Forge Mod Loader] (Forge.jar)
    UC Forge{12.18.0.2008} [Minecraft Forge] (Forge.jar)
    UC BiomesOPlenty{4.1.0.2040} [Biomes O' Plenty] (BiomesOPlenty-1.9.4-4.1.0.2040-universal.jar)
    UC Chameleon{1.9.4-2.1.5} [Chameleon] (Chameleon-1.9.4-2.1.5.jar)
    UC chiselsandbits{11.3} [Chisels & Bits] (chiselsandbits-11.3.jar)
    UC claybucket{1.0} [Clay Bucket] (ClayBucket-1.9.4-1.0.jar)
    UC cookingforblockheads{3.1.26} [Cooking for Blockheads] (CookingForBlockheads-mc1.9.4-3.1.26.jar)
    UC D3Core{1.2.1.55} [D³Core] (D3Core-1.9.4-1.2.1.55.jar)
    UC flintmod{7.5} [Flint Instead of Wood] (FlintInsteadOfWood[1.10.2]-7.5.jar)
    UC fishing{1.4} [Fishing Net Mod] (GiacomosFishingNet1.9.4-1.4.jar)
    UC grapple_hooks{1.0.8} [Grapple Hooks] (GrappleHooks-1.10-1.0.8.jar)
    UC hammerz{1.10-0.0.0.3} [Hammerz] (Hammerz-1.10-0.0.0.3.jar)
    UC HardcoreDarkness{1.8} [Hardcore Darkness] (HardcoreDarkness-MC1.9.4-1.8.jar)
    UC JEI{3.7.3.223} [Just Enough Items] (jei_1.10.2-3.7.3.223.jar)
    UE KaishiWeapons{v0.1} [Kaishi's Weapons Pack] (KaishiWeapons-1.9.4.jar)
    UC levels{r4.1.2} [Levels] (Levels-1.10.2-r4.1.2.jar)
    UC Lumberjack{1.3.0.36} [Lumberjack] (Lumberjack-1.9.4-1.3.0.36.jar)
    UC RadixCore{1.10.2-2.1.2} [RadixCore] (RadixCore-1.10.2-2.1.2-universal.jar)
    UC MCA{1.10.2-5.2.1} [Minecraft Comes Alive] (MCA-1.10.2-5.2.1-universal.jar)
    UC mobrebirth{6.0.0.13} [Mob Rebirth] (MobRebirth-6.0.0.13.jar)
    UC mrnobody_morecommands{4.0} [MoreCommands] (MoreCommands-1.10.2-4.0.jar)
    UC harvestcraft{1.9.4-pre} [Pam's HarvestCraft] (Pam's HarvestCraft 1.9.4c.jar)
    UC pedestal{1.9.4-1.0.1} [Pedestal] (pedestal-1.9.4-1.0.1.jar)
    UC Quark{beta-35} [Quark] (Quark-beta-35.jar)
    UC RealisticTorches{1.6.1} [Realistic Torches] (RealisticTorches-1.10.2-1.6.1.jar)
    UC Roguelike{1.5.4} [Roguelike Dungeons] (RoguelikeDungeons-1.10.2-1.5.4.jar)
    UC roughMobs{1.0} [Rough Mobs] (roughMobs1.0.2-1.10.2.jar)
    UC simplecore{1.3.5.38} [SimpleCore API] (simplecore-1.10.2-1.3.5.38.jar)
    UC simpleharvest{1.04} [Simple Harvest] (simpleharvest-1.10.2-2002-1.04.jar)
    UC simpleores{1.8.2.22} [SimpleOres 2] (simpleores-1.10-1.8.2.22.jar)
    UC StorageDrawers{1.9.4-3.1.10} [Storage Drawers] (StorageDrawers-1.9.4-3.1.10.jar)
    UC survivalist{1.4.5} [Survivalist] (Survivalist-1.9.4-1.4.5.jar)
    UC torcharrowsmod{1.10.2-1} [TorchArrowsMod] (torcharrows-1.10.2-1.jar)
    UC ToughAsNails{1.0.4} [Tough As Nails] (ToughAsNails-1.9.4-1.0.4.jar)
    UC vc{v0.3.4a-mc1.10.2} [ViesCraft] (ViesCraft-0.3.4a-mc1.10.2.jar)
    UC worldedit{6.1.3} [WorldEdit] (worldedit-forge-mc1.9.4-6.1.3-dist.jar)
    Loaded coremods (and transformers):
    TANLoadingPlugin (ToughAsNails-1.9.4-1.0.4.jar)
    toughasnails.asm.transformer.BlockCropsTransformer
    toughasnails.asm.transformer.EntityRendererTransformer
    toughasnails.asm.transformer.WorldTransformer
    MoreCommandsLoadingPlugin (MoreCommands-1.10.2-4.0.jar)
    com.mrnobody.morecommands.asm.transform.TransformBlockRailBase
    com.mrnobody.morecommands.asm.transform.TransformForgeHooks
    com.mrnobody.morecommands.asm.transform.TransformItemStack
    LoadingPlugin (Quark-beta-35.jar)
    vazkii.quark.base.asm.ClassTransformer
    LoadingPlugin (HardcoreDarkness-MC1.9.4-1.8.jar)
    lumien.hardcoredarkness.asm.ClassTransformer
    Profiler Position: N/A (disabled)
    Is Modded: Definitely; Server brand changed to 'fml,forge'
    Type: Dedicated Server (map_server.txt)
    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Torches - v2.1.1 - 1.12.2 / 1.11 / 1.10.2 / 1.9.4 / 1.8.9 / 1.7.10 - Updated 1/15/2018

    thankyou for your response, downloading now

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Visuals v1.0.5 - Blur, Blood, Slender, Dust effects

    I use Tuff as Nails mod alongside with this mod and it's awesome. However, the thing that bothers me the most is that if I put Minecraft on Hard difficulty, my screen flickers back and forth with red blurred visuals. The reason for this is because Hard Difficulty with Tuff as Nails installed makes players start with only 3 hearts! This mod thinks you are dying and so starts the heart beat enhancement. Is it possible to make this mod able to detect that my players and I actually started with only 3 hearts, therefore we are at max health and the heart beat enhancement should not be employed until 1-2 hearts?

    Posted in: Minecraft Mods
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