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    posted a message on Disable Player Inventory
    Quote from Sailing94ยป

    I recalled that the Agrarian Skies Modpacks Have this functionality. A little digging and I was able to find the mod responsible: Hardcore Questing Mode.


    Nice, I didn't know HQM had that functionality, that's fantastic news as that was going to be used in the map as well. Thanks a lot, you've been a big help! I'll have to mess around with it this evening. Take care! :nssnss: by Drazile12
    Posted in: Requests / Ideas For Mods
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    posted a message on Disable Player Inventory

    That's a great idea, however, if I'm going to be using other mods as it is, 1 more mod to add isn't going to be that big of a deal at this point - mind you, these will be added to a modpack for easy installation anyway. But that's neither here nor there - if you have a site or script that I can use to avoid using a mod, that would be great. But again, as I said from the original post - "I looked a bit through the requests and mod section itself but I couldn't find the specific functionality I'm looking for." In addition, I did just spend a bit of google time trying to find what you suggested and couldn't find anything either; lots of discussion about similar ideas, but no solutions. I'd appreciate it if you (or someone) could point me to what you're referring to, thanks in advance.

    Posted in: Requests / Ideas For Mods
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    posted a message on Disable Player Inventory

    I looked a bit through the requests and mod section itself but I couldn't find the specific functionality I'm looking for, so I figure I'd post this here.


    What I'm looking for is a mod that either disables the player inventory except the hotbar, or reduces (preferably through config) the max number of inventory slots available. I'm working on an adventure map and would rather reward the player with extra bag space through either quest rewards (via customnpcs - like an mmo, in the form of bags [i.e. backpacks/pouches]) or by strategically placed rewards (difficult/hidden areas). It would make balancing ammunition/food/supplies/etc. much more important instead of just heading out and picking up anything and everything without a care (about encumbrance - Iguana Tweaks).


    If anyone could point me in the right direction on this, or give me a suggestion that would work as a stopgap, it would be greatly appreciated; if I missed a mod that does what I'm asking, I apologize in advance to the "use the search function noob" people. Thanks peeps.

    Posted in: Requests / Ideas For Mods
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    posted a message on Key Combinations Are Here!!! Over 9000 combos possible!! Presenting you Key Bindings Overhaul!

    Sure, I can definitely give it a good stress-test, especially considering I'm really combing through potential mods for my map atm, so it'll have a wide degree of testing (base-game only, and with other mods). I'll be happy to give you all sorts of reports, bugs or otherwise, mod conflicts etc. :)

    Posted in: Minecraft Mods
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    posted a message on Key Combinations Are Here!!! Over 9000 combos possible!! Presenting you Key Bindings Overhaul!

    Thanks for developing this elix. Currently having the same issues as most of the others, random punching when pressing other keys, mostly the "use/activate" key (which is a major issue in creative when scripting command blocks etc.). This mod is pretty much a requirement for the adventure map I'm creating. Anywho, I'm looking forward to the next build - following this closely. Happy holidays and take care!

    Posted in: Minecraft Mods
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    posted a message on Colored Lights

    And so it begins. Following this closely as I see it being very valuable for my upcoming super-sized adventure map. Thank you for continuing this, it's so very needed.


    PS: I'm as giddy as a little girl knowing this is being continued. No joke. :creeperdance: by Alvoria

    Posted in: WIP Mods
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    posted a message on Destiny Squared (WIP)

    Mark for delete

    Posted in: WIP Maps
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    posted a message on Destiny Squared (WIP)

    Mark for delete

    Posted in: WIP Maps
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    posted a message on Moved - Delete me

    Removed

    Posted in: Maps
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    posted a message on Moved - Delete me

    Moved thread to right location - Delete me!

    Posted in: Maps
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    posted a message on NotEnoughKeys
    Thank you very much for picking this up. Props!
    Posted in: Minecraft Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Excellent. I look forward to checking it out. :)
    Posted in: WIP Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    To be perfectly honest, 1.7.10 should be a higher priority, imo. 1.7.10 is becoming the gold standard for most forge mods. Either way, can't wait to try it out once it hits 1.7.10. Keep up the good work.
    Posted in: WIP Mods
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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    After spending a bit of time searching within the topic, I couldn't find a related post/question/idea, so I'll give it a go. Forgive me if I somehow overlooked it.

    As far as different planets are concerned, with different fuel requirements/oxygen requirements, I was curious if there will be a possible technology requirement for accessing these planets? For example, the moon would be the first initial entry into space, and with several trips to the moon and back (simulating real life circumstances to a point) you'll eventually obtain/research with, perhaps moonrocks as a tech research token, or some other rare rocks to speed up the research progress, promoting digging/exploring the moons/planets. I feel this would add a bit of challenge without going overboard, as a bit of gating and requirement for accessing more distant planets. This would also serve as a bit of a reward for those further out in the solar system/galaxy (depending how far this mod goes), and possibly a space race for those interested in it.

    Furthermore, expanding on research, similar to how Thaumcraft works with research, perhaps? Different planets require different upgrades/modules/expansions for your rocket/armor(suit), so more distant planets could use a habitation module to survive the journey, perhaps a different fuel type, solar collectors etc. Dunno, I'm sure some brainstorming is possible to reach a middle ground. Something non-intrusive to the player's experience, yet promotes time devoted to their personal space program.

    Anywho, if you get around to reading my ideas, thanks for your time. Keep up the fantastic work with your brilliant mod. Take care.
    Posted in: Minecraft Mods
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