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    posted a message on Frustrated dad and son need help with MODs

    hmm... are you able to find the minecraft folder at all? the jar file should just be in the "bin" folder. For a much easier way, you may consider browsing the packs available in the Techinc or ATlauncher, as all you need is a minecraft account to log in. You can choose from a large selection of mod packs with various themes and difficulty levels, and the tedious setup process for utility mods like forge, NEI, etc are usually done for you. From there, any mod you'd want to add would just go in "mods" in the main minecraft folder, and playing a pack with mods you wouldn't have thought to add yourself adds to the fun of discovery.


    Does that help? :o

    Posted in: Java Edition Support
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    It seems that It cannot be downloaded at this time :( The page on the technic site is up, but it doesn't show up when I try to download it through the launcher. Am I doing something foolish or does anyone else have this issue?
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    I played the test version a few times and I already see things I like :) great addition of that new weather mod! However, I did notice that devastating tornadoes are quite frequent; both worlds I spawned in were minutes away from massive storms. Spawn rates and block destruction options are, luckily, able to be altered easily in-game; however, perhaps make the default settings such that tornadoes are more rare and don't take blocks, only entities- that way they still pose a threat without ruining my beloved dirt-brick architecture. XD

    Zelda sword skills is another mod I'm excited to play around with. It's more satisfying to actually gain new skills from combat over time. To improve on this theme, have you considered the "level up" mod? It lets you improve on basic vanilla skills like swordsmanship, archery, digging and smelting, and lets you choose a class, some of which allow extra XP for doing tedious things like crafting, smelting, or mining, making it less of a chore and more rewarding.

    I also saw the more swords mod. I LOVE that mod and, in fact, any mod that adds a range of new weapons or enchantments and could be a great addition. However, I still think balkon's weapon mod should be added for the sake of the wide range of options utilizing vanilla items. Simple, straightforward, and highly useful even late in the game.

    Btw, If you're still wondering how to implement your upcoming custom structures into gameplay, have an idea for a "format" for different types of custom ruins, towns, etc. that might make it easier for you. Basically it would classify structures according to their lore-based purpose and function for the player, for example, religious shrines/temples, military camps, trading posts, inhabited or abandoned towns or cities, etc. Shall I pm you the details or did you already have a concept?
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    If you're looking for more title/ingame music...



    Not dubstep, but a good mysterious landscape/panorama song.
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    So I played a couple other mod packs that also have tinkers construct, and it looks like for some reason the versions being used lately have cactus disabled. :( The parts still show up in NEI and function when I find them as loot, as I said before, but just FYI you can probably rule that out as something you need to fix personally.

    Oh yeah, a few mod suggestions: Balkons weapon mod, for its expanded range of weapon options utilizing vanilla materials. I added it and it fits great :) Even late-game with high-end materials like sanguinite or tartarite, I find myself whipping out my diamond katana or halberd because they have unique abilities more interesting than just a sword that deals high damage. Mine and blade: battle gear has a similar advantage of adding shields, arrow types, and dual wielding. It's comparable with most of the weapons in the pack, from what I've seen.

    I suggest removing Spice of life. I know the purpose was to encourage delving into the various food mods and to make gameplay more immersive by simulating the need for diverse nutrition, but personally I far too often find it more of an exercise in tedium and frustration that severely inhibits my ability or desire to explore anything. The addition of enviromine and hunger overhaul were awesome, and having somewhat of a more realistic risk to cave exploration or walking around armored in the desert makes me think strategically about my "quests" rather than wandering aimlessly until I bump into something cool. It's just that the need to become Gordon Ramsey before I can safely walk to the next biome doesn't make sense to me. If I can travel to hostile dimensions, slay horrific monsters, and build a small stone house in a day, I shouldn't starve to death with an inventory full of food just because I've eaten them recently. For single player, for me its a simple issue of removing or editing the configs of the mod, which I try to do before addressing it on a forum. But my opinion is that this mod, on its own, degrades the good quality of the rest of the pack, and especially now that hexplore-it servers are finally appearing, I think it would be to the benefit of everyone to officially take it out. No offense to you or the original mod creator, but that's just my two cents.
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    I was playing around with tinkers construct and I noticed that I couldn't use cactus to make parts. Is it a bug, or was it disabled on purpose? :/ I still seem to be able to make cactus gear from villager chest loot, but they won't accept cactus for repair.

    Something I KNOW is a bug is the tendency for food-based treasure to simply vanish when I attempt to eat it. Has anyone else had this problem? Food I craft myself never seems to do that, only things taken from chests.

    As for the dungeon spawn rate, I'm glad structures no longer seem to appear in such density that it feels like a coast-to-coast ruined metropolis. However, for chocolate quest dungeons in particular, the generation rate seems far too low now. I am currently on a large biomes world type, so I haven't ruled out that as a possibility for the few and far between dungeons, but they're fairly scarce in standard sized worlds as well. Assuming it's a result of an altered config file and not just a biome incompatibility, would you consider upping the spawn rate a bit? If I wanted to adjust things myself in the meantime, what file would I go to and what would I alter? Hopefully some of this info helps :)
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    Minecraftuniverse wants ideas? Hmm, why not pursue an overall gameplay style that emphasizes adding depth and a sense of "development" to the world as an rpg-themed setting? I know thats a bit vague, and its hard to explain- but I think I have a few basic concepts for goals and general "things to do."

    -Delve into the various village mods. Get married early on and start a family, and protect them with your life! Keeping your family happy and safe as it grows is a constant challenge, and living in a house with somewhat dynamic characters means the drama in your home and your villages can be almost as interesting as a long-term trek away from your base. Build homes for your children and grandchildren when they come of age and marry. Make contact with the various milienaire cultures, do their quests, and build a positive worldwide reputation- or maybe, for a bit of Game of Thrones esque action, pick sides, manipulate their leaders with slander, wage wars, and come out on top. ;) Perhaps pursue a gradual goal of becoming the ruler of one of the milienaire cultures and build a palace and/or capital city themed loosely on their real-life architectural style, with each palace wing and town building serving a practical purpose (a blacksmith shop might hold the town smeltery, for example) and populate your society with some choice mca villagers. Come up with a cool name for the kingdom and the city, hire an army of guards to protect the walls and/or streets, and equip your royal army with the best weapons you can get your hands on.

    -I don't understand exactly how the paint in open blocks works, but isn't the ability to create complex pattens on a canvas one of the selling points of the feature? If I'm right, I think it would be cool to see MU come up with either a signature banner or "national flag" to display on his homes and outposts, and on dungeons or villages he has "conquered". The number of places flying the MU flag would not only serve as a marker for dungeons he has completed (sometimes a difficult task, considering their difficulty and frequency) but also as a way to enhance the sense that a completed dungeon isn't just surviving and carrying out a full inventory of loot, but a step forward in the "big picture" of a growing region under your control.

    -Try to avoid an immediate dash to acquire the most OP weapons and equipment available. I know its tempting to immediately gravitate towards the highest-tier armor and the most powerful sword available to you. This is a bit harder to explain. Indeed, its relatively easy to gain incredibly powerful equipment early on depending on the knowledge and skill of the player. But to be brutally honest, isn't that a bit boring? I was a bit disappointed when MU decided to acquire ultimate nether equipment and manyullun so early. I don't know if those represent the absolute highest tier items in the mod pack, but it felt like it stymied the sense of gradual progression along a diverse tree of materials and gear. (In fact, that could be an interesting sub-quest, to collect a set armor and tools for each material and display them in a treasure room or something.) Instead, spend a good amount of time playing with some of the unique mod items, especially the adventure-themed gear and weapons in xeno's reliquary, chocolate quest, and tinkers construct. You won't necessarily be an OP tank that one-hits almost anything, but developing a signature toolkit and fighting style is much more immersive and satisfying to play, and certainly more fun to watch.

    -Im not sure if they would be better of posted on these forums or in the comment section on youtube, but perhaps accept occasional user-submitted quests. This could be a good opportunity for MU to explore mods that may have otherwise gone untouched, either as a central theme of the suggested quest or as a creative means to complete it. I have a great many potential ideas, but I'd prefer to see what other people come up with first. :)

    good ideas, or vague rambling?
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    Argh, major bug to report :( I had a crash (as sometimes happens, no big deal) but when I opened my single player worlds to play the one that had crashed, it was simply gone from the list. I had this problem before but didn't mention it because you got rid of fps plus which supposedly leads to crashes, and since then I didn't have a world disappear, until now. Ive had worlds corrupted by buggy terrain generation before, but never deleted altogether. I'll try to save a log of the problem if it happens again, since I don't really have much more information about the issue, sorry. :(

    And it turns out the dungeon spawn theory was spot on, I increased dungeon pack rarity and turned rogue like dungeons off altogether and instantly found myself mauled to death by ents and minotaurs/minotauri. Yes!! The sense of terror at night is back. :) Hopefully the world-deletion bug gets solved though.
    Posted in: Mod Packs
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    posted a message on 【Hexplore-It Modpack 】〖Technic Launcher〗〖TechnicSolder〗Creates a beautiful and DANGEROUS world that begs to be explored! (。◕‿◕。)
    To start off, I'd like to say that this is a spectacularly well put together collection of mods. I highly recommend an rpg/adventure texture pack to anyone who plays, especially the jungle ruins pack. It actually feels like I'm looting treasures in ancient ruins, and it seems most 16/32x packs look decent alongside the mod blocks and items :)
    I have yet to encounter any id conflicts or similar problems I often see in packs like this, and I applaud your hard work in the painstaking process that is editing config files to make everything run smoothly. However, I do seem to have a major problem regarding mob spawn. The frequent dungeons keep the gameplay pace steady, but when mining or in the wilderness at night I encounter almost NO naturally spawning hostile mobs outside of the occasional WaM mummy or knight, which I found very dissapointing considering I was quite eager to face some challenging grimoire, lycanites and dungeon mobs. I have loads of epic weapons and equipment, and even the special and infernal mobs that come from dungeon spawners pose little threat anymore. Anyone else have this problem, and is there a way I can fix it while I wait for future updates?
    Posted in: Mod Packs
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    posted a message on Wolfhound Pack - Build your own custom version!
    I had mentioned balkon's weapons mod before, as it seems it would be somewhat easy to use some of your already-existing weapon sets and make only a few originals, like for the firearms and boomerang sets.

    It'd be a major endeavor, but seeing wolfhound-themed thaumcraft and ars magica support would be spectacular. All the wolfhound themes seem well-suited to mods dealing with magic crafting and research, especially the fantasy flavor.

    Speaking of which, I know you're mostly done with the fantasy variation, but how about some kind of ornate staff for the bow, and a pile of spell components for the arrows?
    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!
    how about an Oni demon for asian, and a glittery rune-covered golem-esque creature for the fantasy zombie? a purplish version of the runed skeleton would fit the fantasy pack also.
    I mentioned a few pages ago that I liked to see mob options for skeleton/ zombie that portrayed them as living, human opponents; what about a savage-looking, war-painted human man for zombie, and a female version for skeleton for prehistoric?

    And I know I'm selfish to ask, but a while back you said you'd do a sling along with the javelin; I'd be thankful if you managed to add that in at some point (its my all-time favorite weapon and it receives almost no credit in modern culture at all XD)

    hope the suggestions helped :P
    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!
    Good for you! :D Where did you publish it? I was thinking of publishing something I plan on writing and I don't know the first steps in the process...

    I'd love to read the story though. Are any of your textures inspired by the settings of your writing?
    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!
    We could still use a scroll item icon, as the asian bookshelf is a scroll shelf. As for the shelf itself, I like them but i think it'd look better with the scrolls visible straight-on instead of an angle (it feels like they should be jutting out 3-dimensionally with the angle they have, but it doesn't really even provide that illusion.) and perhaps more detail like the other shelves, like little bonsai trees, ect. The jukebox could be some kind of Chinese/Japanese/Korean instrument, leaning against the block kind of like the violin option. Somebody mentioned a cho-ko-nu crossbow earlier, and I liked the idea, but maybe that in addition to a more standard-looking bow, like a mongol shortbow?



    Since katanas were exclusively Japanese as far as I know, for the sake of making the pack more "open" as far as asian themes go, maybe a selection of Chinese-style swords, with a bronze sword instead of stone? I know someone with more knowledge of asian history will probably correct me, but I believe bronze continued to be used in abundance in Chinese warfare even after the end of their "Bronze age," and the brittleness of bronze compared to iron would make sense as the stone sword vs. iron sword durability.
    That, and it would look cool XD
    For building material, maybe a different stone brick? With all due respect, it doesnt look/feel like stone brick, resembling more some kind of cobblestone instead. It probably looks good in certain patterns or builds, but if someone has a pre-existing castle or something it wont look great with that particular arch-y pattern repeated over and over.

    Is that what you're looking for as far as suggestions go? Ps, cool progress on prehistoric :)
    Posted in: Resource Packs
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