When you added that ents take extra damage from TiC hatchets, was the lack of extra damage from their lumber axe an oversight? Also, I think that if ents take extra damage from axes, than geonaches should take extra damage from pickaxes\hammers and possibly even spriggans take extra damage from hoes\mattocks\scythes, and zephyrs take extra damage from shovels\excavators. While this would make fighting these mobs easier with the right tool, it would make things a lil more interesting I think.
- Curse Premium
Member for 7 years, 4 months, and 13 days
Last active Thu, Oct, 13 2016 20:59:13
- 0 Followers
- 101 Total Posts
- 6 Thanks
Sep 27, 2015Posted in: Minecraft Mods
This might work: http://minecraft.curseforge.com/mc-mods/224971-tinkers-modifiers now I've just got to download and figure out how to use it.
Sep 19, 2015Mustang351c posted a message on [1.7.10][Forge]LootBags (and technically Carbonization too)Posted in: Minecraft Mods
Is there any chance you could add a way to automatically open loot bags? maybe a block that you feed loot bags in and it opens them and then it can output to a adjacent chest or be piped out. Only reason I ask is because I can't find an automated way besides autonomous activators and I don't like Thermal Expansion enough to add it just to automate loot bags.
Jul 9, 2015Mustang351c posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft Mods
Why not just continue with the progression of HEE and reset the end? That's a big part of that mod is being able to reset the end using the temple caller.
Jun 23, 2015Mustang351c posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft Mods
Are Metallurgy crops planned for the beta any time soon? I understand it's a beta and things will get added slowly and that Metallurgy support would add a lot of crops.
May 10, 2015Posted in: Minecraft Mods
(at least to me) seems to be related to blocks with no weight listed for them (IguanaWeightsConfig.getWeight). In my case Nether Ores and Thermal Foundation were causing the crash. The only fix I can think of that might work is to add the blocks and items from these mods, in my case ore blocks, to the IguanaTweaks\weights config file. Speaking of which, can anyone give me an example of how to add blocks and items to the weights config file.
Edit: I replaced the current version available on curseforge (Iguana Tweaks 2A) with the latest snapshot (IguanaTweaks-1.7.10-2B-snapshot-3.jar) and it seems to have fixed the crash. Is there any chance you could include the snapshot versions on curseforge? This would make the mod easier to download and it would allow modpack creators to include the snapshot versions in their modpacks in the curse voice launcher.
- To post a comment, please login.
May 23, 2015sondrex76 posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)Posted in: Minecraft Mods
He have answered this question before (a long time ago): apparently most of the creepers use the standard creeper AI, so all the creepers (minus the ender one) will use the stalker creeper AI when the mod are installed (i think, some of the other ones could use another AI)
May 6, 2015Posted in: Minecraft Mods
I was wondering if anyone could help me with custom loot generation.
I read the documentation on the github wiki but I can't make any sense
of where to even start, other than creating a "settings" folder.
Basically, I want to add some very high end loot such as a nether star and a division sigil (from Extra Utilities mod) in the deepest level of the dungeon, maybe a few other non-vanilla items.
If somebody understands how to do this and could post an example configuration on the wiki, or here, that would be awesome.
Mar 29, 2015Posted in: Requests / Ideas For Mods
I need a Forge 1.7.10 Mod that has a config file with one option, an integer number from 0 to 15 that determines what light level mobs are allowed to spawn at.
So, in vanilla it's 7 right? So that would be the default option. You could edit the number and it would just change the light level mobs are allowed to spawn at.
I would write it myself but... lazy. If no one else does (or it doesn't already exist) I will.
Let me know what you think!
- To post a comment, please login.