Improved mob AI
- Mobs/pets now avoid cacti
Well there goes some of the more interesting mob farms.
Improved mob AI
Well there goes some of the more interesting mob farms.
Only works on crome... yay. Crome. Whoo.
Fing crome
"Making them invincible is impractical, since nothing else in the game shares that property."
Um what about minecarts? They are practically invincible. Only dropping them into lava and maybe tnt (haven't tested) will destroy them.
If the hunger system is considered a problem then just implement a command to disable it.
Have they figured out a way of making it comparable with java mods yet. Kappa.
A C++ Minecraft? So basically they plan on shafting mod devs and probably making us pay for skins.
It's a Game engine. Though if mojang don't stop ducking things up it won't be anything soon. Would it hurt them to discuss there future codeing changes with the mod developers. As far as I know the only ones they talked to are the ones who made plugins and that's simply not how things are coded any more.
They need to talk to the deves of mods like thaumcraft, thermal expansion, EIO, botania and bloodmagic. The ones that set the norm and push the boundaries of the moding world.
Personally I think it's worse than the FTB launcher.
It adds little interesting features it awkward to use and has that friends list that takes up half the launcher that I will never use.
But, I play modded.
Seriously there is not going to be any way to play modded minecraft on console or pocket.
Even if there weren't a coding issue there simply isn't enough buttons available to use mods on those systems. :/
Quote from Superjustinbros »
And this may be a bit hypothetical, but what if following the buyout, several Microsoft executives and star members lurk these forums as moderators, shooting down anything fan-made unless it has to do with something Microsoft owns, which means anything say, Sony or Nintendo-related will be shot down instantly.
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The minecraft forum is one way to download mods though the Curse client is probably the best or at least the easiest.
https://mods.curse.com/client
Anyplace else is might be a bit sketchy.
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Temple generation and mod spawning are 2 separate things and aren't directly linked together.
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This is a Suggestion post chain that was posted in CyberdyneCC's BigReactor Gethub repository. Since this for is further along he has stopped work and suggested posting suggestions here. So I am. (Getting the formatting for these posts in decent shape is was a pain.)
Suggestions: For protecting players from a proposed radiation effect.
NJM1564 commented 12 days ago
"Rather than making armor that players would have to tediously
change into every time they handled the yellorium, an extra nuisance if
they need to clime up the reactor with out a jet pack, you could make
it an enchantment.
It could be applied to most armors and even jetpacks.
And preferably be applied by crafting the armor surrounded by reactor casing blocks.
A simple system that could be configured to make it much harder to make if needed."
bookerthegeek commented 12 days ago
"I personally like the idea of stand alone armour.
NJM1564 commented 11 days ago
Climes up to the top of the reactor top put in the yellorium. Hay look a zombie. Dies.
In 1.10 we need armor. And jetpacks will also be very important.
When I was playing Inf Skyblock I spent so much time switching back and
forth between the rad suit, jetpack, and dieing that I was sick of it.
Besides there are already 1000+ armors. And they are all mostly reskins of each other. I want to see a new idea.
Oh and isn't that a mask that represents anarchy? Are we supposed to
even take your comments seriously or are you just messing with us. :/"
killerall5385 commented 9 days ago

"i would lean on the side of an enchantment."
spannerman79 commented 9 days ago
"I'd say more enchantment then actual item.
Reason being is that (slowly) mods are either being caught up to
1.9.4/1.10.2 they themselves are in effect taking over from other mods
that never went further then 1.7.10.
NJM1564 have you actually worn a radation suit before? I have. Movement is very difficult. "Flying" is the same to expect pigs to fly backwards.
All comes down how realistic this is to be."
NJM1564 commented 6 days ago
"Have you ever worn a jet pack before? Kappa
Or directly carried radioactive material? Moving radioactive material
around bin any significant quantity should be never done by hand.
Automated carts and heavy shedding should be the only except able
method. So yah if you wanted to go mineing in only a paper thin armor
that when breached will lead to certion death then yah lets go with
realism.
Now if you like adding some balance you could add a slow effect to
the player when he has the radiation protect enchant and is exposed to
radiation. IE carrying refined yellorium. Being a bit slow instead of
poisond seems like a good trade off.
Unrefined yellorium IE yellorium ore would only really require any
random armor to stave off the minor radiation. So iron armor would be
enough for protection.
And a low chance of poison and the chance increasing over time if not
wherein anything at all would all be a nice and interesting mechanic set
of mechanics.
Nothing to frustrating just a step in the posses of making a mid to end tear power source."
LimeTheOn commented 2 days ago
"If i can add some insight from the perspective of a player/modpack author of 1.9+ clears throat
Radiation was always just a hassle we had to deal with on a side-note

not as a serious issue since at the point where we were dealing with
uranium and such we had either ridiculous regen values applied to us by
botania/beacons/rftools/etc... that we could just shrug it off ezpz or
we had such armor/extra hearts that the damage values from the poison
were more or less nothing and the only problem was the player getting
hurt sound that was merely an annoyance so if you accept suggestions
heres mine:
-Slowness is a good trade off as NJM mentioned
-Armor values should be looked at instead of armor materials if youre
going for that because of the custom armors of 1.9+, currently we
encountered about 60+ armor types from various mods and im consciously
avoiding adding more but some still slip in every now and then.
-Radiation resistance could be applied by two means if not by armor and
those would be potion or enchantment. You could even add levels to these
so for example Rad Res 1 would protect you from radiating ores but not
ingots...2 from ingots and 3 from refined cunterparts like liquids or
high-end stuff like blutonium and ludicrite or you could just add level 4
and move some stuff up there idk.
Reasons to pick this method:
With the current setup of my modpack for example if i were to equip
myself with your armor which lets say has 7 armor 2 armor toughness on
the chestpiece - about eq to dia - i would be killed by any zombie that
wonders into my reactor area and hits me about 2-3 times...yes theyre
buffed af.
Also if you had a potion effect registered to protect from radiation
that could be used in custom maps as a pre-req quest reward so a player
could advance tru an area for example: "You've been trapped in this
underground nuclear facility, coolant-leak detected in zones H,J and R,
find the antidote(your potion)/the special gear(enchanted armor thats
capable of protecting you from both the enemies and the radiation) to
survive out there while you battle the infected personnel(zombies most
likely)".
What Im trying to say here is if you separate armor and protection from
radiation it opens up possibilities for authors like me and would be
greatly appreciated!
Anyyywaaay, thanks for continuing this awesome mod! Hope to see it out soon
Thanks for reading my "little" suggestiony thing :D"
Edit: Used spoiler to compress wall of text.
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4 gigs is normal and in fact the recommended amount for modded minecraft. I'm not sure that's the correct argument for it though. I think it's usually written in megs not gigs. -Xmx4096m. Or something.
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To be fair most mods will probably be updated ether by the mod dev, someone chosen as a replacement, or a new mod made based on it.
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A program called MCeddit would also work.
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You made the transmutation thingy to big. It will go up to 5*5 size. Shift v to make it smaller.
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Opis has mapwrighter built into it and is updated to 1.7.10.
http://minecraft.curseforge.com/members/ProfMobius/projects
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This is an atheistic mod not a tech mod. And that is how it should be.
Many mods add new blocks behind a tech tree. Most people don't use them for anything.
Most do use chisel because it's such a simple mod. That's what makes it unique and different than other mods aesthetic blocks.
Adding things like. Upgrades that should be integrated in to the block as a default. And diamond chisels solely to add function you removed from the normal chisel will only hurt this mod. Perhaps ruin it.
If you want to add new functions to the block or chisel do so but keep in mind the simple nature of the mod.
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I love this mod, it's fantastic. if you don't mind though, could I make a few suggestions that I think would improve the mod?
Essence: It's identical to mob essence and liquid experience from MFR and Openblocks, and can be created by putting essenceberries in the smeltery
NJM1564:
A better idea might be to be able to place berry bushes into the smeltery, not toss into the gui but place it into it's phisical insides, and it would auto harvest from them. It would give smelterys a use after players have powered ore processing going. A slow trickle of auto ore gen.
It be very interesting to create a world or pack with normal ore gen disabled.
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Bug: Int on the auto crafter doesn't seem to be working.