• 0

    posted a message on Factorization 0.8.108

    Since you made it an MIT license. Is there hope of the actual source for FZ and the Hammer engine showing up? I would hate to see such a gem of a mod die.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10/1.8] Createures Mod TEST BUILD VERSION 0.02 RELEASED!!

    Can we get some screenshots. You know the saying "No pics, no clicks"

    Posted in: WIP Mods
  • 0

    posted a message on Fusion Warfare v1.3.2 - Missiles, Guns, Reactors and Futuristic Tech!

    I'm curious if there is any planned RF support for this mod? Not saying what you have is a bad thing. But RF support could open it up to being majorly popular.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Wow Mithion I am sorry to hear that happened. But at the same time I am glad to see you finally going in the right direction. Doing this will most likely extend the longevity of AM for a really long time.

    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy 5

    So reading recent comments. I like the idea of nether materials being able to impart their abilities to weapons, armor etc etc. I think I have an idea that might prove interesting. What if a multiblock system was employed to act as an infusion station. For the cost of levels and a precious metal. The effect is multiplied based on value of the precious metal catalyst.


    Here is how i'm thinking it

    Platinum = weak catalyst / 1 lvls of xp * 2 = low quality tier 1 enchant

    Shimmersteel = good catalyst / 5 lvls of xp * 3 = good quality tier 2 enchant

    Puresteel = Divine Catalyst / 10 lvls of xp * 5 = divine quality tier 3 enchant


    But to make this more of a high risk high reward system. The structure should have a punishment system that can throw stability out of whack. If the value of the catalyst is extremely high for the value of the metal being used. The adverse effect of losing your catalyst due to compatibility is lost. Not to mention half the levels used is refunded on a failed infusion. Another thing is making sure that once infused the enhancement cannot be combined with another. It would require a disenchanting process to purify the tool, armor, weapon of the enchantment. (Just thinking of a counter measure to people collecting enchantments using MFR)

    Posted in: WIP Mods
  • 1

    posted a message on Metallurgy 5

    Then let the celebrations begin!

    Posted in: WIP Mods
  • 0

    posted a message on Metallurgy 5

    As long as I get to have my minting press i will be satisfied in the pants.

    Posted in: WIP Mods
  • 2

    posted a message on Elite Armageddon - The Ultimate Mod For Destruction
    Quote from 64M3_4DD1C7»

    I know of a lot of good mods in 1.8. I don't feel that mod authors should be kept from updating to 1.8 because other aren't.


    It's not the community that is keeping mod authors tied down. It's actually a good portion of the modders themselves wanting to stay on 1.7.10. 99% of all features Mojang keeps adding to future updates. Can easily be backported to 1.7.10 by a mod. So a lot of people have been adamantly staying 1.7.10 because of this reason.


    Prismarine temples: Easily added

    Ender Dragon changes in 1.9: Hardcore Ender Expansion inspired that

    New Dungeon in the end? A mod can do that easily and so much more.

    New Enchanting Mechanic? Oh so the table uses Lapis now, big whoop

    Andesite, Diorite etc etc blocks? Chisel2 already backported those.

    Posted in: Minecraft Mods
  • 0

    posted a message on Project Superhuman: Infinity Crisis (Superhero RPG) - Still Active: Read Notice!

    Hey there I run the official server for the Project Superhuman Modpack. We've been suffering from ungodly amounts of lag. I went to check out what the issue is. This showed up in our crash-logs folder http://pastebin.com/PEHS6Ve7 I about shat numerous gold bricks seeing a Stack Overflow appear.



    -edit-

    Just got another crashlog for you

    http://pastebin.com/uGFC1uEP

    Posted in: Minecraft Mods
  • 1

    posted a message on Infinitely Tweakable Armor - 0.1.1

    No pics, no clicks

    Posted in: WIP Mods
  • 0

    posted a message on Streams - Real Flowing Rivers!

    Hi,

    I don't know if this has been asked or not. but can we get a config option that disables the new world requirement? Perhaps simply put a option that disables the warnings ability to prevent you from loading a world? Why not simply add a functionality that if a world is not brand new that it can load but streams will not generate? i'm trying to develop a modpack and one of the mods I am using has a specially designed tutorial map. because this map is generated without your mod in mind. It will not load because the mod prevents it. Which I find to be very irritating to some extent. The tutorial world is very important in educating people how the mod's mechanics work. Without this education people will be utterly lost on how to do things. So yeah you can see why this is a bit of a problem.

    Posted in: Minecraft Mods
  • 0

    posted a message on LegendGear 2! (version 2.b.2.1, updated 3/9/2015)

    I hate being that guy but I wish to bring this up
    http://www.technicpack.net/modpack/nevermine-revived.623719


    This modpack appears to be using your mod in it. I am currently coordinating with the modpack developer on providing a official server for him. However we like to be as legit and conscientious of mod developers rights as possible. Can I get confirmation if this modpack was given your permission to publish your mod in it?

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion»
    To those wondering about particle emitters:

    I'm aware of it and will fix it. Someone posted it on GitHub. They're bugged in the way that the UI simply doesn't open.

    Smash them with a hammah!
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    It would appear there is a bug with the Enderboots



    It's hard to explain but i'll try. I just made a brand new testing environment for this feature. It would seem the boots cease functioning after use. You are inverted in the air. However after moving 1 block you lose the ability to jump or reset your position. Among other things visually the screen looks like i've been shrunk instead of flipped. On the screen I would say I am at 1 block in height. Also when flipped you cannot step up stairs or slabs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Mithion I am curious. In the next update are we going to finally see biome colors for your Witchwood? >_> seeing white all over the place really kills the mood. Your witchwood biomes were some of my automatic goto places for magic insanity. <_< not like i abused them to harvest aums and such. Nooo not me.



    Also are the Ender Boots going to be in the next update? I couldn't find them at all in 1.4.0.006 (Now I really am starting to get naggy. haha very sorry)
    Posted in: Minecraft Mods
  • To post a comment, please .