• 1

    posted a message on Peaceful Nights, Dangerous Caves

    Unfortunately, I was unable to get permission to use this mod in my modpack due to complete lack of response from the creator.


    Fortunately the Just Another Spawner Mod was able to give me the same gameplay with the proper configuration. Additionally it has the side benefit of making squid spawn less out of control.

    Posted in: Minecraft Mods
  • 1

    posted a message on Alternative to punching trees

    You are exactly asking for this:


    Better Beginning Mod


    it has the flint axe and no tree punching just like you asked, plus some really neat mechanics for smelting/cooking/kilning instead of just using a furnace for everything.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from bloodyraoul»
    just to understand better what i can expect and how to integrate the mod in my pack

    You're making a modpack as well? I am using MultiMC for my launcher because it was recommended for making FTB modpacks. It has made updating, configuring and tweaking pretty easy.

    What thematic elements are you including in your modpack?

    Thematically my modpack is about competitive kingdom building and adventuring.

    Have you chosen a deliberate aesthetic style and game play goals?

    For example I want my modpack to stay away from technological mod, there are just so many modpacks leaning very heavy on those, and industrialization through machines goes against kingdom building and managing NPCs game play goals I have set for my modpack.

    Have you chosen which mods you want to make the star of your modpack, and which are there for supporting roles?

    Better Beginnings, Ancient Warfare 2, Archimedes ships, and Hardcore Ender Expansion are the stars of my modpack, the other mods are there to showcase them. Hardcore Questing Mode is being used as guidebook to explain how those mods and the modpack works. World Drop is being used to make Archimedes ships able to fly to the end and explore end islands. Many of the other mods are there to make the various world in my modpack more interesting to explore, and I made sure Archimedes Ships was the only mod that added the ability to fly.
    Posted in: WIP Mods
  • 1

    posted a message on BetterBeginnings Mod Reborn
    Quote from bloodyraoul»

    Having a special crafting table with catalyst is not easy to be compatible with other mods having autocrafting features

    have you think about it ?

    I mean, why not adding some leather in the pickaxe recipe instead of having leather as catalyst in your special crafting table ?


    Because of that, lot of aucrafting mods cannot be used anymore for autocraft basic minecraft recipes

    In fact, i would like to have the advanced crafting option but with the classic crafting table


    This isn't my mod but I feel like I am qualified to field these questions as a game designer in general and a person who has read Better Beginnings wiki.

    I am sure the mod creator has thought about it.

    One reason to use catalysts instead of adding components in the regular crafting 3x3 is that having catalysts allows additional resources, and even partial stacks of resources to be added to the item cost, which has two primary benefits. It adds value to things like redstone, leather, diamonds and Lapis, things that could just accumulate in inventory space. Additionally it allows these cost be added to object that require the whole 3 x3 to make already and when it wouldn't be possible to add that level of cost due to limitations of crafting slots.

    The reason to have catalyst for things like pickaxes is to show how the catalyst system works earlier in the game at a stage that isn't Skip-able.

    Also this mod is about increasing game difficulty, especially by extending the beginning part of the game and make self sufficiency harder. Automation is late game and is about making the game easier. That being said, take a look at Ancient Warfare 2, they have NPC that you can order to craft things and they allow you to interact with all inventory slots of the thing they are crafting in.
    Posted in: WIP Mods
  • 0

    posted a message on Automatic Color Teams

    Hello!


    I need a mod for my modpack that creates teams (as per vanilla scoreboard) of all the colors, and have those teams have that color the same as their name, and the mod assigned each new player to the next team in sequence, looping if necessary.


    The reason I want this is because two mods I want to use in my modpack use vanilla scoreboard teams mechanics, Ancient Warfare 2, and the Teams mod. If this mod would have a config file where you say how any people were in each team and what colors to include I think that would be useful to more people than myself.


    I want this because I don't want my modpack to require someone who is an OP assigning teams for them to be able to use all the features (Such as armies that recognize opposing teams and capture the flag mechanics)

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Peaceful Nights, Dangerous Caves

    More news on the the interaction of this mod with the No Shelter mod.


    The No Shelter invasion mobs are definitely spawning in caves and are tracking the player that caused them to spawn. I have Invasions set to every 8 nights now in the No Shelter config, and depending on the blocks that are blacklisted in the No Shelter config as unbreakable (I have it so they don't break stone now, but they did previously) they'll staircase up from the tunnels and other mobs will follow them if you also have Zombie Awareness mod.


    I left dirt as breakable, and have seen swarms of mobs come up from swamps were the tunnel ceilings were dirt.


    I also have Hardcore Darkness mod and the interaction of these mods are epic, you have fair periods of peace and then a mad dash for survival where mobs are coming at your from the pitch dark.



    In my modpack I also have Helpful Villagers mod and have the goal to use them as resource automation, making base defense much more tricky than just defending myself.

    Posted in: Minecraft Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from einsteinsci»


    This is the big feature that BetterBeginnings 1.0 will focus around. I will add a way to customize advanced crafting, kiln, brick oven, smelter, and even campfire recipes using JSON files in the BetterBeginnings config folder (and move the config to its own folder). This will be within BB itself, not requiring Minetweaker at all.


    Thank you for the answer! I look forward to making a 1.8 version of the modpack I am creating. Several mods that are important to my modpack don't have 1.8 vresions yet, but when possible I'll remake the modpack to take advantage of all the new features mod makers are improving in later versions. (Hardcore Questing Mod, Ancient Warfare 2, a few world generation mods, and other core gameplay elements, are still 1.7.10)

    I am really glad Better Beginnings is going to have 1.8 version, I consider it core to the gameplay of my modpack, and I am excited about the increased customization you're going to offer.

    Posted in: WIP Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from bloodyraoul»

    I really like this mod but i dont know minetweaker


    Minetweaker adds/removes recipes through scripts with a file_name.zs in the minecraft/scripts folder

    I am able use minetweaker to alter recipes that work in the extended work bench, but I haven't been able to add catalysts to the recipes.

    I am also able to add recipes with minetweaker to standard furnaces, but not ovens, kilns or smelters.

    Enviromine, with salt water bottles and dirty water cottles cook to plain water bottles in furnaces but I'd like to work also in ovens. Also some food items, like those added by Improving Mincraft mod don't work in ovens.


    None of my attempted scripts have worked for adding things with catalysts or to ovens/kilns/smelters as described above, and I think they are just completely incorrect.


    To learn more about minetweaker 3, check out this web page:


    http://minetweaker3.powerofbytes.com/

    Posted in: WIP Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn

    I have a question about using minetweaker 3 to modify recipes. By the way, thank you so much for this mod, it is amazingly fun.


    My question is this:


    Is there a way to add recipes to extended crafting benches that require catalysts, or add food recipes to ovens?


    I have noticed foods added by other mods don't necessarily get add themselves to cook in ovens, and I am using minetweaker to fix things like that in my modpack I am making.

    Posted in: WIP Mods
  • 0

    posted a message on [1.7.2/1.7.10] The Sabotage Mod 1.0 (Poison Foodstuffs, Explosive Crafting Tables/Furnaces and More!)
    Quote from ExoMaster2986»


    The Sabotage Mod 1.0 for Minecraft 1.7.2/1.7.10 Have you ever wanted to prank your friend, or mess up an enemy's base? This is the mod for you! Adding poison food and explosive Crafting Tables and Furnaces, this mod is perfect for your pranking needs.
    Detonator/Suicide Bomber Chestplate:

    The Detonator and the Suicide Bomber Chestplate work together. When worn, the Suicide Bomber Chestplate is useless on it's own.
    However, when worn and when the Detonator is right clicked, you will explode. The Suicide Bomber Chestplate looks basically like
    an Iron Chestplate, but with wires on the back below the neck. The crafting recipes are as follows:

    Detonator:


    Suicide Bomber Chestplate:


    The Ancient Warfare 2 mod allows you to equip soldiers and send them into battle. Does the detonator work if you're not the one wearing the explosive chestplate?? Even if not, this is useful for collaborative raids, though respawning and teleport commands does cheapen the "suicide" of this tactic.

    Posted in: Minecraft Mods
  • 0

    posted a message on 🔨 Think Big Core v1.5.9 🔧 (Utility Mod) Now for 1.11!

    To be more helpful to those that don't know what a utility mod is:


    The mod described above does nothing on its own but provide prerequisite functions for the mods listed. Ie: The mods listed in the original post will not work without it, but it doesn't add anything by itself.


    If it did anything on its own the original poster should have listed that in the original post. As is, you'd only get that mod to make the listed mods to work.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge] Better Spawn Eggs! Now spawn Chicken Jockeys!
    Quote from ken50055005ken»
    can i use your mod in your modpack pls? it is so cool the mod :)


    Hello Davidee,

    I also would like to use this mod in a modpack I am creating. May I have permission to do so?


    Thank you for making a very useful mod, and your time,

    Posted in: Minecraft Mods
  • 1

    posted a message on Peaceful Nights, Dangerous Caves
    Quote from eggdropsoap»


    Peaceful Nights, Dangerous Caves

    Can I include it in a modpack?

    Since this is the first release and there might still be show-stopping bugs, I prefer to be asked before its included in a public modpack. But if you ask, I'll probably say yes! (You don't need permission to use it in a private modpack, of course.)



    Hello Eggdropsoap,

    I am making a modpack and would like to include this mod, May I?



    My tests with the No Shelter mod is that it doesn't prevent the invasion mobs from that mod from spawning, through I never saw them spawn. I believe those mobs are automatically tracking the player when they spawn and may have path found their way out of caves. It was pretty awesome actually.

    Posted in: Minecraft Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from einsteinsci»
    See my FAQ:

    Thank you so much for your quick response! Wish I had seen that in the first place, it would have saved us both time. I tried to glean the information from the license section and had trouble. If I had opened the FAQ it would have been much more clear.

    When I am done with my modpack I'll drop a post in this thread. I am including a HQM guide through the basic technology trees of your mod and Ancient Warfare 2.
    Posted in: WIP Mods
  • 0

    posted a message on Better HUD: Customizable Vanilla HUD and 25+ New In‑game Widgets

    Hello NukeDuck,


    I am making a modpack and would like to include this mod. May I do so if I credit you as the author and link back to this forum thread?



    Thank you for your time,

    Posted in: Minecraft Mods
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