• 1

    posted a message on Tinkers' Construct 2
    Quote from grimallq»

    As someone who's been risking his sanity playing mod support on this forum for ~2 years ... I really don't need to be told that most people are chronically lazy.


    Which is no excuse. You want install something for yourself, you read the instructions. Of course the fact that the OP does not explicitly mention Mantle has to be installed along with TiCon (it only semi-vaguely implies with the fact there are 2 download links) does not help.


    Hi there!

    As I explained above, it wasn't an issue of laziness, it was one of familiarity. I've used Tinkers before, and when it was in Hexxit it did not require Mantle, so I assumed that it relied only on Forge as before. If it was a mod I had never used before, I'd have checked more carefully.


    In either case, the issue is solved, so thank you folks for helping me to fix it! It's a great mod, and in particular I've always really liked the self-repair weapon modification, which I feel works at just the perfect rate to be worthwhile without being overpowered. Way to go to the mod authors!

    I see both bows and throwing weapons have changed substantially since the last Hexxit release, so I can't wait to try!

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Quote from MohawkyMagoo»

    No.
    But what you can do is open the mod jar file - find the sounds that are
    causing you a problem and replace them with others, silences if that's
    what you wanted, renamed to what the originals were. Its really easy to
    do.


    That's a great idea! I hadn't thought of it.

    Thanks for that!

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)

    A quick question; I checked the wiki, and each of the config files, because I was wondering if there was a way to disable the sounds that the mobs make.

    I usually play with MAtmos, which is a really nice ambient sound mod, and some of the mobs are a bit on the loud or immersion-breaking side. I'd love to be able to play with them, without having to hear them when I pass.


    Is this currently possible?

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    You are...absolutely correct. I fail reading comprehension forever.

    Thank you very much for that incredibly speedy response!


    In my defense, I never had to see that in Hexxit, so that's why I didn't check.

    Thanks so much, I can't wait to get playing again!

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Hey, sorry for the stupid question, but I was wondering if there was a version of Tinkers Construct that works with my version of Forge. I thought I was having the same problem as the previous posters, but it looks like my version number is under 1355 like it's supposed to be, so the other solutions don't seem applicable.


    The version number that I get on the main menu is v7.10.85.1291, which, as far as I can tell, is the recommended version for Minecraft 1.7.10 mods. When I attempt to launch with TiC, I get an error that looks like this. The error log it's referencing, by the way, doesn't exist. It either isn't being created, or is being created by a different name. Searching for it only pulls up some Hexxit logs from 2013!


    I tried using several release and even beta downloads. The mantle requirement changes with each, which I thought was a good sign, but eventually it just started saying "any" for version required! Which is vexing.


    Anyway, it looks like it's definitely a mod/forge mismatch, but I'm not sure how to go about fixing it. Any advice would be much appreciated.


    By the way, to the mod author, thanks so much for all of your hard work! I've always really liked this mod, and in fact I am only just now updating my vanilla Minecraft client since the last update of Hexxit forever ago! It feels nice to get the gang back together (that is to say, all of my favorite mods from Hexxit, since it's clearly abandoned). Keep it up!

    Posted in: Minecraft Mods
  • 0

    posted a message on Where is the talk about the new horseshoes?
    Well, either they tricked you, or you've made a joke thread.
    Either way, this isn't a thing that has been teased, announced, released, or likely even considered by anyone at Mojang. Sorry. :(
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Carpets-A waste of my wool?
    I remember carpets as having sort of a steep cost, too, but they serve a very important purpose; allowing you to set a floor texture without the need of 2 block thick ceilings. I wish this feature had been available sooner, I'd definitely have used it and it would have saved a lot of time.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Horses Break Minecraft Design "Rules"
    I think where you went wrong was using the word "rules", which has sent the community semantics hounds upon you.
    That said, I'm sort of tired of the "horses are too X" threads, too.

    I like horses a lot, actually, and I've wanted them to be in vanilla for a while. One place I would agree with you though, is that the models are kind of complex. Specifically, I'd reccomend simplifying the legs and the face, making them jointless. I can't supress my giggles every time a horse opens its mouth (as the only mob that can really do this other than the enderdragon, by the way), because they look kind of like this -> :B

    The horses in this neato mod, made by community member Roxane, look much, much more aesthetically consistent with the existing mobs of minecraft and I would very much prefer to see something like them.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Zombies 13w23b
    My main problem with the zombie spawning update is that it doesn't have a reasonable in-game cue. If there was an accompanying visual cue to the newly-spawned zombies, I would be more okay with it.

    Why? Well, for one, this is only slightly better than a few snapshots ago where new zombies would fall from the sky when other ones caught fire. It just sort of looks like the game is glitching, not like they're being intentionally drawn.
    But the biggest problem is that there's no way for new players (who are, by the way, the ones more likely to be threatened by this change in the first place) to know that they're causing it to happen. We know, because we read forums and patch notes, but it's pretty unlikely that a new player is going to associate "smacking zombie" with "more zombies appearing", since it's dark anyway, satisfying the normal spawn conditions.

    What they need, if Mojang is going to keep this spawning mechanic, is some kind of visual cue that the player can tie to their behavior. I would reccomend some little brown-square dirt particles or something, to imply that the zombie is coming out of the ground or some such explanation. They wouldn't see it normally when zombies spawn at night, but if they punch one and see another rise from the ground, the player is more likely to make note of it and draw a connection between the behavior (attacking a zombie) and the punishment (additional zombie spawns).

    And at the end of the day, it just doesn't make sense for them to poof into my play area. That irritates me more than anything, if I'm being honest. Fine, it can be a mob feature, but it ought to at least make sense.
    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on Curse Premium feature ideas, what do you want from Curse Premium?
    The tag line for the ad on the first page had me quite confused for a second; I was wondering how on Earth I was supposed to offer constructive criticism on a service I've never used. I follow now though.

    I think the problem you're rubbing up against with Curse Premium is that it's really hard for the wallet to justify a subscription service to a single web site, because, by design, they offer a very non-permanant and largely passive benefit for their flat fee. At the end of a month, the user looks back and realizes that, unless they were particularly high-traffic, they didn't really get anything and they've wasted that money, because the benefit is gone now as if it had never been purchased.

    For this reason, I'd point you guys to deviantArt. They have a similarly specific web subscription service, and to this day it's the only one I've ever paid for. You're on the right track with the elimination of ad browsing, but frankly that's a bare minimum because, frowned upon as it is, most of your community probably blocks those themselves. In addition to that, dA offers some extra enticing features, like a dedicated Critique channel that puts you in a sort of queue for advanced or at least more prominent feedback from other users. There's also the ability to use custom CSS to tweak your profile within certain parameters, and a bit of web space put aside for your own Portfolio use. Off of the top of my head, I can also remember the accompanying beta tester status, store discounts, username changing, and increase on site wide caps such as number of simultaneous group memberships.

    I'm not saying you should adopt these things specifically, as many of them aren't applicable outside of an art website, but to be succesful I feel like Curse would definitely need something comparable and relevant to gamers. Even dA struggles with this occasionally; new features are added for either premium or free users, the balance is shifted, and everyone re-evaluates whether the service is worth the money or not. It's sort of an up-hill battle, and dA actually provides a service that I could conceivably use to better myself professionally. That's a long-term benefit. Curse doesn't have any of those.

    So, bringing this back to Curse? Ads are the minimum. I know it hurts your feelings but ad blockers are things now, and regardless of your stance on their ethicality they aren't going anywhere. A blue username is similarly whoop-de-do. I appreciate that they don't melt my eyes when browsing the forum, but they aren't particularly noticeable and again it falls into the camp of "thing I had for a while, but then it vanished because I stopped paying for it and there's no gaurantee anyone even noticed". Private subforums are I suppose a step in the right direction as far as providing a service for the money goes, but in my experience splitting off free and premium users that way just creates another sub-forum with less traffic than usual (in all honesty, dA has this problem too). And giveaway entries aren't particularly enticing on their own, either, because I'm certainly not about to pay cash money for the chance of getting something for free, which is, by definition, no longer free at that point (not to mention I'm not the sort to jump at giveaways anyway).

    From this I would conclude that, in its current state, Curse Premium (insofar as minecraft forums go) is a waste of money. If you enjoy it, great, I'm happy for you, but I personally wouldn't drop the cash on it. Whatever you guys do needs to offer some kind of long-term reward, so that your users aren't constantly reminded that they're paying $2.45 to temporarily change the color of some text that doesn't exist in a physical space. My recccomendation would be to look to premium services offered by sites like deviantART, that have been making money off of them for a while, and figure out what gamers, specfically of Minecraft, would want to pay for instead of artists.

    As a side note, please don't consider me for this thread's Premium giveaway. If this ends up being the winning entry, lovely; give it to someone else. I'm not interested in the service and I wouldn't notice if I had it. I just dropped in to do my good cyber deed for the day and also because this rice is taking forever to cook.

    Cheers~
    Posted in: Forum Discussion & Info
  • 0

    posted a message on Mannequins (Mine-equins?)
    I really like this idea, especially the suggestion made about using player heads to create skin-specific mannequins, if only because I really want mob heads to have a use, too.

    I would also propose that these could make pretty awesome scarecrows, as that's what I was thinking when I was looking at your proposed recipe. Currently my scarecrows look kind of ghetto, made out of bits of fence and a pumpkin.

    Just throwing that out there!
    Posted in: Suggestions
  • 0

    posted a message on trees.
    Quote from ozay34

    No, i mean they were actually placed.


    Say whaaaat?
    I've never seen that. That sounds dope!
    Posted in: Suggestions
  • 0

    posted a message on Roaming Souls
    In addition to the above poster, I'd like to add that you're proposing the addition of no less than two mobs with no unique functions that serve only to drop unique items, which are in turn only used for the second idea (hostile taming) that isn't particularly well-refined either.

    The fact that most of your idea would remain intact if it were changed to just have zombies drop the item instead doesn't bode well for the idea.
    Posted in: Suggestions
  • 0

    posted a message on trees.
    Quote from ozay34

    Don't tree's already do that? I see random saplings on the ground a lot (or at least used to) that I never placed.


    That's probably because leaves generated too far away from logs in that chunk. If you're not actively IN the chunk, or just spawned a new world, nothing will have decayed because it's unloaded. Once you get within a certain range, though, it starts running checks for leaf decay, and those leaves that spawned too far from the tree (or from trees that didn't start burning from lava proximity until you closed the gap) often drop saplings.
    Posted in: Suggestions
  • 0

    posted a message on Train Your Pets!
    So, I know this is an old thread, but since it's been bumped twice today I thought I'd include a link that might make the folks looking for this functionality happy. At the very least maybe it won't get necro'd as much?

    As it happens there is a fantastic mod for exactly this thing, and it comes with a bunch of other cool bonuses, too.

    Check out Doggy Talents; it has your skill system, and adds some AI tweaks like the ability to play fetch with your dogs. There are also optional settings for dog hunger or invulnerability (although they still become unable to fight if they take too much damage too quickly) in case you get too attached to them. Oh yeah, and you can name them/specify their skins individually!

    It's been my favorite mod for...well, basically forever, though it seems the mod has transitioned to a new maintainer so it might be a bit before it's back up to the same glorious shape it once was.

    As much as I'd like to not have to mod my client for these things, I somehow doubt they'll ever be added to vanilla Minecraft. Long, long ago, Jeb mentioned wanting to add dog breeds, which is basically just the unique-skin aspect of this mod. He's basically running the show now and it doesn't even seem to be on the wishlist; cats got that feature instead. And that isn't even going into how it would almost certainly break the game in a million different ways.
    I love the mod, but I feel like it probably won't stop being a mod anytime soon.
    Posted in: Suggestions
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