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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    Hey guys, sorry I haven't posted lately. Basically, this whole 1.3 ordeal has been rather depressing and demotivating, and both Forge and Modloader are in beta stages. To be perfectly honest, I'm biding my time. The update process, when I actually get to the physical coding part of it, will be quite painful, and it's a process that I do not even remotely wish to do twice.

    -snip-

    My highest priority is preserving my enjoyment of, and thus my commitment to, minecraft modding, so that this mod doesn't go the way of Wolves Extended.

    -snip-

    Thank you for your patience guys.


    Quote from Wizardglick
    Update the mod in the way that it's fun for you to do and represents your vision. Most responsible players would rather have that than something that's been rushed and make you less likely to continue the project.


    What he said, take your time and do preserve your enjoyment. I've modded other games before and found intense burst of focused development just burns you out, when you don't even get the time to enjoy the game you're modding for anyways.

    Don't let anyone (eager mod players) rush you. Good luck and have fun!

    Edit: Also, just want to share my re-tex of DJ Persnikity's FF XIII red puppy for my dire puppy :)

    http://i.imgur.com/rEcG6.png
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] 4096IDs
    Quote from Tank111

    what??! does forge has this built in????? how do i use that build-in???


    Yes it does. Just configure your ids for other mods normally. It of course doesn't work if you set your block ids to over 4096, because...it's obvious.

    Quote from deFENCE_
    Wtf? My forge 3.4.9-171 doesn't have this.. :(


    And you know it doesn't have it how, exactly?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from etsmsj

    Just so that you know it but Forge has been updated (v. 3.4.9 is the latest one) so why doesn't Kinniken update this post? Link to Forge's latest build: http://lexmanos.no-i.../job/Forge/171/


    Because it takes much longer than a day to update? Because 1.3 has significant code changes? Because he has a life and you don't pay for this mod?
    Posted in: Minecraft Mods
  • 1

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from _Erythros

    I'm trying to use inventory edit to get the summoning wand.


    It is not working. I have no idea why not.


    No offense, but simply "it's not working" is not very helpful. Many things have many ways of not working, you wouldn't bring a car to a mechanic and tell him "it's just not working" :P

    How is it not working? If you mean the village wand won't summon, it requires a gold block, which you place then need to right click on.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - Discontinued
    Quote from DestinyTerraria

    Suggestion:
    In your config file for this mod, please add a section where you can add custom IDs so the mod can allow you to dualwield weapons from let's say.. Balkon's More Weapons Mod, or a Uranium Mod Sword, or perhaps just custom things.


    This. I was going to suggest it but am glad I found someone's already suggested it. You can probably make multiple fields for different weapon classes so people can specify what's a sword or what's an axe, etc.

    And take your time to update despite all the impatient kids!
    Posted in: Minecraft Mods
  • 2

    posted a message on Chocolate quest. Mods for the adventurers
    Just thought I'd share this seed that's great for this mod, 5517585505232386005. It's almost perfect. There's a forest biome, bordering desert (for pyramid), bordering tundra, bordering swamp (for swamp cave/underwater cave), all near each other. And there's a couple big ravines, one that leads to a big abandon mine that leads to an underground swamp cave (and there are also other sunken swamp caves). I've yet to find a dungeon but I think that's because I've turned the dungeon way off to 10 - 100 rooms max (I don't like getting lost that much :tongue.gif:).

    I've yet to try it on .07, but that's because I'm not crazy about having architecture added to the surface, by any mod (sorry Chocolatin! i know you took your time), so I don't know about how guaranteed the Necromancer tower would spawn.

    ps. Use Bigger Trees mod for awesome forests/taiga to go with Better Dungeon, very atmospheric.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MineColony RC19 (Roads, a lot of bug fixes)
    About to start using Minecolony, I found out why it was causing problem for me.

    So, from my understanding, is that I can make my own buildings, and then have the builder scan it and make floor plans from it. So does that mean I can make my own buildings for various kinda of colonists (builders, villagers, various jobs) and have them use my building instead of pre-defined ones?


    Quote from Devlah

    Personally, I'm kinda hoping for a little security. I've been using Castle Defenders to fill in while other things are being done, but they're a little unreliable.

    I don't dare use the Hunter right now, because when they go out my town gets blown all to hell by creepers due to the dogs attacking them. Archers seem to be the answer there, but as I stated the mobs from Castle Defenders don't seem to want to remain spawned like they're supposed to. I'm working on a possible solution, but it's going to require a great deal of trial and error.


    Just until Minecolony's implemented their own offensive and defensive units, you could try Battlecraft. I've yet to use it myself (going to try), but it seems like a good alternative of Castle Defenders.
    Posted in: WIP Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Quote from Daniel_l94

    4096 BlockIDs was made to work with forge, it's a requirement along with modloader, and maybe ModloaderMP. Just install this mod after forge 1.2.0 and then the other patches after that. Out of all those API's you mentioned, Item Sprites is the only one I don't think is compatible.


    Oh thanks! I must have missed the part where 4096 is compatible with Forge, so much to read for all the mods I have! Plus I'd not seen one of these utility mods depend on another, so I sort of assumed XD (how's that saying go)

    The solution for the problem I have is sort of ironic. I needed Forge and 4096 because I have Premium Wood and it takes up a bunch of terrain indices (and don't use Forge), so I can't install the smaller mods I needed that only used up one or two terrain indices. But Forge and Scokeev9's mods don't match, so in order to use them I'd have to not install Premium Wood (scokee9's mod); and yet, if I don't install it, I wouldn't need Forge and 4096 in the first place :laugh.gif:

    But thank you, you've helped me figure out how to make it work. Just to report, I decided to try it anyways (even though you stressed 1.2.0), and 1.2.2 works as well.

    Edit for a little more information: Forge v1.2.2 does work. Just need to get a fresh jar, install Modloader, Audiomod (if you need), and then follow Daniel_l94's order - Forge, 4096. The patches for ItemSpriteAPI or ScotsTools are just unnecessary, if you're installing 'em for Nethercraft or Premium Wood, since they're not compatible with Forge anyhow.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Lamb Chops v1.1 [SP, may soon be SMP]
    You can probably get Jsn_Man to help, although he's busy until christmas (or is it when christmas is over).
    Posted in: Minecraft Mods
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    posted a message on Accessibility mod
    I have a friend that can't hear, so he can't hear the telltale sign of mobs that approach him (especially the boomers), or any other mobs. Can we have a mod that perhaps prints an on-screen msg on the top left or right when there are certain mobs maybe around 7 - 10 blocks near u? As for the creeper 5 blocks would probably be fine (they start hissing around 2 - 3, but 5 blocks would make it so the reader has time to react).

    I'd try my hand at this, but unfortunately I only learned the most basic basic in uni, nothing about hooking or how to make a program interact with something else (not that I remember much anyhow, I retain enough to read code, not really write).

    Naturally this would be nice for SMP. Perhaps provide a toggle for players that can hear and don't want this? (Or is this fixed with other players NOT installing the mod?)
    Posted in: Requests / Ideas For Mods
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