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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ioandar

    why cant the nodes live in peace beside each other?

    intended or bug? anyone has an idea what is happening?


    Intended, it's in the change log for the big update to Minecraft 1.7.2, in the Worldgen & Nodes section: "Bigger nodes now like to bully smaller ones and take their vis"
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from calebmanley

    I have a small request.
    Can you make it so when your sneaking with the Traveller Boots on, your step height isn't increased? :)


    I second this request.
    Posted in: Minecraft Mods
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    posted a message on MCDungeon v0.18.0
    I just wanted to thank Eggplant, JiFish and djchrisblue for everything.

    Thank you!
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    It wouldn't require the space. Maybe I was doing something wrong, but I was disappointed I wasn't able to use the hard mode in my new world even after spending a fair amount of time travelling in all four directions out from spawn and circling around to generate chunks. Eventually I gave up and just made four dungeons nearby, but there are a lot of caverns and mob density inside is quite low (with default config, next time I'll use more_mobs for sure).

    I am really enjoying the current version of the generator, though, it's been ages since I used it and the dungeons it makes now are a blast. But I wish it was easier to get filled dungeons, without having to use some additional tool to generate chunks. I was thinking the torches would help with that problem. Granted the end result is a bit unnatural, but would usually be invisible to the player.
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Eggplant, have you considered adding torches to the outside of the dungeon perimeter blocks, facing into whatever caverns might exist? If it worked it would be an intermediate step to help minimize wasted spawns without the steep placement requirements of the fill option.
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Quote from SoNick
    ...dungeons with randomized sizes that increase as distance from spawn increases


    That's a great idea!
    Posted in: Minecraft Tools
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Pallanza
    I guess I'll just have to not play Millenaire (until the entire installation process is distilled down into a specific set of instructions rather then vague playing around with installing order).

    Well, it is distilled down to a single installer made by the mod author, I use that. It takes you through the process and gives you feedback at each stage. The only extra step I had to take was to manually delete the META-INF. And then after it was succesfully installed and tested I used MCPatcher, without a problem (just for higher res textures, not its mod installer) because it was updated for 1.24 at the time and Optifine wasn't.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from gmanbirdman
    Also, does anyone know good ways of expanding into the ocean for more room for a town? I've tried creating stone flats using lava, but unfortuately the map doesn't recognize it as viable terrain.

    Cover/replace the water with dirt or sand, cobble won't work.

    If you have an area or another village where the ground needs to be lowered, or just want to smooth things out between buildings which were built on different levels, you can wind up with plenty of dirt for backfill duty.
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    The new Tier Three Kingdom is beautiful. I love the lighted trees and heavy foliage in the corners. My Kingdom crosses into a desert biome on the back side and the change to a golden palette, with the street lights and lit trees, is magic, especially as the sun sets.

    All open space now, but new construction on the way shortly!
    Everything working fine so far, the only thing missing is the config file, which I believe is because I'm continuing from a save instead of starting fresh.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from laxxe23

    ...the location of the config file, I am not seeing it in the.minecraft folder like what people are saying

    I wonder if it is only created when you start a new world, but isn't triggered if you are continuing an existing save. I am continuing from my save. I deleted the .props file and it works no problems, but my \.minecraft\config\ folder only contains ModLoader.cfg and my treecapacitor mod cfg file.

    I'd appreciate it if someone could paste the contents of their new untouched .cfg file, and its filename (I imagine something like TaleOfKingdoms.cfg) so I can recreate it manually. Thanks!
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Tyber,

    There's a minor "bug" with the creation of the Tier Two Kingdom, a stray block is placed which doesn't belong. I confirmed it with a second playthrough on a different map. It's a ladder floating in space next to the outside wall, at the left front corner as you face your Kingdom entrance from the outside.

    Pics:

    Old World



    Current World


    (Dokucraft Saga Continues texture pack)

    Quote from TyberAlyx

    Librarian- gives you an option to study, gaining experience and investing on the library for higher taxes(invest in the knowledge of town folks), and a new feature which I won't say now :wink.gif:

    You might call him/her the "Scholar", which would make the character abilities more flexible, since people think of librarians performing just the one function.

    One more option for reficule spawn difficulty: a medium-difficulty option to have only one ranged reficule per spawn, either mage or archer but not both. And generally, it might integrate with Minecraft best and be easiest for usability to have preset levels (each controlling a number of factors) for Peaceful/Easy/Normal/Hard.

    I'm spending a ton of time with your mod, it's terrific. :smile.gif:
    Posted in: WIP Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Quote from lyon999

    I have a great idea for future updates of this mod! When you die you should lose some amount of money, so then it would be a bit more challenging and you could also a a new bank building! :smile.gif:


    I think this is an excellent idea and justification for a bank building!

    Money is pretty easy to come by, so it would add some sting to dying without being a major setback.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Some ambitious ideas on a possible Library

    The Builder is the man to see for erecting the new buildings... but who created those plans? Where are the blueprints stored, and what if you wanted to choose a different style schematic?

    The Librarian has books on what little is known on the Reficul, has books on who's who in the Guild and the Kingdom, background and clues on questgivers/quests, and also keeps a collection of architectural blueprints. It's not a Free Library, he may want something from you in return for his knowledge, but in return you might get access to one of these alternate blueprints for the builder to execute. If you do enough for him, he might even give you access to (remove the bedrock blocking) the bookcase-lined Enchanting Room with enchanting table in the library basement.

    Or what if he simply was the keeper of record of your Kingdom? He creates the very Tale itself, which uses a log to gradually "write" (fill out) a fancy personalized prose retelling of playername's achievements one-by-one as milestones are met.

    [October 20] was that bright and shining day when [Sevminer] first appeared in our lands. Little did any of us know when the stranger signed a contract with our Guild Master the glories yet to come! [Sevminer] fought valiantly in our lands, defeating enemies by the score in combat. [October 21] [Sevminer] began to employ Hunters for the cause, spending hard-earned gold to further cleanse the lands for the benefit of us all.

    (Kindgom founded, each structure raised, etc.)
    Posted in: Minecraft Mods
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    posted a message on [16x][1.9]【Jungle Ruins】[DISCONTINUED]
    It seems like this would be an excellent pack to use with The Twilight Forest mod, which creates a new mysterious forest world with ancient ruins, reached by portal.
    Posted in: Resource Packs
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    posted a message on [1.7.3][SSP] Survivalism [v1.4.5] [Update in progress]
    Quote from Danwood
    Imagine a world where water is really difficult to find, and where biomes are much bigger, so if you are in a deser you must really walk a long way to find water

    For a desert world where surface water is very rare, try Seibai's Primordial Desert generator.
    Posted in: Minecraft Mods
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