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    posted a message on [1.5.2] 2.6 Fantasy of Minecraft (Update to 1.7.10 in work - searching for tester) [RPG-Mod]
    plz tell me this isnt dead, 1.7.10 is still the main modding version, and much like 1.2.5 & 1.6.4, I personally may stick with it for a long time even after mods update to newer version, but this mod if finished could be like a whole new game ! I'd love to see it completed !!
    Posted in: Minecraft Mods
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    posted a message on Calendar Gui v1.0.1- Return to MCF
    I really love this mod, the only thing I wish it had was an extra space above the text to customize the texture, adding a small creeper picture or something, thus making it look like an actual calendar hagning on the wall. Perhaps, if possible, each month could have a different picture...Just an idea...Regardless though, this mod is great
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    I highly doubt it is actually your mod, but whenever I log back into my single player world, all my stone golems try to attack me ! I also have similar(?) problems such as mapwriter waypoints not being there when I log back in, books not keeping what I have written in them, etc. Cam someone tell me what's going on ???
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from undefined »
    Is there a way to disable one of Harvest Craft's recipes? I have another mod that uses the skillet recipe so it conflicts :/

    go HERE find NoMoreRecipeConflicts. Never worry about it again...
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    Everytime I login my keybind "reposition mob portrait" has changed. Very annoying. WHY ?
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from DeskPop»


    -snip-

    Have you tried the MC+ Mod's Cart ? Its not as cool as Simply Horses, but it can be horse drawn and can hold a chest or you in it I believe. Until the future at least its something...

    As for the XP situation & LevelUp. I agree, but there's doesn't seem to be a viable option at this point. If you use Minetweaker to make options for hoarding XP more difficult, it could be a reward for making it that far into the games progression. Starting with 4 hearts when I die and losing most XP is already punishment enough for me. My pack has no stone or wood tools, iron requires having a TiCon smeltery built and tools from it. Stone take almost 60 seconds to mine one block, health regen is off, thirst is a thing, hunger overhaul is on, ore is setup to be much rarer and spawns only in certain biomes, okay, thats enough, you get the idea. What I'm saying is I guess in my pack, I have enough other difficulties I didn't really think about hoarding XP.

    I'd LOVE to see an entirely new RPG Levelling mod with a new system, more like Goki stats where you have to SPEND XP, that way hoarding isnt viable. And you'd have to decide if you want to spend it on enchanting or that next perk/stat. And I'd love to see health incorporated in this so you can gain hearts if you choose to put points in it rather than using More Health Enhanced and just get hearts at certain levels without SPENDING any XP.

    EDIT: I can't seem to disable the class display text in the top left for LevelUp despite the config settings set to false. And I'm using B3M, and it doesnt have an option to move is' text so they're overlapping quite annoyingly with no fix atm...
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    I love all of these mods, they have alot of features I used from other mods and a ton of awesome new things AND idea I had always wanted in the game already. Just awesome ! Great work once again... Now...

    Some of the mods and in the Dev tree, you have some new experimental WIP mods related to survival and what some may call "hardcore". I like the rotting mechanic, I wish there was a way to have food still stack despite the decay, but obviously thats impossible. I was wondering if you could add config options with the ice box to allow us to add other blocks which slow/stop decay, like the refrigerator from Mr Crayfish' Furniture mod or Jammy furniture. Along the same thought process, I was wondering about the survivor mod, and was looking at the Better Beginnings mod, which I like, but it is almost like adventure mode in which each block requires the right tool, however you must add them one by one to the config in that mod, and as I use TiCon with vanilla tools nerfed to 2 uses, um %#@ that...Here's my hopes/ideas:

    No stone/wood tools.Flint is a must for the first tools. Sticks are gained from leaves or saplings. trees REQUIRE an axe, no punching. Planks REQUIRE the saw. Firepits JUST like you already have which need to be lit and not instant lighting either. Require constant fuel, can only cook food. BUT I either want vanilla stoves to somehow be higher in the progression, or unable to smelt ore. Some things I could try with minetweaker, but then i usually run into dead ends with no fix.
    Posted in: Mod Packs
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    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Quote from Jayfeather311»
    I would be willing to take over this mod, however I need to source code, so if the author is reading things, please provide me the source code and i will continue updating the mod

    YES ! Please let him !

    *But* in the meantime, I like QuiverBow + QuiverMobs too, not quite the same but still cool. And anyone else interested, check out the newest dev versions of Tinkers Construct, they've added a whole new range of ranged weapons (haha, <<< see what I did there ? heee's a clever boiiii....)

    Still as cool as thos are ^^^ I'd really like this mod back in me pack at some point so letting someone update it would be super amazeballs for us all =D
    Posted in: Minecraft Mods
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    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    I dont know how much help I can be, but this is a great mod and I'd love to see it for 1.7.10, how much knowledge/experience do we need to help you out ?
    Posted in: Minecraft Mods
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    posted a message on DayM 2.2.5 [ Update coming soon! ] - The ultimate zombie apocalypse mod. (3D Guns, Zombies and much more! Inspired by DayZ)
    Dude, Fallout's sunglasses didn't even actually tint the screen (unless you have mods), this is AMAZING ! EPIC ! good job ! Now, to find some good servers ? I just...words can't...this is amazing, very VERY well done, it should be its' own game. DayZ was funner than Arma, Minecraf + DayZ in one game...oh man...You should get a Patreon going for a standalone DayM game...lol...Build it in a different engine though IMO. THAT would be the height of human ambiton. lol. TIl that wet daydream comes true though, this is more than enough. It might be my new favorite way to play...
    Posted in: WIP Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    You know with the huge opportunities I've seen in this mod, and MCSchematics, I'm surprised there isn't a larger library of available buildings for this mod... I would REALLY like to see some sort of native block protection like the ones from the Artifacts mod too, so that traps are actually challenging and treasure is harder to get to without adventure mode and premade maps...
    Posted in: Minecraft Mods
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    posted a message on Aesthetic armor slots
    I know this is old but if anyone else happens upon this like I did:

    http://www.curse.com/mc-mods/minecraft/225812-cosmetic-armor/2220056

    Does EXACTLY what you asked
    Posted in: Requests / Ideas For Mods
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    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle
    Quote from Cytheruk»
    Hey i'd just like to note it seems to have issue in smp when installed on the server causing "internal server error" when clients connect and cant join with it not sure why took me whole day only to find it was this mod i tried alsorts to get around the error, then came across some pages on this thread about same kinda error, it worked fine in ssp, or maybe its one of my mods causing issue with it not sure, just heads up for anyone with that error showing when connecting to a server with this mod, save them a load of hassle trying figure this out lol.

    Also lunatrius, developer of Ingame Info mod of which includes an ingame time digital clock said he can't make it sync with your mod's day/night time alterations from default so wondering if you could from your end make it sync with that mod so it shows proper time according to how you set it in config.

    Thanks!

    That ^ is why I stuck with Timescaler before 1.7.10. I use IGI religiously. I also really like Bibliocraft's clocks which are not synced with your timescale, and I get really tired of sleeping more than once to make it morning. There's also just generally issues with anything that depends on time, Calnedar GUI, rotting mecchanics, crop growth (albeit this one is probably full of many many variables), Project Zulu's Nightbloom's (they're supposed to only open at night and emit light) etc etc etc... Sorry to sound like I am only full of complaints, but I just don't see the point of changing timescale if nothing uses the new scale you've set. Wootguy posted his code, maybe you can take a look at it ? But his mod worked perfectly IMHO for all of the things i've listed above...I cant STAND vanilla minecrafts super fast days, when you have biome adding mods, or world gen adding mods, it seems like you cant even BEGIN to do anything without days and days going by, worrying about night spawns, etc. But having to never be able to use calendars, never having the right day/time show, having nightblooms open at noon, having to sleep multiple times to skip the night...These all add up to make the game somewhat irritating feeling...Its two evils and we have to choose the lesser for now...Admittedly, using your mod currently is ALOT less annoying than vanilla...
    Posted in: Minecraft Mods
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    posted a message on Thirst Mod 1.8.15. Updated to Minecraft 1.8 100k+ Downloads!
    I have been attempting to integrate other mods' drinks with this one for like a year now. Am I just retarded or what !?

    Okay:

    the folder tree was generated, I did not make it so I assume that isnt the problem but:

    minecraft/ThirstMod/external/Pam.txt

    The following is literally the only line I have added at this point, but in the past, I have added dozens of items from dozens of mods...WHAT am I doin wrong !?

    harvestcraft:applejuiceItem:4:2:no:0:0
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from DeskPop»
    -snip-

    Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...



    If you're curious, my hotbar items have a %70 chance to NOT drop. They receive 10% damage on death and an extra %5 on drop IF they drop. My armor has an %80 chance to NOT drop, but receives %15 damage on death (ouch ! but hey, death is meaningful now !) and an extra %10 on drop totalling %25 of my armor health ! The rest of items have a %75 chance to drop with %10 damage on death and extra %5 on

    Posted in: Minecraft Mods
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