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    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    Hey Davey, I was wondering if you could take a look at the Highlands biome mod and possibly making compatibility with it. It works alright, but lot of your mobs really don't want to spawn very often (at least as compared to say, Mo'Creatures...). It's a gorgeous biome mod with generation that can easily compare (and sometimes beat) ExtrabiomesXL and Biomes O' Plenty. I think it's worth creating compability for. :)

    Edit: Just to clarification, I don't have Mo'Creatures installed at the moment. Though I love Mo'Creatures it just doesn't play nice with my other mod's mobs. >.>
    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
    drop box has had the download disabled all day, can we please get an alternate download link? :(
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 / 1.6.2] MamiyaOtaru's Mods (VoxelMap, ChatBubbles, etc)
    Quote from MamiyaOtaru

    modloader version goes in /mods folder. regular version everything goes in the jar. don't worry about the folder names (will fix readme)
    Just realized I didn't specify the minimap, though you probably assumed as much.
    Edit: Nvm. Derp. Found it.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 / 1.6.2] MamiyaOtaru's Mods (VoxelMap, ChatBubbles, etc)
    Out of curiousity is this mod still installed via placing in the minecraft.jar, or is it installed by just dropping in the mods folder? I ask because the names of files in the readme.txt no longer match the folder names. Checking before I install this.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)

    It's something that I'm aware of but I'm not sure how to fix it just yet. I'm sure it has to do with the order in which terrain generation events happen so I just need to find a way to make sure that my mod always does it last so that everything that relies on having normal stone can generate properly. It seems to work for almost everything now but there's just a few things that must do things a bit differently that I need to solve

    Is there a way where the variety of Underground Biomes stone types, are still readable as Vanilla Stone to other mods? Much like different mods with different ores and metals being interchangeable via the Forge Ore Dictionary. If you ran it through that process it probably could make it easier for other mods to generate their world gen maybe? Same thing with the cobblestone in recipes, though your fix works for majority of recipes, some of them still don't work (which at least makes the 4 cobble for vanilla cobble worthwhile).
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    So I'm trying to use Highlands mod with Underground Biomes mod, and it's only partially replacing the vanilla stone with the Underground Biomes stone. I was wondering if you know what's occuring here. In some Biomes it fully replaces the stone, in others in only partial replaces. Please help, because honestly I'm liking the generation of Highlands a lot more than ExtraBiomesXL and would like to replace ExtraBiomes with Highlands completely :)

    Edit: From what I was reading on the Underground Biomes mod's thread, Highlands is for some reason refusing to allow vanilla stone to be replaced with the other cobblestone generating stone blocks from Underground Biomes, the non-cobblestone creating blocks created by Underground Biomes are spawning when the oregen option is turned to false, but the majority of the mod is being blocked by Highlands. I hope that helps in figuring out this incompatibility.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][SMP][Forge] Mystic Mods -- Looking For A New Developer
    Quote from Chufima

    The Painterly Pack supports the old version of the Mystic Mods, but it doesn't work with this new version. Still, I managed to edit the sprites file and get some Painterly textures in there.

    I shot Rhodox an e-mail about supporting the new version. Maybe if more people do the same, the Painterly Pack would support it again?

    EDIT: I have ThaumCraft 2 and RedPower 2 installed as well, and I think they work well together. It makes mining through the earth much more interesting than vanilla Minecraft.
    If you like that I'd suggest checking out Underground Biomes and Wild Caves 3. Makes the underground gorgeous. :)
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So I was wondering about the Flame Wraiths, I read that they are supposed to only burn you for a short duration, but whenever I get hit by one, they tend to burn me from full to dead unless I find a water source. Is that a bug? Is there a way to disable them in the Overworld and make them Nether only? I hope that will become a feature. Sometimes they spawn in ExtrabiomesXL Fir or Redwood forests and occasionally due to lag I can't kill them before they get a hit and I'm pretty much done for. Really bs, particularly for hardcore worlds.

    Another note about ExtrabiomesXL is that in one biome, I forget the name, it's the one that's like the swamp biome, but with taller oakwood trees, it seems to be registering as a water biome, causing fish, rays, and jellyfish to spawn on land and die, leaving a ton of slime balls and fish on the ground.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][SMP][Forge] Mystic Mods -- Looking For A New Developer
    Any idea when the upgraded Ruins mod will be up for download? :o
    Posted in: Minecraft Mods
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    posted a message on Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
    Oh snap I didn't know that. I'm pretty new to the Soul shard mod, but that's really good to know. So you can make thaumcraft mob shards? I know you can't make shards for Mo'Creatures mobs, already tried to do that. Lol.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][SMP][Forge] Mystic Mods -- Looking For A New Developer
    Jose what did you think of my mystic ruins suggestions few posts up? I think that's a more balanced loot table than the current loot tables.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Is there a way to have Metallurgy 2 sulfur and saltpeter completely replace Railcraft's sulfur and saltpeter? I'd really like to disable the Railcraft world gen and just rely exclusively on Metallurgy 2.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Legacy Thread
    I thought that the ships in the mod were supposed to be shipwrecks? I created a creative world to check out worldgen content of this mod, and the ships that spawned in the ocean biomes actually floated above the water and were relatively intact. (and two of them were fused together. Minecraft generation at its finest.) Also variety of items in the ships were glitched, half broken doors, some of the beds were distorted.. etc.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Legacy Thread
    I had that problem too, the problem was you didn't read installation carefully. It works slightly different than most mods. You have to create a new folder called Fossil-Archaeology, then extract the zip files contents into the new folder.
    Posted in: Minecraft Mods
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    posted a message on Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
    Congrats on that I think, I say that because I hear Tekkit has a poor reputation due to not usually asking for permission to use mods (or ignoring mod creators when they decline) Though I hope other modpacks like FTB will take interest too. I think along side Thaumcraft 3, they add a lot of wonderful content.
    Posted in: Minecraft Mods
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