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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    You should make a dimension (or add onto a dimension) a place that is completely desolate, but with big structures, and you need to go around defeating x many bosses to summon the big, major one.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    I feel like Scimi should work on adding a little more content to the dimensions that we currently have (like rare things/structures [whether it'd be underground]). Maybe something MASSIVE that basically is used as an end-dimension type thing. That and what he's been doing, working on optimization. That'll give more time to work with than to add another dimension. Update the mod to 1.12, then start adding the underwater dimension once the new update comes out.


    I also would like to suggest some mobs/events (i bet you already have one planned) to help make your base feel more unsafe. Not saying difficult, but have a few minor inconveniences other than creepers. For me, personally, i love making bases and feeling homey, but then all of a sudden, from a peaceful day... a mob starts attacking your crap or stalking you. Not all the time, but periodically. It'll also give you something else to do. It'll give more life.

    Posted in: Minecraft Mods
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    posted a message on The Mists of RioV [v2.5.2]

    Thanks for keeping us updated!


    I've been following this mod for a while and im glad its still alive. :)

    Posted in: Minecraft Mods
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    posted a message on The Mists of RioV [v2.5.2]

    You should just incorporate some things from RioV you'd enjoy instead of porting the entire thing over/restarting.


    I also would like to suggest if you ever do get the time to make an expansion/other RPG mod is adding more structures and traders to each dimension instead of just the aesthetic look. A lot of dimensional mods suffer from this; the places look great, but there isn't a lot to do other than go there and defeat x ect...


    For example: just a tiny bit of NPC villages, rare NPC/mini-bosses (so you aren't stuck with just summoning a single boss/grinding for loot with x amount of regular mobs) and just rare structures all together so the world isn't too confined, but has variety with each seed. Also, mini-biomes.


    Also, the use of subtle music to bring a place with personality is heavily needed in practically any mod. People tend to forget how much music sets the atmosphere in most titles in general, but you could also be the first to use it in practice (other than big mods like the Aether).


    Skills, weapons, crafting ect... is definitely up to you. That's entirely a direction only you see.


    Last thing i would like to enunciate on is having tiered dimensions and an end-game dimension(s). That way, instead of slapping hard and easy NPCs randomly spawning around out of sheer algorithm, you could do things such as to dig down, find underground structures - and just like Terraria, the farther you go down, the harder it gets. Also, underground structures ect... would probably help a lot with the excessive grinding for ores you usually do in these types of mods. It'll make something to look forward to other than mine shafts/your strip mines.


    Pets/Companions (yeah, but its a lot of work).


    Not saying to add any of these, but these are some of the things i always looked forward to in this genre of mod, but never EVER saw once. Thank you if you read any of these suggestions.

    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Lol, looking at your signature... i bet you like tamagotchis. Hopefully you'll make a breeding concept similar. Have an animal do things that'll change its evolution. For example, if the pet eats too much... it'll evolve (or grow up) to be a plump, big pet. Or if it constantly runs (lets use a whacky concept from tamagotchi) it'll sprout longer legs when it grows older.


    I like the concept of this mod 100%.


    However, again, if you know Harvest Moon the game.. their breeding is 100% similar to this which is why i suggested to collab with the Harvest Moon mod. They literally have the wife/husband/kid side with a village, all thats left is the farm and the animals... which is basically this half of the mod. You should talk to them and let them use this concept, too... just make them credit you. I can't wait to see where this mod goes! :D


    But independently, this mod is great. <3 gj

    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    Not even joking, you should really collab with the harvest moon mod because everything you're doing here fits it perfectly...

    Posted in: Minecraft Mods
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    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    Do you have any preference in texture pack, Fang? I'm trying to practice editing for the first time, and i'm using your map as a guinea pig. Trying to do a lets play, but its taking me forever just to figure out sony vegas and do the things i want to do. All i can really ask is how i can make it prettier in terms of texture packs instead of messing up the scenery? :P Unless this map was meant for default.

    Posted in: Maps
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    I wonder if Xolova lost interest in this mod

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    No, no, no. Sorry, let me reiterate this better - its just over time, you can see that Xolova's passion for this mod died down. He has/been sick homogeneously the same way for a while, yet he consistently works on other mods before this one. Its not that he's TOO sick, its just that he's busy with OTHER mods, referring to what i said before: he just doesn't care as much.


    But that's not receptively what i meant. I was just saying we all need to love what we have now - nothing to do about Xolova quitting/wanting to quit (i don't know where you got that from, but its probably from my terrible wording on things). Don't take this mod for granted.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    I don't understand. Xolova complained about having too much work, but he rather do this mod alone than with people because they have a different idea/direction that Xolova has... yet, he's going around, giving himself more work with like 3+ mods not even focusing on one that should of been out months ago.


    I just dont think he cares anymore, and that's basically proven to me. Not that i'm complaining about the mod as he doesn't even get payed, but observed the reason(s) why it hasn't come out entirely. I understand that he had health issues, but he also finished projects before that, too. I'm just gonna let everyone know, don't expect much.. and just love the mod for what it because thats all that we've got.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    Isn't this the overgrowth/undergrowth place? Or am I missing something? :x

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    You should introduce underground biomes...

    that'd be sick, including when you have to 'dig' to find a hidden 'temple' or 'treasures', or maybe even dungeons with 'mini-bosses' for good loot if you'd like to explore.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    Also, you should put backpacks in the game - whether it'd be randomly spawned in caves and you could call it a 'musty knapsack' or have yourself make certain kinds of backpacks with furs of mobs that are pretty rare (backpacks are a big gameplay changer, so it has to be rare). Each one increases your inventory size by a certain size. Small thing, but its something you could add into the game for more items.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from shadowdragon25»

    Haven't tried yet but my suspicions appear to have been confirmed here.


    It doesn't balance anything. Without the system, even with harvester swords or halite blades (strongest melee weapons in both AoA and DRPG I can think of) or whatever mobs like the spearmint slug take at least four hits. With it it takes...five or six? Also there's no point in brewing strength potions anymore, getting erebon tribute, or anything like that. It just reduces the efficacy of all the weapons in the mod and outside the mod. Please just get rid of it...


    what this dude said

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    anyone have another nevermine server?

    i use to play on one but it got shut down :(

    Posted in: Minecraft Mods
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