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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Honestly... that sounds more like blind dumb luck than anything. Sounds like your aura.dat file corrupted itself, and you have to regen your nodes. Because there is one thing I can say without a doubt... that devise does not DROP flux at all. If nothing else, it increases it, for the sake of moving nodes.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    Quote from StarshadesJack

    I never really said it being cute was a bad thing. I think it adds a bit of charm to the mob, given what it is.

    And they're small because "aliens" and "little" have a long history.


    You said you were aiming for creepy, and got nearly the polar opposite. I was pointing out why it wasn't creepy feeling to me.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I see you love RP2 crafting benches Moonra. Also nice Ars Magica there as well.

    Might want to get your farm set up, and make a majority of it flax. I find myself needing so much string even for a few basic things. Note that while the flax doesn't respond to the Hoe of Growth, it does work with normal bonemeal.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from JohnsonSG

    Nothing help?
    =S
    Perhaps if you just READ the last two pages, both of which you posted on...
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Just curious, any timeline on the update? Only asking because I am about to make a new world, and would rather not change up worldgen just after making it. If it is within a few days, Ill just wait it out.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    mmm.... looking at it, one of the problems is it LOOKS small. Also, creepy tends to show in elongated features, like the legs of a spider, Endermen in general.... and those scary teachers with long hawk beaks... I mean noses.
    Posted in: WIP Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    Nice look. I wonder, do you think you can do a connected texture for the Lapis luzi block design after a while? It looks ok now, but rarely flows together. Considering how it looks like a natural, flowing thing, it probably would look really nice with a connected texture style over the current randomization.

    I don't know how hard this would be for ya to do though, but would look really nice.
    Posted in: Resource Packs
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    posted a message on Have you ever found a stronghold without eyes of ender?
    Found about 5 without, and.... 2 with. I usually don't hunt em down, but just get lucky and find them. One I literally just walked in a cave at spawn, and it was there. Hilarious thing was the fact that I had detoured and make a base nearly half a kilometer away, and was on the hunt for a few of the things I might have missed in the area. Somehow... I missed an entire stronghold. I then broke into another few strongholds while branch mining in a few worlds, and even more just by lucky ravine splunking. If you can't tell, I explore a LOT in my worlds. Usually explore about a 5 kilometer radius around where-ever I make my base. Considering how Strongholds are within a 1 kilometer of spawn at max, and I tend to make bases within about a kilometer of spawn.... yea.

    I find them tons somewhat close to my base by my standards.
    Posted in: Survival Mode
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    To the people who say they have a problem with breaking all the leaf blocks, there is a solution. Tree capatiator mod has an option so that when you chop down a tree, it will also kill almost all leaves linked to that tree (the exception is when another tree's leaves are close enough to "hold" em up, and it still hits an area around the original log(s)).

    While it is pretty strong, they are fair on the fact it damages your axe for every log it cuts. You can also make it take greater damage, if you feel it is a bit too OP. Does make wood gathering a bit easy... but even then, with those super sized trees, it would take a Diamond axe to clear em out before axebreak.

    It isn't ideal, but it is a solution.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from flamedance58

    Infused Stone? You mean the Crystal Ores? Or is that what their called?


    Check em in Creative. They are called Infused stone.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from hott_little

    I'm not sure if this topic has already been discussed, but I can't find out anywhere how many Crystal Clusters I need to boost my 1k Node 100 Aura above the max. Honestly, I don't even know if it's true that I can do this just heard one guy say it. I have forty three Crystal Clusters up on a wall right next to my Node and all they do is slowly replenish the Node to it's current max Aura. Please, if anyone can help me on exact numbers, it would be very grateful.
    lol, it should already be pushing above max. You only need one per about 10 above max you want to go. But it could very well be that your node is actually creating infused stone, draining itself back down
    Cost 100 Vis to do that, but it remakes some infused stone under the node, based on a seed stone down there.
    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    Thanks Monsterfisher, and that sky...

    *gets lost staring at sky. Call back later*

    Edit: Where did you place the extra textures? Can't find em.

    Also, just reporting a slight glitch in the cactus texture. On the side facing the sunrise, there is a small glitch on cacti that are 3 high between the second and third block. It is this small green line that extends past were it should off the cacti block. It is only visable from below, it also exist on the 1st to second block difference, but is invisable there.
    Posted in: Resource Packs
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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 CrackarN

    I made a terrible misstake, i installed custom mob spawner and mo creatures to my minecraft that already had divine rpg installed. After that the divine rpg mobs didn't spawn, so i deleted custom mob spawner and mo creatures and still no spawning. Now even vanilla mobs dont spawn. PLZ HELP

    I know its not divine rpg causing this but you maybe know a solution anyway. Thanks
    Re-install Mo'Creatures, and then go into your options, global mod options, Spawn controls, spawner settings, and change it to NOT alter anything vanilla. This SHOULD resolve the problem.

    Also, make sure you are running this on forge version .497.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Sort of wish I could vote for two. I love both Jade Forest, and my own idea, Crystal Isle. Would like either of them to make it, although I did cast the vote to Jade.
    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from monsterfisher

    @Mevryk sweet glad you go it working =)

    @Steelflame that reminds me i have some oretextures right here (i created them some time before for a different project if you want i can send them to you so you can put them in the right file (since i have no clue where they go)


    Just provide a set of them as an alternate download. We can go and just paste them over the other pack's textures ourselves.
    Posted in: Resource Packs
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