• 0

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Does Wild Caves have any generation that might cause this error?

    http://pastebin.com/91jvAqht
    Posted in: Minecraft Mods
  • 0

    posted a message on MCPC Error when going near a specific chunk.
    Are any of the mods I have known to do this?
    Posted in: Server Support and Administration
  • 0

    posted a message on MCPC Error when going near a specific chunk.
    I figured as much, but, I cannot figure out how to fix the chunk error.
    Posted in: Server Support and Administration
  • 0

    posted a message on MCPC Error when going near a specific chunk.
    I keep getting this error in my SMP server when I go near a specific chunk.

    http://pastebin.com/91jvAqht
    Posted in: Server Support and Administration
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Alright, so, I keep getting this error in my server, and I'm trying to find out what mod is connected to it.

    http://pastebin.com/iK3NcHDB

    Seeing as it has to do with the generation of a chunk, I was wondering if the ruins mod had something to do with it. The error happens in a specific location. The location is an area in the desert with a few ruins (including a few custom ones I made such as a termite mound (it uses biomes o plenty hardened dirt)).
    Posted in: Minecraft Mods
  • 0

    posted a message on Mod Idea: Spiritual Light - Spiritual Darkness
    I say this might be a good idea, but, you may wanna remove references to christianity in it. You could probably still include various demons and angels, though, a lot of mythology includes similar beings (in fact, if you decide to look at various other mythologies aside from christianity's own mythology for such beings, you will probably find a lot more interesting and fitting creatures). Also, the mod could probably revolve around morality based magic, with both good and evil sides having their pros and cons.

    If you do manage to pull this off, for a power system, why not use meditation, and rest, to recharge your powers? One may meditate by pressing a button on the keyboard (you could probably designate this), and just idle there. But, meditating without any special equipment will cause you take some time to recharge fully. Perhaps maybe you could craft items, such as Tibetan Singing Bowls, to aid in recovering your power. Some new age groups meditate using gemstones, perhaps maybe you could include a few new ores, that drop gems that when held in your hand while meditating, increase the rate of recovery. Some of them should also have various benefits, such as regeneration. We could probably incorporate some of the ingame gemstones already, such as quartz, emerald, and lapis. Sleeping in a bed should function similarly to meditation. If one attempts to use their powers while their mana bar has run out, it will draw on your own health.

    However, as you progress from neutral to good or evil, you will find new ways to gain power other than meditation and rest.

    On the evil side, you can gain power by harming or killing other beings, sacrificing other beings, leeching off other being's own mana using spells, and bargaining with demons.

    On the good side, you can gain power by aiding others, breeding animals, planting crops, and trading with spirits.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Is it possible to make a ruin spawn underwater no matter what biome it is in? I want to make a few sunken boats for freshwater environments in forests and stuff.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge][Universal] Sweet Tea! Mod(SMP Tested)
    Any status on the patch to fix the SMP incompatibility?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    You know, quite a bit of mods have been released for 1.7.2. Perhaps it has indeed become less of a cluster­ to update.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Necromancy - sew your own unholy Minions together
    So I tried that, and I get the same error, except the blocks are switched around. Why not try renaming the blood block? Maybe to Necromancer's Blood?

    ---- Minecraft Crash Report ----
    // Uh... Did I do that?

    Time: 3/10/14 6:53 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID [email protected] to the Fluid 'blood' but this Fluid has already been linked to BlockID [email protected] Configure your mods to prevent this from happening.
    at net.minecraftforge.fluids.Fluid.setBlock(Fluid.java:128)
    at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:66)
    at net.minecraftforge.fluids.BlockFluidClassic.<init>(BlockFluidClassic.java:27)
    at com.sirolf2009.necromancy.block.BlockBlood.<init>(BlockBlood.java:20)
    at com.sirolf2009.necromancy.block.RegistryBlocksNecromancy.initBlocks(RegistryBlocksNecromancy.java:51)
    at com.sirolf2009.necromancy.Necromancy.preInit(Necromancy.java:111)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:495)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:201)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:498)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:853)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID [email protected] to the Fluid 'blood' but this Fluid has already been linked to BlockID [email protected] Configure your mods to prevent this from happening.
    ... 42 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_40, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 451491032 bytes (430 MB) / 881852416 bytes (841 MB) up to 1908932608 bytes (1820 MB)
    JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:MaxPermSize=512m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.01-pre FML v7.2.125.1033 Minecraft Forge 10.12.0.1033 58 mods loaded, 58 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.2.125.1033} [Forge Mod Loader] (forge-1.7.2-10.12.0.1033.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.12.0.1033} [Minecraft Forge] (forge-1.7.2-10.12.0.1033.jar) Unloaded->Constructed->Pre-initialized
    Aroma1997Core{1.0.2.0} [Aroma1997Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    backpackrenderer{1.7.2} [Backpack Renderer] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    battlegear2{1.0.5.0} [Mine & Blade Battlegear 2 - Bullseye] (1.7.2-MB_Battlegear2-Bullseye-1.0.5.0.jar) Unloaded->Constructed->Pre-initialized
    bspkrsCore{6.0(1.7.2)} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.0(1.7.2).jar) Unloaded->Constructed->Pre-initialized
    extendedWorkbench{1.2.0.1} [Extended Workbench] ([1.7.2]ExtendedWorkbench v1.2.0.1.jar) Unloaded->Constructed->Pre-initialized
    FloatingRuins{1.7.2.r02} [FloatingRuins] ([1.7.2]FloatingRuins-universal-1.7.2.r02 (2).jar) Unloaded->Constructed->Pre-initialized
    TreeCapitator{1.7.2.r01} [TreeCapitator] ([1.7.2]TreeCapitator-universal-1.7.2.r01.jar) Unloaded->Constructed->Pre-initialized
    advancedgenetics{1.5} [Advanced Genetics] (advancedgenetics-1.7.2-1.5.jar) Unloaded->Constructed->Pre-initialized
    IC2{2.1.422-experimental} [IndustrialCraft 2] (industrialcraft-2_2.1.422-experimental.jar) Unloaded->Constructed->Pre-initialized
    AdvancedMachines{1.0.7} [IC2 Advanced Machines Addon] (AdvancedMachinesAS-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    Aroma1997CoreHelper{1.0.2.0} [Aroma1997Core|Helper] (Aroma1997Core-1.7.2-1.0.2.0.jar) Unloaded->Constructed->Pre-initialized
    bcmod{1.7.2 - 2.2.0} [BCMod (Brad16840.Common mod)] (bcmod 1.7.2 - 2.2.0.jar) Unloaded->Constructed->Pre-initialized
    backpacks16840{1.7.2 - 2.2.0} [Backpacks!] (backpacks 1.7.2 - 2.2.0.jar) Unloaded->Constructed->Pre-initialized
    balancedexchange{1.7.2 - 2.2.1} [Balanced Exchange] (balancedexchange 1.7.2 - 2.2.1.jar) Unloaded->Constructed->Pre-initialized
    BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.700-universal.jar) Unloaded->Constructed->Pre-initialized
    AWWayofTime{v0.8.0} [AlchemicalWizardry] (Blood Magic-v0.8.0a.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core{5.0.3} [BuildCraft] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders{5.0.3} [BC Builders] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy{5.0.3} [BC Energy] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Factory{5.0.3} [BC Factory] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport{5.0.3} [BC Transport] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon{5.0.3} [BC Silicon] (buildcraft-5.0.3.61.jar) Unloaded->Constructed->Pre-initialized
    CompactWindmills{1.0.3.1} [CompactWindmills] (CompactWindmills-1.7.2-1.0.3.1.jar) Unloaded->Constructed->Pre-initialized
    craftingpillars{1.5.0} [Crafting Pillars Mod] (CraftingPillars-MC1.7.2-1.5.jar) Unloaded->Constructed->Pre-initialized
    CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized
    MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized
    GrygrFlzr_GlowstoneWire{build 111} [Glowstone Wire] (GSWireUniversal-1.7.x-srg-b111Forge.jar) Unloaded->Constructed->Pre-initialized
    HopperDuctMod{1.3} [Hopper Ducts] (hopperductmod-1.3.jar) Unloaded->Constructed->Pre-initialized
    InfernalMobs{1.4.7} [Infernal Mobs] (InfernalMobs-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    IronChest{6.0.5.714} [Iron Chest] (ironchest-1.7.2-6.0.5.714-universal.jar) Unloaded->Constructed->Pre-initialized
    JABBA{1.1.0c} [JABBA] (Jabba-1.1.1_1.7.2.jar) Unloaded->Constructed->Pre-initialized
    juicewares{beta 2.0} [JuiceWares] (juicewares-beta_2.0.jar) Unloaded->Constructed->Pre-initialized
    MagicYarn{1.1.2} [Magic Yarn] (MagicYarn-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    Mantle{1.7.2-111.f3f6ea2} [Mantle] (Mantle_0.2.3.jar) Unloaded->Constructed->Pre-initialized
    mediccraft{1.7.2 - 0.9.1} [MedicCraft] (MedicCraft-1.7.2 - 0.9.1.jar) Unloaded->Constructed->Pre-initialized
    MineDeco{1.0.1} [MineDeco] (minedeco-1.7.2-1.0.1.jar) Unloaded->Constructed->Pre-initialized
    modularpots{1.7.2.1} [Modular Flower Pots] (ModularPots-1.7.2.1.jar) Unloaded->Constructed->Pre-initialized
    moreplayermodels{1.7.2} [MorePlayerModels] (MorePlayerModels_1.7.2.jar) Unloaded->Constructed->Pre-initialized
    recipemod{0.1} [NoMoreRecipeConflict] (NoMoreRecipeConflict-0.1(1.7.2).jar) Unloaded->Constructed->Pre-initialized
    OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.7.2-1.2.2.61.jar) Unloaded->Constructed->Pre-initialized
    OpenComputers{1.2.2-dev57} [OpenComputers] (OpenComputers-MC1.7.2-1.2.2.61.jar) Unloaded->Constructed->Pre-initialized
    pchan3{0.7} [PChan3 mods] (PChan3Mods-0.7(1.7.2).jar) Unloaded->Constructed->Pre-initialized
    quiverchevsky{b43} [QuiverBow] (QuiverBow_1.7.2_b43.zip) Unloaded->Constructed->Pre-initialized
    RedstonePasteMod{1.6} [Redstone Paste] (RedstonePasteMod-1.7.2-1.6.jar) Unloaded->Constructed->Pre-initialized
    AS_Ruins{12.1} [Ruins Spawning System] (Ruins-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    sweettea{1.7.2 - 0.9} [Sweet Tea!] (SweetTea-1.7.2 - 0.9.jar) Unloaded->Constructed->Pre-initialized
    TConstruct{1.7.2-1.6.0.jenkins420} [Tinkers' Construct] (TConstruct_mc1.7.2_1.6.0.a7.jar) Unloaded->Constructed->Pre-initialized
    TMechworks{1.7.2-45.cdf8e37} [Tinkers' Mechworks] (TMechworks_mc1.7.2_0.2.4.jar) Unloaded->Constructed->Pre-initialized
    TwilightForest{2.0.1} [The Twilight Forest] (twilightforest-1.7.2-2.0.1.jar) Unloaded->Constructed->Pre-initialized
    AS_UpdateCheck{1.1.4} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
    weaponmod{1.7.2 v1.14.0} [Balkon's WeaponMod] (weaponmod-1.14.0.jar) Unloaded->Constructed->Pre-initialized
    wildcaves3{0.4.3.6(1.7.2)} [Wild Caves 3] (WildCaves3-0.4.3.6(1.7.2).jar) Unloaded->Constructed->Pre-initialized
    necromancy{1.6.5} [Necromancy] (zNecromancy-1.7.2.jar) Unloaded->Constructed->Errored
    TConstruct Environment: Environment healthy.
    Mantle Environment: Environment healthy.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I put out some moar ideas, and also, improved on some of my ideas.

    1. Reptilians, these entities spawn underground, and are hostile to everything. When killed, they drop reptile scale, which can be crafted into armor that has less durability than iron, but, more durability than iron.



    2. Yara-ma-yha-whos, these are entities from aboriginal folklore that are capable of turning their victims into Yara-ma-yha-whos. They consume their victims, and then regurgitate them. They do this process several times until their victim is a Yara-ma-yha-who. They spawn in Jungles and Forests. They are capable of climbing in trees. When killed, they could drop suckers, which could be attached to armor to allow you to climb up walls.



    3. Phoenixes, these beings are large birds made of fire that are capable of cyclically regenerating themselves. They could be a potential boss that spawns in deserts. When killed, they drop fire charges, phoenix ashes (would could be used as fuel that lasts twice as long as a coal block), a phoenix's head, which is a trophy item, alot of regular ashes (which can be used against manananggals, or as weak fuel for furnaces) and rarely, a hatchable phoenix egg.



    4. The god Set from Egyptian Mythology, he is known for mutilating his brother Osiris and dumping his body in the Nile. Mini boss in desert temples? When killed, he drops Set's Head, which is a trophy item, and a Was staff, which deals 8 damage, and has slightly more durability than a diamond sword, but, can be enchanted to have higher level enchantments.



    5. Sasquatch, these ape like beings spawn in forests, and are not hostile unless attacked. When killed, they drop sasquatch fur, which can be made into armor that is stronger than leather, but weaker than iron.



    6. Yeti, these creatures spawn in snowy regions and mountains, and are hostile to the player. When killed, they drop yeti fur, which can be crafted into armor with less durability than iron, but more durability than leather.



    7. Tikbalang, these horse like creatures spawn in the jungles of the world. They are hostile to the player, but, can be tamed by using a shear on them, and crafting their mane into a talisman. But first, one must subdue the being with rope, and then place a saddle on the back of the being, and ride it until it becomes exhausted. When killed, they drop some of their mane, which can be made into more talismans.



    8. Skinwalkers, these beings are humans that are capable of transforming into an animal by wearing their pelt. They spawn in forests, swamps, and deserts. When killed, they drop leather, and if Mo' Creatures is installed, hide and fur.



    9. Jiangshi, these beings are reanimated corpses that are dressed in official garments from the Qing Dynasty, and it moves around by hopping. They kill by draining beings of their life force. They spawn in forests. When killed, they drop some of their garments, rotten flesh, and ashes. The garments are decorative, and do not function as armor.



    10. Tiyanak, these beings are vampires that imitate the form of a baby. Once they have drawn in their victim, they will reveal their true form and attack. They spawn in forests and jungles. When killed, they drop rotten flesh, and ashes.



    11. Cassowary, these large birds are hostile to the player. They spawn in jungles, and drop cassowary meat, feathers and leather when killed. They can be tamed with Cassowary Plums, which grows on a tree that spawns rarely in Jungles.



    12. Ghosts, these are the souls of the dead who have not passed on. When killed, they drop ectoplasm, which can be used as fertilizer for netherwart, and ashes. They spawn in the nether and in all biomes in the overworld.

    13. The Hat Man, this being is a shadowy being who resembles a man wearing a top hat. He spawns in all biomes. When killed, he drops ectoplasm, and sometimes his hat.



    14. Umibozu, these spectral humanoids spawns in the oceans of the world, and try to capsize ships. When killed, they drop ectoplasm, and sometimes boats.



    15. Sirens, these female humanoids live along shorelines, and try to draw in sailors with their songs. When killed, they drop fish.



    16. Werehyenas, these beings are humans capable of transforming into hyenas at night. When killed, they drop leather and hyena fur, which can be crafted into armor with more durability than leather but less durability than iron.



    17. The Egyptian god Apophis. Perhaps could be a boss that spawns in the desert? When killed, drops Apophis's head, which is a trophy item, lots of gold, and reptile scales.



    18. Baykok, this demon like entity preys on warriors, usually by clubbing them to death or using invisible arrows. He spawns in forests. When killed, he will drop some rotten flesh, some arrows, ashes, and rarely, his club. His club has the same amount of damage as a wooden sword, but, is as durable as diamond.



    19. Giant Ground Sloth, these animals live in the savannahs of the world, and are docile unless attacked. When killed, they drop leather and Giant Ground Sloth meat. They can be tamed with hay blocks.



    20. Doedicurus, these animals also live in the savannahs of the world, and are docile unless attack. When killed, they drop Doedicurus Plates, which can be crafted into armor stronger than iron but weaker than diamond. They can also be tamed with hay blocks, and can be saddled, but, are slow compared to horses, but, they can use their clubbed tail to defend themselves.



    21. Megalania, this large relative of the Komodo Dragon spawns in deserts and jungles, and is hostile to the player. They can inflict wither on the player. When killed, they drop reptile scale, which can be made into armor stronger than leather but weaker than iron.



    22. Quinkana, this large arboreal crocodile lives in jungles, forests, and deserts, and is capable of dragging players up into trees, where it will devour the player alive. When killed, they drop reptile scale, which can be made into armor stronger than leather but weaker than iron.



    23. Moas, these large birds live in forests and mountains, and are docile unless attacked. When killed, they drop feathers, leather and moa meat. They can be tamed with hay, and can be saddled, and are faster than horses, but, cannot attack while being ridden.



    24. Haast's Eagles, these large eagles prey on Moas, and spawn in forests and mountains. They can be tamed with moa meat, and can be used to attack mobs from afar by firing an arrow or other projectile at the target. When killed, they drop feathers.



    25. Manananggals, these vampires feed on unborn fetuses, but, in this, it'd probably be better that they attack baby villagers and the player. They are capable of seperating from their lower body at night, and they cannot be killed unless one finds their lower body and sprinkles ashes or herbs on their lower body, and holds out until sunrise, the being will not be able to reattach itself, and will die. When killed, they drop rotten flesh, ashes (which can be sprinkled on the tops of other manananggals), and rarely, a buntot pagi, a whip that can be used to keep away manananggals and other undead. They spawn in jungles and forests.



    26. Saber tooth cats, these cats spawn in tundras, taigas, savannahs, and plains. They are agressive to the player and other animals. When killed, they drop saber tooth cat fur, which can be made into armor that is stronger than leather but weaker than iron.



    27. Terror birds, these large carnivorous birds spawn in forests, jungles, savannahs, swamps, and mountains. They could have several species, and each one spawns in a certain biome. Phorusrhacos spawns in savannahs and jungles. Titanis spawns in forests and swamps. Kelenken spawns in mountainous biomes. When killed, they drop feathers and terror bird meat.






    28. Nagas, these snake like beings spawn in swamps and beaches, and are hostile to the player. When killed, they drop reptile scales, and rarely, bits of gold or diamond.



    29. Draugr, these undead beings are the reanimated corpses of evil men. They spawn in taiga, tundra, mountains and birch forests. When killed, they drop rotten flesh, and rarely, iron armor.



    30. The Wild Hunt, a very rare event that consists of several hundred spectral huntsmen riding horses. The huntsmen are easy to kill, but, come in large numbers that it is best to hide it out. When they are killed, they drop ectoplasm, and rarely, swords, bows, arrows, and armor. They will kill any and all mobs they can get a hold of. However, in game, a few days before they spawn, a message will pop up on screen warning of it, similar to the goblin army in terraria. The Wild Hunt will be led by the god Odin, who when killed, drops Odin's head, which is a trophy item, some iron, a full set of norse iron armor (iron armor that can also be obtained from trading, dungeons, and killing draugr), and the Gungir, Odin's Spear. Odin's Spear has the durability of diamond, and deals 10 damage.



    31. Neanderthals, these relatives of humans live in taigas and forests, and will trade items for pelts. When killed, they drop various items, such as swords, bows, arrows, armor, and pelts. They are not hostile unless provoked.



    32. Undead Horde, yet another rare event. It consists of several hundred undead type mobs (which depends on the biome it is taking place in). These mobs are more powerful than their regular counterparts. The horde is led by several necromancers, which when killed, drop rotten flesh, bones, and a staff that raises several undead mobs. Like the previous one, a message is sent out a few days in advance to warn players about the event.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Necromancy - sew your own unholy Minions together
    How exactly do I change the load order of mods in the vanilla launcher, and get the changes to work in another launcher?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Necromancy - sew your own unholy Minions together
    The fix appears to still give me the same error. I'll send it over to the maker of Tinkers Construct, see what he can do.
    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 Fairlane_Fox



    i like the idea of tree mushrooms, but the purpose of them, i dunno.. Aren't they ALL toxic to humans? i mean, if you added it to say, the brewing tree, to make stronger poison potions, sure. but i cant think of a real applicable purpose other than cosmetics. but i could very well be wrong. i do like it though.

    I would LOVE to see the seaweed/kelp redone so it actually grows like sugar cane on the bottom of the ocean. the problem is can you actually make a non solid block like that not create an air pocket underwater? if it can be done, heck, that would be great, but then i would get hopeful for more aquatic things from pam, such as fishing nets and stuff. :c unless she made her mod compatible with a fishing mod to actually pick up her "Calamari" item... o:
    No, not all mushrooms that grow on trees are toxic. Pearl Oyster Mushrooms are one example.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    If I recall, in the past, you could grow the mushrooms in this mod on wood. Do you think you can implement that again? Perhaps maybe you could craft wood shavings to use as fertilizer if they are growing in the ground.

    Also, would it be possible in the future to make the kelp grow like an underwater sugar cane plant?

    And furthermore, would it be possible to have some mushrooms grow off trees in the wild?
    Posted in: Minecraft Mods
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