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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    I seriously agree with the above, the speed thing needs to either be removed or made optional. The effect it has on other mods can be severe, especially combat-oriented mods such as Lycanite's mobs, the Twilight forest, and Chocolate Quest.

    Otherwise, loving this update.

    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    There is no update for the mod because the dude hasn't finished his time machine, so of course he can't bring to this time all the stuff he hasn't had time to finish yet.

    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod

    First of all, I hope you get well, Karob.

    Second, I just finished an examination of The BigTrees Mod. Here's a link if you're interested.

    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from undefined »



    Quote from Metromones»

    Hello. I think Enviromine is too hard for me (because of mind and temperature scales). But I love your physics, can you do a small mod for me with physic only?








    Quote from MoridinIshamael»

    You can disable what you don't want and keep the physics.



    He is right, you can just disable all the things you don't want in the configs (both Main settings and profile settings). Enviromine is very configurable.

    Yep, config options you want are in the profiles section, just find what profile you're using(or the default) and look for "Allow Temperature" and "Allow Sanity" and change both to false. You can also use the mods menu on the main menu to disable them, process is in menu form this way, both otherwise is pretty much identical.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Epicrangerpig»

    Is this mod being updated anymore? Last time I checked the original dev dropped it, did he hand it off to someone? I'd really like to know because i want to run a server based around it, but not if its not being updated.



    It's being updated still, but going has been slow. If I'm remembering correctly, Mithion is working with another person on one final 1.7.10 patch, and then he will leave. However, the other guy will keep working on 1.7.10 if any bugs crop up, and will create a 1.9 version when that comes out(And yes, he's skipping 1.8)

    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Quote from Robijnvogel»

    Support for Carpenters stairs? How would Smart Moving be conflicting with those?

    There's no major conflicts or anything between Carpenters Blocks and Smart Moving, just some oddities such as when trying to dash up slopes that SM tries to slow down and climb up each block. I haven't messed with stairs, but I think it's the same issue.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Build 7.3.2 - The Dinosaur Renaissance Update - Dinosaurs in Minecraft!

    Hey, just finished an examination of Fossils and Archaeology Revival. Here's a link if you're interested.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Most likely that is due to the two creatures being tamable. You should also be seeing wargs, ifrits, and a few others as friendly even though they're aggressive. Unfortunately, I can't think of a real solution to this beyond either disabling all tamable beasts, or getting used to suspecting friendlies of trying to eat your face.

    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!

    Try uploading the log file itself to a host, and post the link. Something like google drive should be free and fine to use.

    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 Zhyraxx»

    Hello!


    Thanks for the great mod, still my favourite Biome mod for minecraft :)


    One question though: Is there any way to enable the biomes of the Highland Mod to spawn in a Biomesop world? I'm currently trying to combine the two and the world that we use on the server (and would like to keep) has the biomesop world-type. I can only get both mod biome types to spawn in a Highlands world and changing the level-type of our existing world to that leads to crashes.


    You might look into using the Climate Control mod. If I'm remembering correctly it has an option that allows you to run both mod's biomes in a normal world.
    Posted in: Minecraft Mods
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    posted a message on NATURA

    Hey, I just finished an examination of Natura.Here's a link if you're interested.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from monkeybeeee1»

    rushed qustion how stable is this mod ? thinking about swaping thaumcraft out for it in my modpack


    AM2's very stable, I've used the current version in a few modpacks basically since it has been released, and I've had no crashes I've thought were related in any way to AM2. However, it DOES have a handful of bugs at the moment, and a couple of minor features such as the cow level are missing. Furthermore, before you use AM2 you should be aware it is a very "strong" mod: eventually you will get to the point where most weapons and tools included those added by other mods won't even come close to the power AM2's spells, it's fairly easy to generate a massive amount of ores and stone, etc. The mod takes a while to get going, and is very fun, but if you're worried about balance in your modpack you'll probably want to be careful about including it.

    That said, AM2 is probably my favorite of the big five "magic" mods. It has none of Thaumcraft's daunting research or Blood Magic's dull self-cutting start, and the artistic style is easier to use in most areas than Botania (which looks cool, but can be a pain to hide/integrate into some types of bases without looking incredibly out of place). As for Witchery, it's a fantastic mod with a lot of cool features and a great art-style, but it is mostly balanced around vanilla, and the brews and other tools are much less simple to use than AM2's spells.

    But honestly, just try and run all of them at the same time. They're all good mods in their own way, and once you get into one mod you can often use something from it to help boost the start of another.
    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Sub0Lightning»

    For the next BIG update, you should include the Hobbit tale, and the Lord of the Rings quest line to the mod


    Mevans has a plan for how the mod is being developed. I forget the order after step one, but that first step is definitely the world and its cultures first. So he's going to make sure every corner of middle-earth is worth exploring, even what wasn't in the books or movies, and then after that he'll start messing with everything else. That said, he has about 95% of the world that was visited in all of the books done, most of the other places in that general area of Middle-Earth is made, and roughly half of the Harad regions are completed, meaning that there's only about 1/3rd of the world that needs to be "filled".
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Thanks for that. I recently started to redownload weather and storms, and was surprised when WOT gave me the big "Don't go here" warning. I still did, and downloaded the mod fine, but yeah. Adfocus links scare me a bit.

    Posted in: Minecraft Mods
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    posted a message on What mods would you consider balanced around vanilla?

    Just thought I'd ask the members of the community which mods they consider as being well balanced around the original game? As in, what mods do you feel good things for the game without ever reaching a point where Minecraft's best items are completely invalidated? This can be technological, magical, monster mods, dungeons, or anything else. Just list them, and if they need configuration tweaks to make them so balanced, say so.

    Posted in: Mods Discussion
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