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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Vortex_11»

    To bad thete it is not for 1.8:(


    Well, as most things aren't for 1.8 yet, it really isn't that sad. Gany's Surface backports most of the 1.8 features, so you can get an "almost" 1.8 LOTRmod without too much effort.

    Posted in: Minecraft Mods
  • 2

    posted a message on Underground Biomes Constructs

    Hey, I've been enjoying UBC for a while now and decided to make an article about it,here's the link if you want to check it out.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Foliage

    So this is a thing.

    This happens with the full log block, where every side is the texture of bark.

    The block is commonly used in most rock/tree packs, and I'd love to have rounded logs without having to world edit out every single full log block into just regular logs. Also, not sure if this is Better Foliage or Optifine, or the combination of both, but in just the default texture pack this happens:

    Block glitch


    Generally if a graphical issue appears in Minecraft, and you have Optifine installed, remove it and check. As great as it can be when working correctly, Optifine can be awful with other mods. I've personally had issues with things as different as Ars magica, Better Foliage, and Plant Mega Pack. If all you want is an FPS boost, look up Fastcraft and BetterFPS, though I'm not sure of anything that adds the other upgrades, like enhanced view distances.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from GamrARK13»

    Will anything from Shadow of mordor be added?


    Mevans has stated that his focus is on the lore from the books themselves, not any games, movies, or other media. That said, sometimes things get added in because they're cool and the books don't seem to conflict with them. So while it's unlikely the player will be able to be buddies with a wraith, you might have some nice-looking armor styles included or something.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Endguy14»

    I can't seem to find a way to enable bop in the default. is this still possible?


    I don't think so, but I think you can use Climate Control to force them in.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    While I passed over the progression system only very lightly in my examination of The Twilight Forest due to the mod being unfinished, I'm with the side that dislikes the current system. Funneling the player along a set path is fine in certain circumstances, but the primary reason for doing so is generally story-based, and The Twilight Forest currently lacks any real plot-line. There are a few short books, and most of the dungeons seem corrupted in some way, but for the most part there is very little emphasis on the story of the land. Another reason to keep players going along a single route is due to progressing difficulty or lack of important items, but there is little chance of players finding monsters horribly beyond them except for the bosses, and there are few tools needed to play through areas beyond swords and ranged weapons. Minecraft is an open-world game otherwise, and The Twilight Forest works fine once it is finally opened up, so there is no current gameplay-based reason to keep things going in a specific order unlike linear games that quit functioning correctly if one bugs themselves outside of the set path. And finally, it can simply feel odd to leave the very open Overworld and step into a seemingly free-roaming area that is so severely segmented.


    However, several of these issues with progression can be fixed. By adding in a stronger story that is brought to their attention in a more direct manner, players will find the idea of a set path easier to believe and accept. The dungeons can get harder as one progresses, making weapons from earlier areas more important, or useful items can be added in that make moving through later dungeons easier, essentially making a "soft" progression system that can be bypassed with a lot more work. But there is no real way that I can think of to make the lack of an completely open-world not feel odd after experiencing the rest of Minecraft.


    Regardless of what changes happen, there is a good chance it will be an improvement. The current setup feels not only out of place, but can be downright detrimental to the experience, especially when a bug prevents a boss from spawning, or the initial portal generates in a later biome.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Camping Mod
    Quote from __Rikmuld__»

    What do you mean by 'texture support'?


    My guess is he's referring to resource packs, like BDcraft. Unfortunately I don't know of any that are recent, though I do think someone had started a BDcraft patch a while back.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Jerbear1498»

    Does anyone know if this mod has any conflicts with other mods? For example, biome id conflicts with biomes o plenty, orespawn, twilight forest, etc.?


    I would like to know before I go attempting to add it to my game because I do already have a ton of mods but I would love to include the LOTR mod.


    There are occasional conflicts, but biome ID's won't be among them. There's a new system in place so that all biomes are on another list and so fully compatible with the LOTR mod. Here's the wiki's list of the mods that are known to have issues.

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving

    I just finished writing an examination of Smart Moving, here's the link if you're interested.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Camping Mod
    Quote from spacemanGames»

    Can you guys give me a link to the 1.7.10 version


    It's on the developer's website, just go here and click 1.7.10 to bring up the right file.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hey,I got a little problem. When I select BiomesOPlenty as worldtype, it somehow generates not only the BiomesOPlenty and vanilla biomes, but also biomes from ProjectFruit and Tropicraft o.O I already tried to change the IDs but it doesn't change a thing. Is there a way to disable that in the config or is it just an error by the mod(s)?


    Unsure, but it might be an issue with Biome Id's over 128. Those can think of themselves as sub-biomes of the ones below them, and cause issues. Otherwise it is most likely a weird conflict.

    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Daeumler01»

    Wow, still no update. I didnt play Mincraft for months but its really depressing to see no progress (dont interpret this as blaming).

    And most of the mods here on this forum are still for version 1.7.x

    Minecraft seems dead. :o What happened?


    As I understand it, the way that Minecraft's graphics work has been changed into way that is very different and not always better, and the old format that developers are used to has been thrown out the window. So updating requires them to learn a new system and try and then basically remake ALL graphics that they have made into that new setup, which depending on the type of model needed may not be worth it.



    If you want a better explanation, both the guys behind Hardcore Ender Expansion and Buildcraft have written a lot about the subject.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from CHead2000»

    I love this mod, and to make it more beautiful, I use shaders. However, shaders aren't compatible with the mod and don't quite work in the ME dimension. Could you please make it work?


    I don't know if they'll be fixed in the future, but there is a trick you can use to make them work. Just load up a save in the Overworld, then load up your Middle Earth save. It's kind of a pain to do this, but it'll get you working shaders in Middle-Earth until the next time you shut down the game.

    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 krytkernik»

    Hi is there a way to turn off block physics completly? I can not find setting in config.


    Yes. You can go into the Enviromine config folder, open the profiles section, then whatever profile you are using(probably default). In there should be a settings configuration file. Load that up, go down near the bottom, and look for "enable physics". Swap that to false, and you should be good.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Camping Mod

    Hey, I just finished writing an examination of The Camping Mod. Here's the link if you want to check it out.

    Posted in: Minecraft Mods
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