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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Are you still working on this project? If so, do you need a developer to help you with it? Sounds like a fun project to work on.


    Mevans is definitely still working on it, and posted information on his Facebook about what he's currently doing as of two days ago.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Actually, I have most of Twilight Forest's biome ID's past 127, and they are working just fine. I'm unsure if the change you are referring to is a 1.8 tweak, or 1.7.10, since I did not tweak any of the biome IDs for BOP itself, but if it is 1.7.10 it seems that biomes in other dimensions don't have their sub-biomes screwed up.

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    I'm pretty sure that F5 tornadoes are in, but that the Weather Controller block cannot summon them. The only way to get one is to "hope" it spawns naturally, or use commands. As for the block recipes, I don't know if there's a page online that shows them, but you can look them up in Not Enough Item's menu.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Pretty simple to explain, but unless someone knows a better way it can be a little annoying to fix. Basically, if you know there is a conflict(TF should warn you on startup), you need to exit the game, open up the configuration files for the conflicting mods, find the biome ID list section, and change the numbers until nothing is the same in those mods or standard Minecraft. I'm pretty sure that the numbers can be set to anything between 1-264, and the list of the vanilla Biome IDs I use when this sort of thing happens can be found here.

    Posted in: Minecraft Mods
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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from stip32»

    This is a really great mod and thanks to all the people that created it. The models are very beautifully made and the gameplay is rich and I am sure that I have not discovered everything out there yet.


    I do have one question , that was before but I could not find an answer:

    is it possible to switch off the language checks while the mod is loading?

    On average this process takes with me more than 1 minute which lags the start of Minecraft. Annoying if I want to do a lot of tests with configs of other mods..........


    Not as far as I know, but if you haven't, make sure to check the mod options menu on the main screen. An awful lot of mods are starting to allow you to change their configuration files from there, so no need to keep reloading Minecraft. While things like biome ID's will probably still need manual config changes, you might still be able to save some time this way.

    Posted in: Minecraft Mods
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    posted a message on Better Foliage

    It doesn't make plants move, unless you count the falling leaves. Instead it adds in effects like rounder leaf blocks and logs, falling leaves, and a lot more. It's generally pretty light on your system, especially compared to the likes of shaders. If you want a full explanation of what the mod does, you can either check the developers curse page, or(Shameless plug incoming) check out my own examination.

    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!

    Ah, that's because it's now configurable from the main menu. I'm currently not using Enviromine due to testing a few other mods, but if I remember you select Mod Options, Enviromine, then Default Profile, and then you can change most of the options from there. Also, after a profile has been constructed you can access it from the configuration folder and change it from there.

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

    Well, I just hit a somewhat funny mod conflict. I was messing around in the Twilight Forest and got a tree of transformation sapling. I then planted it back home in the Trollshaws and didn't notice anything for a while, then all of a sudden I had a bunch of crocodiles and jungle scorpions attempting to overrun my town!
    Yeah, it attempted to change the biome to that of TF's enchanted forest, and couldn't do so for middle-earth, so instead it plopped down a small section of the Far Harad cloud forest into the Trollshaws. The best part is that I had yet to visit there on this save, but visiting the biome is all that's required for fast travel, so I can just jump right on past that awful desert hike.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Hey, just finished writing an examination of The Twilight Forest on version 2.3.7. Here's the link if you're interested.

    Posted in: Minecraft Mods
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    posted a message on Better Foliage
    very nice im glad you added this feature, all i need now is to disable vertical flipping as well so that all the leaves hang down ;D


    Rather than disable the upper leaves, it might be better to have the lower leaves hang down farther. That way the upper leaves keep their kinda of wild and leafy look. That said, I doubt the code for hanging leaves would be particularly difficult to implement without the fluff, as it's probably quite similar to the Netherrack vines. A combination of the two styles might work well too, but I'm unsure how much that would hit the framerate.



    Quote from MelonURface»

    can you add hanging roots?



    I'm not sure what you mean.




    I think what he wants is for grass blocks to have roots hanging down from them, which is honestly a pretty cool idea in my opinion. It'd allow builders to see that they're about to break out into their lawn without listening for the sound, and would be a very cool way to help differentiate surface-caves from ones deep underground.

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    Actually, it's more of a "kinda". You can summon the special water blocks through NEI's cheat mode, and manually build a stream with them. That said, it'd take quite a while to make anything good.

    Posted in: Minecraft Mods
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    posted a message on Gany's Nether - Miscellaneous nether themed additions!

    I haven't done a full examination of this mod yet, as I think it would be better to just write up a full "Gany's mods" article, but I did give it a fairly large explanation in my top five Nether mods article. Here's the link if you're interested.

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

    Any chance we can get alignment-based invasions? It seems odd that you can kill a ranger, then get your base invaded by seventy of his buddies... I know you can disable them with banner protection, but I really don't want to make invasions a non-issue. Kind of ruins the whole "invade" part of them if you do.

    I'm thinking something like below 10 negative alignment=2-10 attackers, 10-100 negative alignment=5-20 attackers, 100-500=15-40, and when you get past 500 let's have the 30-70, or maybe more. By -500 alignment you've likely killed roughly 250 of them, so you can certainly understand why they'd send an army, but that same army for 5 or so seems a little odd.

    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from RepoDraghon»

    Have you ever considered collabbing with the OP of Voxelmap? and combining the two into one? or is he just purely competition? I would think, collabbing with him would kickstart faster the 1.8 version as his is 1.8 but hasn't been updated since the 1st release... Just a thought...





    Hi RepoDraghon, Voxelmap has regular updates. The last 1.8 update was on May 4th.

    Voxelmap updates about twice a month, but it doesn't have the amazing features that JourneyMap has and it requires Liteloader which only supports 1.8 (no 1.8.x versions).

    I think JourneyMap is taking so long because the author wants 1) Quality and 2) Great features.

    I wish Mojang would come through with the 'promised' mod api so modders don't have to go through all this hassle to update




    This is a little old and rough, but a while back I wrote a quick comparison of Journeymap, Opis, and Voxelmap. Each of the three map mods has something in its favor, and frankly I think it's best if the three mods are kept separate. For instance, Voxelmap's the lightest, and probably best for those who just want a map of their base and the surrounding areas without a lot of bells and whistles.

    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!

    If I remember correctly, it got taken out before all of the 1.7 BoP versions. I think the idea was that it was pretty buggy with 1.7, so the developers decided to take it out for now and re-implement it at some later point.

    Posted in: Minecraft Mods
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