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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from WitchRolina»

    I disagree. I like a lot of the changes in 1.9, particularly with the changes to combat. I'd love to have my spellbook in my offhand and run a spellsword or arcane archer build.


    As for the difficulty... it's been over a year. At this point, I don't really find "it's a lot of work" a valid excuse any more. Mod makers have had the time to do it.


    The problem with the "It's a lot of work" thing is that I think a lot of them were scared that 1.9 would also change a lot about how mods need to be made, and 1.8 itself is... well... it doesn't change that much in the actual game. In fact, I'm not even sure that there is much in the basic gameplay (as in, not counting commands or the game system) that hasn't either been moved to 1.7.10 by someone, or simply outdone by one of 1.7.10's mods.

    But yes, I think a lot of mod makers have been waiting for 1.9 to actually put the effort into translating their mods, so hopefully we'll get a whole bunch of them moved to the new system before long.
    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!

    This is reminding me, for a while at least there was a minor incompatibility with this mod and the LOTR mod. Basically, if food was set to decay they couldn't be turned in for LOTR's mini-quests, even if they were perfectly fresh. Does anyone know if that's been fixed? Was thinking about attempting to build a hardcore LOTR mod pack, and all challenge packs deserve this mod in them.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    It's been a bit since I've used it, but Streams mod adds new streams instead of changing river behavior, and Climate Control doesn't change how rivers are made, but rather where they are placed. So leaving rivers on should be fine.

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

    One of those mods is The Camping Mod, which I have run with AM2 for quite a while without problems. But if it's the problem I suggest checking that you're using the latest 1.7.10 version, and possibly finding Enable Campsite generation=true and Enable Hemp generation=true in the config file and swapping them to false.


    However, I have not used the Still Hungry mod before, and I do not know if it has problems with AM2. Considering that I've used The Camping mod for a while, I'm going to guess that Still Hungry's the main issue. I don't know how its configuration files work, but it seems to be an issue with its strawberry world generation, so you might check the files and disable that if you want the mods to all work together.

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

    The plan's to skip 1.8, and go right into 1.9. I think there's also supposed to be one last patch for 1.7.10, but... it's been a while since the last so unsure if that's still the plan.

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

    If you dislike it, disable it. It takes about as much effort to open the shadowmobs-spawning file and set B:"Phantom Spawning Enabled" to false as it does to hop on here and tell Lycanite to kill himself. Also, I keep them on, but changed to spawn as normal enemies that can only appear on full moons.


    By the way, try fighting them with ranged weapons. They're quite dangerous for those trying to fight in melee, but they're squishy and slow, so ranged works well.

    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

    The forum was acting weird, so I hope this doesn't end up being double-posted:

    "That's not the issue, the problem is that other mods are balanced around the ability to attack quickly with their weapons. So going into something where a monster hits hard and has 100+hp is difficult when you can no longer really deal with him at all in melee range. And sadly, the mod's built-in way of dealing with stronger enemies isn't really a thing anywhere except in Middle-Earth, as trying to bring an army to the overworld or another dimension is horribly awkward right now. So yeah, an option to disable either the speed setting entirely, or just for non-middle-earth weapons would be great, even if it does potentially give the player an unfair advantage in Middle-Earth."

    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

    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 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
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Ah, nice to know where I screwed up. I'll try and go back tonight and fix/add in what I need to for a more accurate review. And yes, does seem to generate the world slower than default world-gen on my computer, both in a heavily modified game, and in my test instance with just CC, Journeymap, NEI, and WAILA. Also, it grew noticeably worse in a BOP world, but unsure if that's due to some kind of issue, or just that there is more things going on, and that I wasn't using Fastcraft for those tests.


    Edit: Sometime's it's wonderful doing written articles. I've added another map and text pointing out the climate size options, fixed the screw-up with default naming, and tweaked the line about sub-biomes a bit, so the article should be all fixed.

    Posted in: Minecraft Mods
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