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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Robijnvogel»

    Wait, he changed his mind back?

    For a brief moment I had clarity... now I'm confused again...
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Okay, the first page says 'No, you can't include this in your modpack'. Next it shows you how to download it. There are lists on this thread of mods it works with. Is Dr.Zhark saying 'no commercial modpacks', 'no public modpacks' or 'no, not even on your private server'? I've been looking everywhere for an answer to this.

    Posted in: Minecraft Mods
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    posted a message on Garden Stuff - v.1.7.0 - Updated Dec-06-15
    Quote from jaquadro»

    I'm starting to look at this project again in 1.12. I've been playing on an early 1.12 server and the build I'm working on is just crying for some of this stuff. It's making me sad.


    You can't see it through the internet, but I am doing my happy dance!
    Posted in: Minecraft Mods
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    posted a message on NATURA

    I see that a 1.11.2 jar just went up a couple days ago... does that mean it will be a while for 1.12 or might that be soon too? A man can hope... :)

    (Trying to build a 1.12 modpack for my first modpack and need all the world gen mods involved to get started... and the longer I wait the more mods I find that I want to put into it. In a couple weeks time I may have to start expressing the number of mods I want in terms of powers of 10 to save time...)

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Reika, I hate to double post, but no one answered. Is there any chance geostrata will get upgraded? It's got some of the very best block textures I've seen. I'd love to be able to use it on the server my friend's and I are playing on.

    Posted in: Minecraft Mods
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    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...

    I'd love to see this updated!

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hi! I'm trying to put together my first mod pack (just for my friends). We played a couple FTB packs that had geostrata in it and loved the textures of the blocks. The Peridotite is gorgeous. Our pack though, is going to be 1.12. Do you have any plans to update Geostrata? (I know some people complain about too many blocks clogging their inventory, but hey, that's what storage mods are for!) We had a great peridotite wall shaped like a dragon the last time we had it in a pack. :)

    Thanks,
    Nate

    Posted in: Minecraft Mods
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    posted a message on Nametag & Dispenser Interaction: Create Named Mobs That Don't Despawn

    Okay. :) It's funny; most forums I go to tell you to look to see if someone has already covered it before you post. Every forum has its own customs. It may only be in creative, but the part of the idea about spawn eggs... you can name spawn eggs in an anvil and the mob will be named. You don't even need a nametag that way, so using a nametag and a spawn egg would be redundant. (and you can give a whole stack of nametags the same name for 1 level in the anvil, again though, maybe that's only in creative?)

    I think for a spawn egg, if I was giving them a formula I'd use the mob head surrounded by eggs. There is a mod that adds the 'missing' mob heads. Xisumavoid's, I think? It would mean that you'd have to catch at least one charged creeper before you could start trying to farm charged creepers this way.

    Posted in: Suggestions
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    posted a message on Nametag & Dispenser Interaction: Create Named Mobs That Don't Despawn

    I know this is an insanely old thread, but this would still be a nice and useful feature. What you didn't point out was that in survival you can't get spawn eggs but you can get name tags. Off the top of my head I can think of one build this would be great for. Ilmango has a system that will sort all mobs by size. Sort the mobs by size, divert the creepers, push them past a dispenser that names them. That keeps them from despawning. Then you push them out to get struck by lightning to get charged creepers to get mob heads with.

    Posted in: Suggestions
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    posted a message on Polar Bear Taming (+ more polar bear stuff)

    I think it might work better in a mod. I'd like to see a mod that introduced races into minecraft and then those races could interact with animals differently... maybe you have dwarves... they are slower but mine faster than a normal Steve. They are too heavy for a horse but can ride a donkey or mule or polar bear. The polar bears are cranky and they get in fights if there are other adult polar bears around who aren't restrained. Slower than a horse, but tougher than a dog, but not tougher than a pack of dogs... that sort of thing.

    What I'd really like, for our zoo, is a collar that you can put on a baby animal so it doesn't grow up. Unless you are constantly breeding the short maturation cycle of animals on minecraft almost guarantees you'll be swarmed with adult animals.


    Posted in: Suggestions
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    posted a message on Rebalance, if not get rid of completely, the skeleton horse traps.

    I just had a thunderstorm where 4 separate traps spawned around my house.

    The percentage chance to spawn is way too high. Is it possible that that chance is every time minecraft checks to see if a mob can spawn? The area we have is well lit up (or water, we are on an island). We don't get any regular hostiles but we see lots of them in the water (which is pretty stupid. they shouldn't spawn on water blocks at all imo). I haven't resorted to counting lightning strikes, but they seem to spawn, under those conditions, with just about every strike.

    How often should they spawn/how can you fix this? They should never spawn in water deeper than what they can walk in (since that dismounts the rider right away). The attacks in 'secured' areas are frustrating, but the sheer number of horses afterwards is overwhelming too. If you like projecting some role playing into the game you can't go around killing all the neutral mobs just for the fun of it, so now you have horses everywhere. In my opinion, they also shouldn't spawn in lit areas. I don't think more than one trap should spawn per thunderstorm on a server.

    So, open sky for a lightning strike, thunderstorm, not in water deeper than 1 block, not in well lit areas, only in biomes horses naturally spawn in. Maybe make it so they despawn after a while if you don't A) leave a saddle on them, B) use a name tag on them. Maybe make it so they are burned by the sun (but not if they have a saddle on, or let them where horse armor and make that the requirement to not burn, since it covers more than a saddle does). This would take care of most of them every morning and make a little challenge to get one. Maybe make it so you have to tame them, maybe with nether wart? Right now there seem to be two varieties- I think one is the 'original' and the others the ones that get spawned when the trap triggers. Some only have normal horse like statistics. The others seem to have WAY more hp, and they do seem to heal (or at least, I've thought they were damaged and gone to check and found them at full health). I haven't tested their speed but they seem to be as fast as the fastest horses and jump well. That would make regular horses (aside from being able to wear armor) redundant.

    Actually, ideally I think, they should spawn like charged creepers- a stroke of lightning has to hit a horse that is already in the world. If the horse is already tame, it stays tame, otherwise it has to be retamed for us mere mortals with netherwart. Use the horse that got hit's stats but say add +3 hp and +1 speed and +1 jump. This would make the breeding mechanic still useful, and people would figure out how to get their favorite horse hit by lightning. It would limit their spawning to biomes with horses (or biomes where players put horses). It would limit their frequency and make them rare enough to actually get excited to see instead of dreading. (It would be funny to see undead mules and donkeys too).

    Posted in: Suggestions
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    posted a message on Carpenter's Blocks

    Hi. Enjoying the carpenter's blocks a lot. I'm making a whole castle out of them. :)

    I've run into a compatibility issue. I'm trying to set a log from forestry/extra trees into the carpenter's block (and then I'm going to whack it with a hammer to turn it into an inset design on my wall) but it seems forestry logs will only place grain side top/bottom. The other logs I'm testing (natura and vanilla) seem to work the normal log way (i.e. based on the angle you place them they display vertically or horizontally). Since it just seems to be that mod I'm guessing it's a compatibility issue, so I thought I'd let you know. I don't know if that's something you'd fix on your end or they'd fix on their end.

    Thanks for the great mod,
    Nate

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    There already is armor. The Travellers Armor is TiCo. It has several special enchantments you can put on it, and when you stack regular enchants on it it because pretty darn good- maybe not top tier, but pretty good.

    Posted in: Minecraft Mods
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    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?

    Thanks. I also realized that I was looking at the problem wrong. What I saw was an insert pipe going into the smeltery, when I should have been looking at the extract pipe coming out of the barrel. (Already had looked at the extract coming out of the smeltery!)


    Edit-

    Here is a picture of the solution. Switch Drum System

    The top drain is set to extract from the smeltery and the pipe coming out is set to 'active without signal'. It goes into the drum. The bottom of the drum has a pipe coming out set to 'active with signal' going into an in drain. Both pieces of pipe are connected to the switch with insulated redstone conduit, which meets at a conduit switch. Red means empty, green means fill. 2 pieces of ender fluid conduit, 4 pieces of insulated redstone conduit and one conduit switch. The idea is I'll have add a filter to make it so each pipe will only take out one liquid and I'll ring the drums around the smeltery (which in this version can be 7x7 not counting the corners). Alternately, I could not put a filter on it and just keep the drums off to the side and attach them as needed, which would mean I'd only need one of these stations, not one for each metal, but hey, go big or go home! The next upgrade I'm going to think about (if anyone has any ideas I'd love to hear them) would be how to control the mix for making alloys).

    Man, these pipes are great.

    Edit 2- I think I'll move the redstone conduits in front of the barrel. I don't figure I'll need access to them since they are bedrockium and hold so much. That will let me place these closer together around the furnace.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k

    0I reported this issue to the guys running the NEI too, but they have that neat F7 feature that shows you yellow or red x's for where things can spawn. I noticed the tops of some sound mufflers we had around the base were at level 7 or lower but weren't displaying (along with some carpenter blocks). I'm still troubleshooting, but it seems they are spawnable surfaces. Not sure if that's an NEI issue or an Extra Utilities issue. A couple creeper problems resulted but we have it lit up like a Christmas tree now.

    Someone else mentioned it, but the healing axe doesn't seem to work to heal mobs when you hit them. (The other functions work correctly though.)

    Keep up the good work. :)

    Posted in: WIP Mods
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