Hello I'm The owner and player of server i play on with my friends and we are looking for more people to join in and enjoy the rp just like we do. We are currently on a vanilla Rp season with plugins, we have a hub town, quests, and there's always something going on, our gods are run by one of our players who became the admin for it. When we get more players one of us will take up the 2nd admin slot to help him out, we use a discord to talk when we are playing but the rp is in mc chat, we have split teams right now so you can chose to join one or be a solo play its up to you, we are a small player base so we could really use some new friends to come any enjoy the rp. We do have simple rules like no griefing, stealing is allowed if its in the open or if you break into someones vault by finding out the code to get in. So in short we are a group of people who are just looking for some new players on our rp server, if you decide to join then welcome to the world of arcadia. Ps we are all various ages so age doesn't matter.
- Xaldin
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Member for 12 years, 2 months, and 10 days
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Munchinoreos posted a message on World Of Arcadia [RP] [Plguins] [Similar To Mianite]Posted in: PC Servers -
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MrCompost posted a message on The Betweenlands ~ A dark, hostile environment...Posted in: Minecraft Mods
The Betweenlands is a mod developed by the Angry Pixel modding group. This large and expansive mod adds a whole new dimension with a plethora of exciting new content that offers an exciting and challenging survival experience.
The Betweenlands dimension is a dark and mysterious realm where strange, monstrous creatures roam amongst the remnants of a long lost civilisation. Do you dare to explore?
Features include -- A complete independent survival experience with hours of gameplay
- A whole new dimension to survive in
- Many new creatures and monsters to fight
- Bosses to defeat
- Plenty of unique biomes and structures to explore and loot, from towering fortresses to scattered underground ruins
- An extensive herblore system that allows you to create over 30 unique infusions from 14 different aspects found in plants
- A unique farming system with several new crop types
- Over 300 new blocks to build with, including various machine blocks and a whole lot of plant life
- Over 350 new items, including lots of unique weapons and loot, complete tool and armour sets, plenty of food items, new raw materials, scraps of lore and more
- Over 250 new sounds, including 7 immersive ambient tracks and 33 music tracks
- Lots of new mechanics, including food sickness, corrosion of tools, decay of the player, and a combat circle revolving around 3 new gem items
- Randomly occurring events, including changes in the weather as well as sometimes more supernatural occurrences
- Special built-in custom shader effects to make the worlds look even prettier
- Multiplayer compatibility so you can survive with your friends
- ...and much, much more!
More information can be found on the mod's CurseForge page and on the official wiki.
The Betweenlands download
LINKS-
The Betweenlands on CurseForge
The Betweenlands repository on Github
For frequent news and updates, follow @BetweenlandsDev on Twitter
Feeling a bit overwhelmed by all the new stuff? The official wiki for the mod can be found here!
We now also have an official Discord server for The Betweenlands where you can hang out and maybe chat with the developers (we're usually around).Come drop by and say hi!
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ElectricalAge posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51Posted in: Minecraft Mods
Electrical Age is a Minecraft mod offering the ability to perform the industrialization of your Minecraft world. With its advanced simulation engine based on real physics laws, you can now experiment the electricity like in real life.
Disclaimer : This mod is intended for people with basic/medium electricity knowledge (...or wanting to acquire them).
LINKS ________________
- Website https://electrical-age.net
- Git repository https://github.com/Electrical-Age/ElectricalAge
- Download page https://github.com/Electrical-Age/ElectricalAge/releases (all releases and tutorial maps)
- Issue page https://github.com/Electrical-Age/ElectricalAge/issues
FEATURES ________________
With its numerous new blocks/items, give a new life to your base. Here's the main features :
A better simulation
Real electrical simulation model (with resistive, inductive and capacitive effects). Behaviour similar to those of real life objects.
Multiple electrical sources
Furnaces, solar panels, wind turbines, batteries, capacitors, ...
Incredible tools
XRay scanner, flashlight, portable mining drill, ...
Interoperability
Old redstones circuits can be exploited with electrical - redstones converters.
Break the cube
Cables, sensors, actuators, alarms, etc. can be placed on each face (outer and inner) of a cube, which allows a significant reduction of the consumed space by electrical installations.
Small and big electrical consumers
From the lamps, electrical furnaces,... to the miners, transporters, ...
Night-lighting revisited
Lamps, switches, captors, ...
Game lifetime/complexity extended
A consequent list of new raw materials and items.
Works in SSP/SMP/LAN.
PROJECT STATE ________________
Current version : r51
In dev version : r52
DEVELOPMENT ________________
This mod is developed by the ElectricalAge team, including :
dolu1990, lambdaShade, cm0x4D, metc, Baughn
A contributor list can be found here.
This project is open-source (released under LGPL V3.0 and CC BY-NC-SA 3.0 (more information here), so everyone can contribute !
INSTALLATION ________________
Forge (link) needs to be installed for the mod to work.
Just drag and drop the release zip file into you Minecraft folder.
IN-GAME CONTROLS ________________
- To open the integrated wiki, press key 'X'.
- To turn some small wall blocks, it's "Wrench" item + right click -OR- "Wrench" key ('C' per default) + right click.
- To interact with some items (e.g. flash light, XRay scanner), just right click.
- To put blocks on wire, use "Wrench" key ('C' per default) + right click.
IN-GAME WIKI ________________
This mod features a game integrated "wiki" that provide all blocks/recipe/smelting possible for this mod.
As specified in "in-game controls" section, it's the 'X' key to open it.
WEB WIKI ________________
There is a online wiki written by the community : http://wiki.electrical-age.net
For the moment, a lot of job is still needed to achieve an usable one. Don't hesitate to contribute (you need to contact us to gain write access).
OTHER MODS COMPATIBILITY ________________
- OpenComputer
- ComputerCraft
- Industrial Craft 2 and RF-compatible mods through an energy converter
IN-GAME CONSOLE COMMANDS ________________
/eln reGenOre 1
Give the possibilities to regenerate ore on a map that was created without the mod. After typing this command into you in-game console, please reload the map. At the restart, the mod will check if some ElectricalAge ore is present in each loaded chunk (and add it otherwise). Very useful for old map created without this mod.
/eln aging [0 or 1]
Component aging is enabled by default [1] on all items (batteries, lamps, fuel materials into furnaces, etc). You can disable it with [0] (useful for creative mode). Also, when disabled, all portable electrical tools don't use energy. This parameter is stored into the map.
/eln lampAging [0 or 1]
Enable [1] or disable [0] aging specifically for the lamps.
/eln batteryAging [0 or 1]
Enable [1] or disable [0] aging specifically for the batteries.
/eln heatFurnaceFuel [0 or 1]
Enable [1] or disable [0] aging specifically for fuel materials into furnaces.
/eln newwind
Change the current wind amplitude to another random value.
/eln generatelangfiletemplate [filename]
Utility command for generate a new empty language file or complete an existing one with the missing fields.
CONFIG FILE ________________
After the first run of the modded game, a configuration file can be found under "~/.minecraft/config/Eln.cfg". This chapter describe some useful parameters or section of them :
"balancing" section
Some factors about power production/consumption.
"compatibility" section
Enable/disable functionalities for interact with other mods. Please enable functionality only if you installed the linked mod.
"debug" section
Things about debug printing. For devs/contributors/curiouses.
"dictionary" section
About ore dictionary. Normally, you don't have to change something here.
"entity" section
Behavior of mod entities. The spawn of the "replicator" monster can be tuned here.
"gameplay" section
Parameters around the mod gameplay. The "explosion" line will probably interest you... ;-)
"general" section
Mod general parameters. For disable version check at startup, see "versionCheckEnable".
FAQ ________________
Here's a list of frequent questions/remarks :
Q. Everything blows up all the time!
You're probably doing something wrong. For less punitive errors, you can turn off explosions (change "gameplay/explosion" to "false" into the "Eln.cfg" mod config file).
Q. What's the syntax of the signal processor block ?
Can execute following math operators :
+ - * / > <
Can execute following boolean operators :
& | = ^
Can execute following functions :
if(condition,then,else) min(x,y) max(x,y)
sin(alpha)
cos(alpha)
abs(value)
ramp(periode)
rs(reset,set)
integrate(value,resetTrigger)
integrate(value,minOutput,maxOutput)
derivate(value)
batteryCharge(normalizedBatteryVoltage)
rc(tao,value)
pid(target,hit,p,i,d) pid(target,hit,p,i,d,minOut,maxOut)
Following variables are available :
daytime
Q. Do you have a code example for use with OpenComputer mod ?wirelessSet("myChannel",0.2) print(wirelessGet("myChannel"))
signalSetDir("XN","out")
signalSetOut("XN",0,3)
signalSetDir("ZP","in")
print(signalGetIn("ZP"))
Q. Can I contribute to this mod ?
Yes! This mod is open source under mixed licenses (LGPL V3 and CC BY-NC-SA 3.0). Just see our git repository, discuss with a main developer, fork, add/enhance, send push request... and that's done : it will be published in the next release !
Q. Can I include this mod in a mod pack ?
Yes, with consistent credits and a link to the mod website (https://electrical-age.net). Of course, this gentleman behavior must ideally be applied for all mod of your pack ;-). Don't forget to join a copy of the licenses.
Q. Can I use this on a public server ?
Of course!
Q. Can we use other electricity mod with this one ?
Yes, there is a conversion block. Only one restriction : you can't export electricity from EA to other mod. The other direction is permitted. Please be conscious that we have a huge amount of work in this mod development with only few main developers, so you will easily understand that maintaining compatibility with the latest versions of these mods is at your weakest priority - especially for closed-source mod :-( . The only exception is "OpenComputer" (see here). For modded server and modpacks, please don't rely on this functionality... or simply contribute to this project.
Q. How to avoid light bulb from burning ?
Go to the mod config file and changes the following lines at your convenience : "lamp/*". You can also disable lamp aging in-game with the following command "\eln lampAging 0".
Q. This mod is so buggy... Why ?
Are you using the mod with other ones? Sometimes, conflicts come from others mods, so please confirm this point in the crash files. Otherwise, add a well documented issue here. We are happy to receive reports, sincerely!
Q. I added a post on this forum and/or issue on github, but don't have received any feedback from developers...
Sorry about minimal communication, but we (the developers) are all working on some free time on this mod. So we prefer use the little time we have to code/modelize/etc than chatting - that's better for all ;-) But be sure we read all posts/issues, even without or latenced response!
Q. Can I redistribute this mod on my website ?
You can discuss, present, criticize this mod as you want... but, please, link files to our release page (https://github.com/Electrical-Age/ElectricalAge/releases). Don't make copy of files to your own server, modify them (evil!) and more specifically try to monetize them with ads (as frequently seen) - we don't make money on this project.
Q. Is this mod dead ? No recent version since a moment (actually V1.10 r50)...
Absolutely not. Coupled to the fact we had recently less time to allocate on the mod development, the future release (r51) will introduce a lot of small changes/enhancements - more than the previous releases. Just be patient ;-)
ElectricalAge Team, 2015.12.30 -
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PolarHexx posted a message on Steve's UniversePosted in: WIP ModsSTEVE'S UNIVERSE(A STEVEN UNIVERSE mod).Hello, this Polar Hexx, I am a new mod creator. I have dabbled in Java before but, it was in a class and, the mod was kind of horrible. So, I have decided to go deeper into Java and create a full fledged Minecraft Mod. This mod is the Steve's Universe mod, hence the title and it is a Minecraft adaptation of the show Steven Universe. Now, as I said I am still learning Java. so please bear with me and the mod. It will get better. But, in the mean time I am open for new ideas for this mod. Thank you and please enjoy the mod.
To Do List:
Add gems, their blocks and their ore. (Done)
Add Gem Hearts(craft-able and able to find in chests). (Done)
Add Gem mobs, they spawn in their dimension, only one per world. (Done)
Add Gem weapons and armor, summoned with Gem Hearts. (Done)
Add Gem potion effects:Ex. You have a Pearl Gem Heart, you get speed, jump boost, etc. (Done)
Add Steven's Ukulele for all songs in Steven Universe. (Done)
Add fusing (Morph Mod).
Add customizable animations for fusing, dancing, and weapon summoning for your character.
Add Familiars.
Add generated structures. Add Teleportation Pads. Add New Biomes (Sea Spire, Corrupted Ocean, Strawberry Fields, etc).(Special thanks to Avatar_Eddy for the concept! And darkdrakeshadow, IncidentTheEnd, and Ender_Lord_of_firefor the models! Also Wynd, Koslaw, and AmethystCrystalGem for helping me with coding!!!)
Download:
Very WIP Version 0.05
Gemsona Requests:AzuriteSmoky QuartzDiopsideAmberRed DiamondSunstoneBlue QuartzOviline - To post a comment, please login.
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In-game Name: KingXaldin
Discord: ☪ King Xaldin ☪#4214
Age: 29
About me: I'm a casual Minecraft player. I've played for 10+ years. I'm not really that great with build or redstone or anything. But I'm good at look how things work and/or breaking things(Usually not on purpose). I am greatly experienced in both vanilla and modded (Both Fabric and Forge). I can be pretty quiet when meeting new people. But once I'm comfortable and I can simply chat on and on.
Play-style: I usually enjoy to just explore the World to find neat locations for building things. Not that I'm really all that great at building. But I usually just build underground for more space. Although I do sometimes consider my interior building better. Like decoration an such.
As for screenshots of other projects and builds.. I don't exactly have any screenshots of anything. Though if really needed I can get screenshots from a MC Roleplay I hosted a while back. The map was pre-made but I built upon the world. Adding additional terrain as well as buildings an such.
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You should have checked before asking because he's asked that very question like 20 times... He says no because then you really wouldn't be able to do a lot of stuff.. They would be to big to realistically work in the world
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I'm so excited after I saw that all the lantern rings are in 2.0
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The other day I was playing with my buddy and I came up with an idea that I thought could be awesome. Try an Imagine a Addon Mod that would combine Thaumcraft and Draconic Evolution. There could be a way to combine Enchanted Fabric with Awakened Draconium Ingots so you can make some sort of Arcane Draconic Fabric which then you could make some sort of Draconium Infused Thaumaturge Garb. I figured the Arcane Draconic Fabric could be make through Infusion or maybe some other special process. I just thought this would be an awesome mod mixing the pure power of Draconic Evolution with the Magic and research of Thaumcraft. I can only imagine what would happen if you were to Mix the power of Awakened Draconium with the Primordial Pearl.
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Can't wait for this to be released
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With myself I know I was getting irritated about the long wait.... But I'm to the point where I just don't care it'll come out when it comes out.... But I think the main reason when say its not coming out is because the mod as been in the make for nearly 5 years.... So its not cool to say people don't have patience because it has been nearly 5 yrs.... But thats just my opinion on why their mad.... Also what do you means this is suppose to be here to talk about the mod..... I've been told time and time again that the creator rarely updates this page in fact he updates the mod more on his website...
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Simply make it so instead of ichigo's mask you could do it like once you craft the mask to hold it in your hand and right click to bring up a GUI and would allow you to choose your Mask texture... (The design on the Mask) and then go from there
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Well that's what you can expect from the Creator of one of the Greatest Magic Mods of all time... Witchery!
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Lets be fair... JinRyyu's DBC mods is taking just as long at this mod is.... Plus there's been rumors of him possibly abandoning his DBC Mod.... So I doubt that this mod would go "Faster" even with JinRyyu's help...
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Shouldn't be asking for updates..... Also..... Do what?