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    posted a message on [1.5.2] 2.6 Fantasy of Minecraft (Update to 1.7.10 in work - searching for tester) [RPG-Mod]
    I've seen this before, but this was posted today and only has one page?
    So this is either a stolen mod, or an unnecessary new topic for a mod that still contains no substance...

    One way or another, I can't believe how long it's been since I saw this mod and it still has no content or progress...
    Posted in: Minecraft Mods
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    posted a message on Renkin42's Stuff Worth Throwing Mod
    This stuff sounds like it's worth throwing.
    The mob model is nice.
    Posted in: Minecraft Mods
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    posted a message on AestheticMC [PvP] [factions] [McMMO]
    I've known the admins quite awhile and on previous servers, they run a solid server with great setups and no abuse.
    Posted in: PC Servers
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    posted a message on [GAME][1.6.x]Cake Defense 2
    Few bugs:

    You can "clear ability" to reset your exp after using Double Gold to take heal/tnt into the next wave with you.
    Alternatively, after using double gold on the floor, it doesn't reset your exp properly to let you take heal/tnt as well.

    You can't use the "give 5 gold" if you're in singleplayer, but the "give 1 gold" buttons work. The P1 takes then returns your 1 gold, the P2/P3 just remove 1 gold.

    Also I'm not sure if it's intended but you can use and waste double gold on 100$ piggy levels and it doesn't provide any benefit while using up the bonus. Not sure but maybe have it carry to wave 11/21 instead?

    If you buy an ability, use it, buy another, use it during the same wave, you can't buy a new ability withotu clearing even though your exp is correct and you have no bottle.

    Maybe tone down the magma cube spawning rate? It is literally impossible to kill even one candles worth completely (even on normal) since they take awhile to death animation and by the time you've killed two another spawns.


    I might be mistaken, but at some point I believe I bought a double gold, used it, bought an ultra without using clear, then used the ultra and it gave me gold for the mobs, even though ultra shouldn't have even worked. The lightning went off but the fireworks didn't. Can't reproduce it though.
    And at some point an arrow ricocheted off a mob it shouldn't have and the level 7 agi knockback nearly threw me off the level :\ yay vanilla minecraft. I'm gonna test what happens if you tnt the money pig. Can't ultra kill the money pig.
    Posted in: Maps
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Can you change or add a config option for the Wool to Carpet recipe?
    I have another mod that uses Wool*1 for other things, and on top of that I don't really need the carpet and they're coming in minecraft 1.6 as well.

    Perhaps make it 8 or something Cotton (around the outside crafting grid squares) to get a number of carpets, and let carpets be dyed with 8 carpets around a dye.


    Quote from mogymog

    Yeah.. the latest 1.5.2 version released the other day when ever it was.. that and the constant NEI console spam. I haven't a clue. I just know it doesn't freak out when Pams isn't installed... but im still tweaking to find out what exactly's the problem.
    The only nei console spam I've had recently is from installing betterbows wrong. (it's a .jar mod not a /mods/ mod.)
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Quote from denoflions

    Wiki should be updated to the 3.0 version. I might have missed something since I did it in a rush.
    I was coincidentally browsing the wiki just as you started editing it, and watched for a bit. Haha.
    Posted in: Minecraft Mods
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    posted a message on New Modpack coming soon: Radioactive: Armageddon
    Wrong forum.
    Posted in: Mods Discussion
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    posted a message on [1.5.2][Forge] J-Craft: Instant Buildings, Canisters, Nukes, Trampolines, Hammers 'n moar!
    I'm not downloading this without more information in the first post...
    So trying to tell me that "you can use this item ingame to see what I add" is precluded by my unwillingness to download without information.

    Maybe copy-paste the information out of the "J-Craft Lore" sourcecode?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [SMP/SSP] Ye7i's Terraria Trees
    Quote from 5c00ter

    This has been done several times already...
    some in mod packs some stand alone (treecapitator)
    why did you need to release this?

    Quote from 5c00ter

    That isnt my issue, the mods folder is already cluttered as it is. And you're adding another small mod thats already been done to it, which seems kinda pointless...

    Wow, what an asshole.

    Anyway, nice job on this mod, Ye7i.
    Posted in: Minecraft Mods
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    posted a message on ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]
    Oh hey. Did this just get updated? I had the op open not even 5 minutes ago, saw it in the mod list and the op seems to have changed!
    Thanks for this great mod.
    Posted in: Minecraft Mods
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    posted a message on [x64][1.18.X] Ovo's Rustic Pack: Redemption v1.12 WIP [Updated: 2022-02-04]
    No pics no clicks.
    Posted in: Resource Packs
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    The non-forge version has a ton of base class conflicts with optifine =(
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Advanced HUD 4.8.1
    The armor bar's Fade On/Off status is reversed.
    Posted in: Minecraft Mods
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    posted a message on Experience and Enchanting
    Quote from danielbauwens

    Simple way to not waste XP. Install single-player commands, and enchant the stuff you want :biggrin.gif:

    This isn't the modding sub-forum; I think your reply is a little misplaced.
    Posted in: Survival Mode
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    posted a message on Experience and Enchanting
    So, simple theory:
    Enchanting after you've reached a level higher than the level you want wastes exp.

    Explanation: Minecraft levels take more exp per level the higher you are.
    Which means, consider some scenarios:

    1. You wanted a level 30 enchant and you were level 30. This means you're spending levels 0-30 worth of exp. (1725 exp)

    2. You wanted a level 30 enchant and you were level 35. This means you're spending levels 5-35 worth of exp. (2250? exp)

    3. You wanted a level 30 enchant and you were level 50. This means you're spending levels 20-50 worth of exp. (3825? exp)

    This happens because enchanting is based on hard level number rather than 'soft' exp number.

    This is correct, yes?

    Another question related to this: What are your thoughts on changing enchanting requiring "experience" and "levels" to something like "souls" or similar? (coincidentally like elder scrolls I just realized)
    This would also let "exp" and "levels" be used for skills, like higher jumping or more health or whatever else. (This is not a skills suggestion nor 'souls' idea implementation thread. Just asking about decoupling enchanting from level/exp.)
    Posted in: Survival Mode
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