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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    The beacons don't need to see the sky, or even function, they just have to be in place


    Edit: A question I have myself, I notice in my custom pack, the sigil of compression doesn't work with thermal foundation nuggets/ingots/blocks. Has anyone else run into this? Searching for "thermal" in this thread doesn't show any results, but the search function on this site is not very reliable

    Posted in: Minecraft Mods
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    posted a message on Backpacks! (by Brad16840)
    I really wish this was the more popular of the backpack mods, this one is just so much more versatile than the other mod of the same name. I have to fight the temptation to just use these backpacks as my entire storage system
    Posted in: Minecraft Mods
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    posted a message on (Update+) Water Mobs: Aycreature [v1.1c]
    These mobs are very cute, I like the frogs in particular!
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Quote from mrbysco»

    Its only for the lumber axe now iirc.
    so no precise mining with hammer. (that would make pickaxes useless)

    I can see why one might think that is a bad thing, but considering the material differences, it's not like hammers and picks really need to be on par with one another. If I am spending a maximum of 27 of a material to make a hammer, why is it so important that something that costs 2 material remain in use? Simply because it's a different tool type with the same basic use?

    And like I said in my post, by the time I have a hammer, the only thing a pick gets used for is mining 1 block every couple of hours to get me out of a hole, so it's already 99% useless, taking up a slot in my inventory except for the scant moment I need it.

    But that is also why I asked if it could be a config as opposed to a reversion, because I can still understand folk finding that to be a balance point and not wanting that for their game or server, but it would still be nice for it to be a choice for the rest of us. After having gotten a small taste of it in the previous update, I think it's a nice option is all.
    Posted in: Minecraft Mods
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    posted a message on Silly little Hermit Crab Mob
    This is just a silly little idea to add a level of "D'aww" to the game

    My idea is adding a small, non-harmful mob to the game. It will have a low chance of appearing whenever you break a block of sand (maybe a sand block that within a radius of 3 to water?)

    Once the sand is broken, a little hermit crab, 0.25~.5 blocks in size, pops out.

    It has 1/5 a heart HP. When attacked/dies, it turns into a shell, which will be treated as the hermit crab retreating into it's shell. It has a 100% chance of dropping 1 of these upon "death"

    When the item is placed down, it spawns a hermit crab mob that will continue to scuttle around. It is prone to sand, but won't dig back into it (or maybe it could and disappear, who knows?).

    In this system, the only real way for it to truly vanish is to de-spawn or destroy it's item form.
    The only real purpose of this mob is to give player some sense of pet, something that wouldn't be hard to code and it could be a viable find for the player, as you always spawn on sand (right now at least) and that sand is usually part of a beach.

    Potentially, breaking sand could give a rare chance of unearthing a larger, 1x1 hostile version that similarly breaks down into a larger shell. If this were implemented, I would suggest it attacks any mob/player in the area, friendly, neutral, or hostile. It would have ~4 hp. It could be a bitter-sweet "Help me" pet.

    Uhm... tell me what you think :3
    Posted in: Suggestions
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