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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie

    I like that idea, along with another idea someone just told me about, I'm excited heh.


    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie



    The different pearls all have varying enchantability(this doesn't really have much bearing in reality), they also take different amounts of time to make, the materials also determine how much damage they each can take. I believe it says that in the book.


    In the future (read 1.7), I have plans to make them more unique in purpose. Each one will have an enchantment, that (if enchanted in a mirror), they will be more likely to get. (Such as say, blue gives higher chance of sonic). Also, I plan to remove some of the more 'redundant' enchantments, like focus punch, poison ivy, inferno, and instead having an 'Elemental' Enchantment. This enchantment will do different things based on the colour of pearl, so for example the red pearls would give the fire immunity, and green poison etc, and blue either faster water movement or underwater breathing, or something related , just not decided on that yet.


    thank you for your reply. sadly I don't have the ingame book yet as I'm playing on a Monster 1.0.9 server
    but it's cool to hear you have more plans for jewely. perhaps it may also be interesting to have jewely that you could for example level up, giving you certain boosts or enhancements...
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    sorry if this has been asked before already, but what is the purpose of all the different kind of pearls/jewelry? does certain pearls give any extra effects, or is there a durability difference between the different kind of pearls?
    Posted in: Minecraft Mods
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    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    I don't know if this has been suggested before... but have you thought about adding some more functions to the industrial apiary? like for example the option to add an auto-eject module, or have it as a build-in function, where you can make the industrial apiary automatically eject the resources out.
    I know there's the option to automate it using other mods, but I thought it'd be a nice idea for the mod to have a way of doing that itself aswell.

    and perhaps you could also add a redstone function to the apiary. where for example when there's a redstone signal applied to the apiary, it switches the apiary off. which is quite useful if you're breeding bees to get a certain resource, but you've hit the amount of resources you need for that bee, so you can switch the apiary off, and switch it back on when you need more of it.

    and I find the mutagen mechanic a bit... weird. it doesn't really make much sense to me to melt down blocks and items into mutagen and use that to genetically modify the bees... I know Extra Bees already does this, but have you thought about adding the option to use drones for this aswell? because that's something I haven't found an use for yet in this mod, for all the extra drones you start gathering at one point...

    perhaps you could have drones (or princesses if you feel like being crazy) produce a different kind of liquid that has a different usage ratio compared to mutagen. you could also perhaps use the liquid produced by bees for the ignoble/pristine bees mechanic. that if you supply the industrial apiary with the liquid produced by bees, you can temporarily extend the lifespan of your ignoble bee for as long as you keep supplying the apiary with the liquid. or have a new machine that allows you to create ignoble princesses from a pristine princess, for the cost of power and liquid. perhaps you could introduce different tiered industrial appiaries for these functions aswell.

    again, sorry for not knowing if this has been suggested already.
    Posted in: Minecraft Mods
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    posted a message on ExtraUtils / MFR Integration - Enderlily farming!
    I think you're a bit too late with releasing this, as RWTema released version 1.0.3 of Extra Utilities yesterday which also adds MFR support for ender lily's...
    though your MFR support allows the lily's to be fertilized, while RWTema's MFR support doesn't
    Posted in: Minecraft Mods
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    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!
    Quote from WingsOfLife
    Thanks for the help :) Also thanks for the update on the FTB forum ;)


    no problem. glad to be of assistance ;)
    Posted in: Minecraft Mods
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    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!
    Quote from EverRunes

    Where is this Dynamic Potion Systems? I can't find a link anywhere, and I can't update this until I get that other mod, assuming the other mod has the biome in it.

    Second question, why have you moved so much stuff to this other mod? I'm just curious about the reason.


    wings hasn't posted a new topic for the other mod yet, so I'm guessing the mod is not yet ready to be released.
    as for reason why wings moved so much content to the other mod... well, those features didn't really have much meaning for a tank mod, and having a seperate mod for it wouldn't be a bad idea, as some people only want the tanks from this mod and often disable the rest
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Mark719


    Yeah Waila support is in the works. :)


    awesome, can't wait to see more mods add WAILA support for their crops :D
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    awesome update, but a feature request from me aswell if you don't mind. is it possible to add WAILA support to the magical crops? with this I mean that you'll be able to read through WAILA how mature the plant is, like how you can read vanilla crops with WAILA with how mature they are
    Posted in: Minecraft Mods
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    posted a message on OpenBlocks 1.2.8
    is it perhaps possible to remove the actual need of placed bookcases for the auto enchanting table, and perhaps allow the player to place bookcases inside the table instead? because I'm trying to make a neat compact build with the table, but I just can't seem to find a solution to get all 3 input/ouput on the same input.

    I can find a way to get both book input and output through the same side, but I still need to get the liquid xp to the table. I tried placing a wall of tanks on the side of the table, but then it started nagging there were not enough bookcases, as the tanks started obstructing the line of sight....

    I always hated that about the enchanting table, being forced to actually place down bookcases in the world for it to work
    Posted in: Minecraft Mods
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    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    is it possible to configure it so a certain mob is only allowed certain traits and certain rewards?
    what I'm trying to do is tier the infernal mobs so weak mobs also have weak traits and not so very good rewards, but the harder mobs get more difficult traits, but the rewards will be much much better
    Posted in: Minecraft Mods
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    posted a message on Radio Block - Listen to internet radio streams in Minecraft!
    I wish it was mine, sadly my coding skills are so bad, that a simple hello world is already too much for me.
    it's done by Mikeemoo, mod developer of the OpenMods
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from EzerArch

    Not so fast people, we're about to drive eximius88 nuts: https://twitter.com/...053211560169472


    Posted in: Minecraft Mods
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    posted a message on Radio Block - Listen to internet radio streams in Minecraft!
    Quote from vpontin

    Well, another streams mod inactive. On another topic, I had made a suggestion to anyone who would take care of that, but this one seems to be simpler than what I had commented. These mods need to be resurrected, folks! If someone wants to recreate a mod on the same theme (I am a good-for-nothing for mods) could from these two examples.


    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from eximius88

    That is an awesome idea. I have thought about doing something like this, just haven't figured out how to do it to make it as simple as possible. Maybe I'll start a poll to decide what people think.


    no problem, I'm already very happy that you're atleast considering the suggestions that I've posted.
    I've actually posted these suggestions before to andrew, but he didn't seem to like them, so I always kept them in the back of my mind, just incase they might be helpful in the future ;)

    Quote from EzerArch
    Are we also talking about HUDs?

    I need the following info while I'm using the MPS. Only the relevant info that affects the game real-time:
    1. which modules are turned on or off (only feeder is done)
    2. input and output energy in watts
    3. current weight in kg
    4. temperature and energy levels (done)
    5. time (done)
    6. loaded profile (if any)
    1. which modules are turned on or off: the only way to know if a module is turned on is by using it or pressing the keybind (the game will prompt on the screen "{module} was turned on|off"). The player needs to know visually if an important module is working or not. Say, you're flying and decide to land but you accidentally turned off the shock absorbers, you'll know it's off when you land... x.x

    Since there are a lot of modules, the player would choose which modules should have a "follow-up" icon on the HUD.



    2. input and output energy in watts: to know if your armor is wasting energy or recharging. Not so important since you can guess by looking at the energy meters.

    3. current weight in kg: only necessary if the armor weight varies. You can check it at the Tinker Table.

    4. temperature and energy levels: it's there, done.

    5. time: it's done, but with a suggestion: an option so that we can choose to display only the clock icon, only the time in numbers or both. As you can see in , the clock icon is not in synch with the time because I was using Galacticraft mod, the icon will always show the time of the planet/dimension I'm on, while the numbers tell the time from the Overworld.


    a nice and detailed suggestion. I also suggested this before, but not that detailed XD

    Quote from Yusunoha
    this is probably not very easy to do, but how about a module that can show you all kinds of HUDS on your screen when activated. you could have it so it'd be compatible with other mods like a minimap or armor/status effect HUD. you'd be able to move the huds around, or enable/disable them. perhaps there could also be some sort of theme for all these huds, kind of a techy kind of texture for them all


    it'd really be nice if you could have certain HUDs on your screen that you could customize (appearance, size and location, with the options of enabling/disabling them, and if you could for example have a compatibility with the other mods like minimap and status mods, with a customized appearance for the mod, you could for example switch on a minimap when you need it, and hide it when you don't need it. you could also get some sort of customized message when a certain status effect happens or if the durability of one of your items run low. you could perhaps even go crazy and have some sort of personal assistant for your suit, somewhat like Jarvis from Iron Man

    Quote from name="EzerArch" timestamp="1390877641" post="28422662" »
    6. loaded profile:


    Like the profiles from Assassin's Creed? Since AC has tons of commands, they were grouped in profiles so that the player will only use those he needs for a given moment. If a pacific/social profile is loaded, the commands available are "talk", "gentle push", "buy", "steal". If it's an aggressive profile, the commands are "attack", "blade", "punch", "shoot". The same keybind has different actions depending on the loaded profile.

    Kind of sophisticated. At least it avoids you from misusing a module or having an unnecessary module loaded. If I'm fighting mobs with the power fist, I wouldn't want a crafting table, shears or a hoe taking space in the power fist wheel, but I want them when I'm working or building. The profile thing is welcome.

    Additionally, HUDs don't need to be complicated:




    something like that yes. the thing is, you don't need a module the whole time, and there can also be situations that you need the module in a different way then you normally use. you can ofcourse use the tinkerer's tool in your powertool in those situations, but imagine fighting a mob and having to tinker your suit/tool during a fight, and afterwards forgetting to turn things off and blowing half your base up. if you could switch through different kind of profiles for differen situations your suit/tool becomes much more versatile.

    Quote from EzerArch
    It should display the totals and the values per piece, weight and energy input and output since it's hard to keep the track of the things. You might not know where the energy is being wasted or which module or piece is too heavy.


    perhaps also some configuration options, like configure each piece to either be allowed to only discharge, charge, or do both. perhaps also a configuration to tell which powersources the suit may use, so you don't end up draining an item in your inventory that wasn't supposed to be drained.
    Posted in: Minecraft Mods
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