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Last active Mon, Sep, 22 2014 08:39:38
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Jan 2, 2014Zxapa posted a message on GotoLink updates: Formivore's options (2015/08/01)...Yay, WildCaves alive! GotoLink you are the best!Posted in: Minecraft Mods
Dec 19, 2013Zxapa posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!Posted in: Minecraft ModsQuote from Ghaz-ranka
Could you make it so that NPCs from Custom NPC mod are not affected by the various stats added by this mod.
Actually it will be cool if only players would be affected by the mod, because it could kill any modded creature. Also physics can ruin any mod generated structure...
Dec 18, 2013Zxapa posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!Some changelog would be appreciated so we can actually see what happens with the mod.Posted in: Minecraft Mods
BTW its great that such nice mod not died at the every start as it was stated originally.
Dec 1, 2013This mod looks promising! Especially there air/temperature thingy. However i have one question, did physics optional? Can it be disabled via config of some sorts? And how its scans objects? I thinking about AtomicStryker's Ruins mod which adds flying islands/hot air balloons and other mods with flying structures, even vanilla floating islands.Posted in: Minecraft Mods
Also will it work with modded wood/fences?
Sep 30, 2013Zxapa posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6Is it possible to play with Unlit torches mod? I mean will modded torches and lanterns work properly with gases? Is there a config for things that could set gas on fire?Posted in: Minecraft Mods
And will IC2 hazmatsuit made out of rubber protect you from electric gas?
Sep 30, 2013Zxapa posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Yes, instead of removing dimensions make them more unique! Not just 1:1 islands in middle of nowhere with different colors. Different AI and boss tactics not straight forward rush like almost all of them, structures - mods always lack of exploring some generated structures(Thats why Arcana and Vethea so cool)Posted in: Minecraft Mods
Some background storyline would be nice, like Demon/Dark Souls: old gods, world creation, conspiracy and such. Maybe a little metaphors like if these dimensions were an old broken world representing some elements. With nice music and pregenerated massive sceneries... *Tip: took inspiration from DS, Legend of Notch and many story based mc maps*
PS: I think that's where Aether 2 is heading
Sep 29, 2013Well, from this POV it seems unlogical, yes. But it adds some downsides to the ships. I dont know, maybe there are already some for exchange of infinite moving large structure carrying pools of resources. For sake of balance, you know.Posted in: Minecraft Mods
Sep 29, 2013Posted in: Minecraft ModsQuote from Silentscope88
Actually, it would hurt gameplay. Alot. It would effectively kill it. If an iron block weighs 4, and water weighs one, and you have a suit of iron armor in a chest, that means that the chest now weighs about 3.4, as it is its own weight plus the weight of the armor. Now, imagine you have some loot in there, like iron tools, wepons, armor, and etc. That ship would weigh a ridiculous amount more than it did, before.
You dont got the idea. I meant double chest FULL of anything will weight like this. Not a sum of what it contain. You can have chest full of cobblestone(iron) stacks and it still will weight 1-10 iron blocks. This way its effectively than have resources as blocks(placed in the world) on ship but not so cheaty if they wont have weight at all. Ideally suits for transport from one base to another or quarry.
Sep 29, 2013Posted in: Minecraft Mods
I'm not planning to implement variable weight chests. I think that level of realism would start to hurt gameplay.
Oh, cmon, its easy to tweak after all. Full double chest = 1-10 iron blocks or less. Necessity to think about waterline of loaded ship wouldnt hurt gameplay too much. It will just make it more complex than right-click-and-dont-worry.
After all there are a lot of people who enjoy GregTech or Dark Souls and such and difficulty dont hurt gameplay.
Anyway i assume this is an idea for the addon. I'll hope for the API to be capable of such things...
Sep 28, 2013Posted in: Minecraft ModsQuote from cziken20
Just an imagination came... what if... somebody builds a ship that would not sail on water but... LAVA?
Maybe using some fireproof covering on boats bottom like hardened clay or iron... And with risk of overheating and burning! Oh, dreams)
And suggestion to Cuchaz: how about feature so items in chest on the ship will increase its weight a little? Trips to quarry in ocean would be much more fun like this.
Sep 23, 2013Posted in: Minecraft Mods
Sounds like someone should make a mod...
There are already mods allowing to paint wood.
Forestry and extra trees - for different sorts of wood and extra utilities for just coloring.
Sep 21, 2013Posted in: Minecraft Mods
I currently have no plans to integrate with outside mods. The ships mod will only depend on vanilla Minecraft. What I may do is publish an API that lets other mods integrate with the ships mod if they so choose. Or rather, some other enterprising mod developer can write their own mod that depends on both ships and an industrial mod.
Anyway, it all depends on the mod itself if it will be self-sufficient why would it need any addons?(Im talking about advanced propulsion systems) Either way API is always a good thing
And i have a question: how ship would react to tnt explosion inside it? It will only damage entities? I guess it also cant catch fire, right? At least decompiling ship and deleting blocks will be kinda fair. However ship damage stated in the OP its still too attractive to ask)
Oh, and one more thing - how about some sound engine in the mod: ship definetely need some sounds like cranking wood, stretching ropes, oars, engines. Matmos mod already have waves and wind so ships sounds would be much appreciated^_^
Sep 20, 2013Zxapa posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Wow, DivineRPG is back?Posted in: Minecraft Mods
Sep 19, 2013Posted in: Minecraft ModsQuote from Silentscope88
I'd rather this mod be fully functional in Vanilla, and not require other mods to work. If he does add compatibility with the mods you listed, Tekkit will steal his mod.
What do you mean Tekkit will steal it? And why they will do so if there will be this mod? Anyone can steal everything in terms of coding - its pretty easy to decomplie it.
Support might be optional - not requirement and not affect vanilla gameplay, like in Modular Powersuits - if some mod installed then additional options such as different recipes or new stuff become available.
Sep 19, 2013Posted in: Minecraft Mods
Sorry, I don't really have any plans to make a cooperative paddling system. Paddling is meant to be more of a bootstrap mechanism so players can make useful small-scale ships with little resources. The real focus of the mod is on larger ships with more advanced propulsion systems.
Paddling is just simple example of coop interaction. I meant something that needs checking during trip that can be easily done by other person than the steersman. However easy enough for one player to maintain. That way ship will need some attention rather than just click-and-infinitely-sail. Let take another example - advanced propulsion systems definetely needs care: some boiler that needs cooling or engines needs refueling or retractable sails.
And another question if you mind - how about industial mods integration? IC,BC,UE electricity and fuel powered engines(not their engines but your special giant ship rotors).
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