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  • antikx
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  • Member for 9 years, 8 months, and 18 days
    Last active Wed, Jul, 11 2018 12:23:46
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  • View antikx's Profile

    1

    Apr 20, 2017
    antikx posted a message on Custom NPCs

    I'm using he latest 1.7.10 version of custom npc.

    Is there a way to charge a player when they use an NPC that's a transporter?

    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Dec 11, 2016
    antikx posted a message on Custom NPCs

    @AuronFFX If you ignore damage, and your recipe requeires something like a sword, then someone could craft an item using a sword with only one durability point left instead of requiring a pristine sword



    Here's a quesiton I have: In the 1.7.10 version of Custom NPC's, is there a way for some recipes to only be craftable on the anvil vs the Carpentry bench, or are they basically considered the same item when it comes to CustomNPC crafting?

    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Mar 29, 2016
    antikx posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»


    Not sure what's going on there... please post your fml-client-latest.log file using Pastebin and we'll take a look.
    .


    It looks like it was Ruins mod placing dungeons at the ocean surface. No need to worry. Thanks though.
    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Mar 13, 2016
    antikx posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Thanks for all your hard work on this project! It's fun to explore and appreciate the terrain.

    I'm running the latest version for 1.7.10.

    I appologize if this has been covered already but came across an unnatural looking beach formation, and a dungeon in a strange spot.

    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Nov 8, 2015
    antikx posted a message on DoggyStyle - Domestic Dog Breeds
    Quote from Milly_TheHamster»

    Will this mod ever be updated to support a higher version of minecraft???



    I'm not sure you are aware of it, but your post comes across as obnoxious.
    Please read the post 5 posts above yours for an answer.

    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Sep 29, 2015
    antikx posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Thanks for back-porting to 1.7.10.

    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Mar 13, 2014
    antikx posted a message on [1.6.2/1.6.4] [Forge/Jar] Advanced Darkness - 1.5
    Quote from Xzomo

    Hi

    Great mod :)
    Would it be possible to ad a config file and option to set the gamma at a custom level ?

    /Michael

    Yes please. And the server would over-ride the client would be awesome!
    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Dec 23, 2013
    antikx posted a message on [FML (Forge), MCP] [1.6.2] The Diamond Flowers Mod
    Hello,
    Thanks for making this mod.
    Can you please fix the download link?
    I would love to try it.
    Posted in: Minecraft Mods
  • View antikx's Profile

    1

    Jul 27, 2013
    antikx posted a message on Custom NPCs
    Quote from KingBrymer

    Hey you Guys I have a map im building that has taken me three years once i finish in a few months i will post it here so i would like you guys to see it because it uses this mod!

    Wow!
    Sounds great!
    Looking forward to it!
    Posted in: Minecraft Mods
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  • View james090500's Profile

    6

    May 25, 2015
    james090500 posted a message on [1.7.10 - 1.17.1] MINECRAFT CAPES MOD! Free Minecon Capes Anyone with the mod can see! [Multiplayer] [1,000,000+ USERS!]

    MinecraftCapes is a Mod designed for Minecraft which allows you to wear any cape you wish in-game, cost free. Getting our mod working correctly is easy, just follow the steps below.



    Website, Gallery and Downloads can be found here:
    https://minecraftcapes.net/


    How to install


    1. Download and install the correct Forge version
    2. Download and install the correct mod version
    3. Look for the mod in the mod menu

    Now you'll need to upload a cape of your choice to see!


    How to get a cape


    1. Register an account on our website.
    2. Choose a cape from the gallery
    3. Upload the cape on the website
    4. Open Minecraft with the mod install and you'll see the cape!

    Please see the video guide if you get stuck but the website is pretty simple!


    Video Guides



    Screenshots

    From various users of the posted in our mod



    Still feeling a little stuck?

    Join our discord!


    License: This is free software. Permission is granted to use and distribute in unmodified form without restriction. May be included in mod packs.

    Posted in: Minecraft Mods
  • View Monsterfish_'s Profile

    3

    Aug 12, 2016
    Monsterfish_ posted a message on Conquest_ [WIP there is always more to come]

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!



    1.7 Update (V.10.8)

    • new biomevariant of the logcabinblock (ice_mountains etc)
    • new heather plant metadata (38:15)
    • new cottongrass metadata (37:5)
    • new nettel metadata (39:10)
    • new sweetgrass metadata (39:9)
    • new flowerbaskets biome variant of the hanging net cobweb (Plains)
    • added burned log biomevariant for oaklog (Hell)
    • new burned dirt metadata (33:9)
    • new muddy dirt metadata (88:3)
    • new biomevariants for arrowslits
      • cobble (Plains)
      • brick (Extreme_hills)
      • slate (Frozen_ocean)
      • sandstone (Desert_hills)
      • darkcobble (Taiga_hills)
      • darksandstone (Savanna_plateau)
      • stonebrick (Jungle_hills)

    • new cornerstone with cobble and brick (4:10)
    • new cornerstone with darkcobble and stonebrick (Frozen_ocean etc)
    • added biome variants for the gravely sand and grassy sand
      • normal (plains)
      • wet (river)
      • red (Mesa)

    • added directional farmland depending on the biome ()
      • diagonal1 (frozen ocean)
      • diagonal2 (plains)
      • straight1 (hell)
      • straight2 (extreme_hills)

    • added vertical ctm for covered boxes
    • made ravens on hanging people possible in a single biome (extreme_hills)







    1.7 Update (V.10.7)

    • added dead hanging bodies (30:7 iceplains etc.)
    • added wooden rails (jungle)
    • updated bamboofence
    • added new carved netherbrick
    • new pigeon bird (savanna)
    • new painting "the Strayking"
    • updated peony to become useable
    • added zombiehorse
    • fixed pigman&magmacube to be actually changed to the new skin

    1.9 & 1.10 Update (1.1)

    • added bonetexture
    • added netherwardblock texture
    • added red netherbrick texture
    • added magmablock texture
    • added zombiehorsetexture
    • added straytexture (mob)
    • added husktexture (mob)
    • added polarbear texture
    • updated birchfencegate
    • new painting "the Strayking"

    1.8 Update (1.4)

    • added zombiehorsetexture
    • new painting "the Strayking"





    Feel free to try it out, comment and have fun

    _Monster

    You can also follow me on twitter and get news on upcoming changes as soon as they happen.https://twitter.com/Monsterfish_ .
    I case you are a donator to my work you can also get acces to a auto sync tool to get the apha changes of the textures so you are always a step ahead of the competition





    @dogfender fair arguments i might adjust them in the future no gurantees through as they work quite well already


    @Husarr2lpl is that issue still happening?


    @sauron1973 the issue with the guis is that they need to be textures seperatly the gui doesnt get generated automatically =(


    @Synza the hoppers is ne new one =/ can you post a picture of them maybe?
    as with the darkoak i might change a few thing to not have them occur naturally anymore but the only reason they are like that is because of the attemt to save metadta in 1.8 via biomes


    @Triliton thanks for helping out the people i appreciate it =)


    @HyXeRiOn i dont keep older versions of the pack around sorry you probably have more luck by asking the comunity for an older version as in

    general i hope you understand my reason for using a "adlinkservice" like adfoc so i can generate some revenue for my work while keeping it free to the community


    @Piggyfacepork ravand is safe its hosted by the server i am working/developing conquest on as with sh.st i switched back to my previous setup as it seems like it wasnt worth it afterall to change


    @Rooster2415 to remove the extended leaves you have to remove the model files by either removeing the whole models and blockstates folders or the files that specifically affect the leaves as the fences might become messed up otherwise
    in case you are referring the betterfoilage leaves you need to get the latest build of the mod for your mcversion as it supports ctm which gets rid of

    the text
    as with the logs thatr shouldnt be happening in default conquest anymore =/ make sure to not have other packs loaded besides conquest and make sure to be on the latest build of the pack as well


    @MindCoil its a bummer indeed i had people suggest fixes for it in the past but it never seemed to work =( i literally clueless on this


    @Blendomatik thats odd do you have other mods installed (i didnt touch the sign textures in ages so this shouldnt be a problem on conquests side)


    @KaligarPrime that is a "feature" sandstonestairs in certain biomes turn into goldcoins to give people that build on creative servers more possibilities


    @Aidowl should be fixed now i hope ^^


    @Dreossk yup :D and its looking real nice


    @Gravemind15 i recommand turning up the brightness slider in case you are not a realitstic lightsituation guy =)


    @luminousinsect mhm bizzare have you tried using a clean mc version and a fresh install of optifine ?

    Posted in: Resource Packs
  • View Xolova's Profile

    972

    Oct 12, 2012
    Xolova posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]



    (Pictures of Shyrelands, Playtopia and The Everland not included below)


    Original Team:
    XolovA (Brendan Wildish) - Creator, Programmer/Designer/Artist
    EternalDoom - Various Assistance
    New Team:
    Tslat/Scimiguy - Programmer
    Ursun - Artist
    Misc:
    Rapisoft - Short Musical Cut-outs
    Square Enix - Short Musical Cut-outs
    Kevin MacLeod - Short Musical Cut-outs
    http://www.purple-planet.com - Short Musical Cut-outs

    FAQ

    Posted in: Minecraft Mods
  • View ThesaurusRex84's Profile

    795

    Oct 9, 2011
    ThesaurusRex84 posted a message on Boats Evolved; bigger, modular boats

    Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.

    Full idea in spoiler:

    Boats Evolved; bigger, modular boats (Watch out --- huge!)

    Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
    So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
    Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.



    Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
    Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.



    Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.

    Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
    Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.



    When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.

    And now, the propulsion systems.

    With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
    An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).



    The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.



    So now we move on to a bigger boat. Not too terribly big, but we're getting there.

    To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.



    I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
    After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
    I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.



    So now, the next level: the Skiff.

    The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.



    Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.



    To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players, but not move them[amended].



    With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.



    For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
    The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.



    Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
    For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.



    Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.



    Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
    That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something. :P
    So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.



    But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.





    Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
    Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.



    Okay, next one. Here we go.



    (This level is optional. You guys tell me if it should be ingame.)

    Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.



    When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.

    Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.


    Any questions?

    Amendment Post 1:
    - In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.

    - Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.

    - I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.

    Amendment Post 2:
    - Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.

    - Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.

    - Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.

    - I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.

    Amendment Post 3 (Note: These are not as important as the first 2) :
    - Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.

    - Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.

    - Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.

    - A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.

    - Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.

    And the Reddit post is here:

    http://www.reddit.co..._modular_boats/ (Archived)


    *EDIT*

    Due to popular demand, I give you this:


    Add this to your signature if you like it!

    <a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>



    Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):


    • This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
    • Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
    • You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly ;)
    • "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(

    Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl

    --- See Also: ---

    Mythological Sea Creatures, Boats and Other Stuff
    by JasonG5!
    [represent]
    Posted in: Suggestions
  • View MatrexsVigil's Profile

    79

    Mar 18, 2014
    MatrexsVigil posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released


    If you are using a modpack with one of these mods: Agricraft, Hunger Overhaul, Spice of Life, or Apple Core DO NOT post bugs here. These mods sit on top of my mod and overwrite stuff. I cannot fix your bugs with these mods installed. Thank you.

    I am no longer using Adfly or any other ad services for my mods. If you've ever thought of donating, please consider doing so.

    DO NOT DOWNLOAD ANY OF MY MODS FROM ANYWHERE BUT CURSEFORGE

    Contact Info
    E-mail:
    [email protected]

    Twitter: @pamharvestcraft/@matrexsvigil (personal account)
    Patreon: https://www.patreon.com/pamsmods
    Paypal: [email protected]
    YouTube: https://www.youtube.com/c/PamelaCollinsHarvestCraf...
    Twitch:
    Facebook: https://www.facebook.com/pamsmods/



    July 2nd, 2017 - Remembered this forum post existed. I've updated some stuff.



    It's simple! Just download the ZIP file of the mod in question, make sure you are using the most current version of Forge, and place the ZIP file in your /.minecraft/mods/ folder!




    Question: Can I include one of your mods in my modpack? YES! Just make sure to credit myself (Pam) and Rhodox of the Painterly Pack. Thanks!


    Question: What happened to Extended Glass or the wool stairs/slabs in HarvestCraft? I couldn't keep them updated. Please use Carpenter's Blocks Mod for the same effect!


    Question: Where are your mods for 1.6.4 and before? Right here! Please keep all questions about previous versions in that thread. Thanks!


    Question: What happened to Huge Mushroom Spawn and Melon Spawn mods? As of 1.7.2 huge mushrooms now grow in the dark oak forests and melons spawn naturally inside jungles in vanilla Minecraft.



    All download links will be kept here to make updating quick and easy. Please see the mod descriptions below for change logs.

    Downloads - CurseForge


    This mod adds in the following:

    60 new crops (including cotton for string)
    6 garden bushes to find and harvest for crops (pick up bushes or let them spread like mushrooms)
    36 fruit or item bearing trees
    19 new fish (catch with normal fishing rod)
    Simple Beekeeping (including candle blocks, wax/honey blocks, hardened leather armor)
    1300+ new items and foods
    Placeable cake blocks of all new cakes
    Presser block that allows you to produce resources (such as honey, bubbly water, baits, paper, and much more)
    Well block that gives infinite water sources a better look
    Market block that allows you to buy seeds, saplings, farm animal spawn eggs, and bonemeal for emeralds
    Shipping block that allows you to sell crops, fish, meats, and beekeeping items for emeralds
    Ground Trap and Water Trap blocks that allows you to use bait to 'catch' resources when placed in the ground/water
    Use crop items to plant instead of seeds (like vanilla potatoes/carrots)
    Turn buckets of water and milk into fresh versions for easy recipe use
    Use tofu for vegetarian/vegan recipes
    Right-click options for harvesting/auto-replanting (including vanilla MC crops)
    Lang file support
    Better overall mod support for auto-harvesting/etc
    Everything is in the Ore Dictionary for other modders to use my items easily
    Config file has options for everything!

    HarvestCraft Tutorial Series
    https://www.youtube.com/playlist?list=PL4DJkD0dlbDLjPnQXhGSeEHkOUELHpCY1






    Mini Mods Tutorial Series
    https://www.youtube.com/playlist?list=PL4DJkD0dlbDKHZjQ-ZURltB-PGJLhK6Nv


    This mod adds in a set of armor and tools made from bone and fossil 'ore' that drop bones along with a crafting recipe of two bone into four sticks.
    Block IDs: One, Item IDs: ???, Config File: No
    Will have Thaumcraft support when its updated to 1.7.2
    1.7.2b - Fixed fossil blocks dropping fake unusable bones


    This mod adds in clay deposits underground with the frequency and density of iron deposits.
    Block IDs: None, Item IDs: None, Config File: No


    This mod adds in three new sets of tools (cactus - wood, sandstone - stone, and glass steel - gold), a new armor set (cactus - leather), sixteen desert-themed plants that only spawn in desert biomes, glass steel ingots (made from eight glass and one iron to make four), a glass steel window (resists explosions), a recipe to turn cactus blocks into planks, and a recipe to turn sandstone into cobblestone.
    Block IDs: Two, Item IDs: ??? Config File: Yes
    Thaumcraft Compatible

    DesertCraft Tutorial:


    This mod makes pumpkin seeds, melon seeds, carrots, and potatoes drop from tall grass at a very low frequency in addition to wheat seeds. Use the config file to turn off non-wheat seeds dropping or change their frequency.
    Block IDs: None, Item IDs: None, Config File: Yes

    Mob Drop Crops

    This mod is meant for folks who like to play on Peaceful or who have taken mobs out of their game some other way. Bushes spawn in the world that when broken, drop a mob item. Blaze Flowers and Tear Chalices can only be found in the Nether. You can then take that mob item, combine it with wheat seeds, and get a mob drop seed.

    Blaze Flower - Blaze Rod - Nether
    Bone Pile - Bone - Deserts
    Creeper Pod - Gunpowder - Forests
    Ender Pedestal - Eye of Ender - Jungles
    Eye Bush - Spider Eye - Beaches
    Rotten Mound - Rotten Flesh - Plains
    Slime Puddle - Slime Ball - Swamps
    Tear Chalice - Ghast Tear - Nether

    You must plant mob drop seeds on slow sand in order for them to grow. If a crop doesn't break immediately, it's not mature yet. All crops except the Creeper Pod and Slime Puddle drop 2-4 items upon breaking. Creeper Pod and Slime Puddle only drop one item.

    Most of the crops grow normally, although the Creeper Pod grows like a melon/pumpkin (you must have slow sand around the vine for the Creeper Pod to grow) and the Slime Puddle grows like mushrooms (you must use a large patch of slow sand in order for the Slime Puddle to expand). Crops, pods, and puddles can grow slowly.

    You can use the config file to turn off each of the bushes; generation and change the rarity.

    Warning: This mod is super over-powered in a standard world with mobs.


    This mod currently adds in a venus fly trap plant that generates in swamp biomes. They deal damage like cacti when bumped, but you can break them and re-plant them where you'd like. You can change their frequency and Block ID in the config file.
    Block IDs: One, Item IDs: None, Config File: Yes
    Will have Thaumcraft support when its updated to 1.7.2


    This mod adds several crafting and smelting recipes to the game.
    Block IDs: None, Item IDs: None, Config File: No
    apling ---> Stick
    Gravel x4 ---> Flint
    Pumpkin x2 ---> Orange Dye x8
    Red Flower + Yellow Flower ---> Orange Dye x4
    Bone x2 ---> Sticks x4
    Any Sandstone ---> Cobblestone
    Cactus ---> Planks
    Wheat x2 ---> Seeds x2
    Leather + Paper + Ink Sac + String ---> Name Tag
    Iron Block + Leather x3 ---> Iron Horse Armor
    Gold Block + Leather x3 ---> Golden Horse Armor
    Diamond Block + Leather x3 ---> Diamond Horse Armor

    //Hard Saddle Recipe
    [Leather---][Leather---][Leather---]
    [Leather---][Diamond---][Leather---]
    [Gold Ingot][----------][Gold Ingot]
    //Easy Saddle Recipe
    [Leather][Leather][Leather]
    [Leather][Leather][Leather]
    [String-][-------][String-]

    //Smelting
    Rotten Flesh ---> Leather Sandstone ---> Glass x4






    This mod adds in sixteen new plants that spawn in Forge Biome Dictionary biomes marked plains, forest, mountain, and hills. They are just for decoration and be planted on grass. You can use the config file to change their names and spawning rarity if you want. Block IDs: One, Item IDs: ---, Config File: Yes Will have Thaumcraft support when its updated to 1.7.21.7.2b - Fixed last plant not showing in Creative


    Sponsors
    Sign up for excellent hosting with http://www.akliz.net/pamsmods and use coupon code pamsmods to get 20% off the first month!
    Posted in: Minecraft Mods
  • View AquaBarnes's Profile

    2

    Nov 24, 2014
    AquaBarnes posted a message on Spirited Away

    This is a mod which is based on the film Japanese animated fantasy film Spirited Away. The goal of this mod is to added may different features of the film into Minecraft like all of the Characters, No-Face, Chihiro, Haku, Sootballs, Boh, Zeniba, Yubaba, Lin and many others.


    So If you love the Spirited Away film and Minecraft you will love this mod, Currectly it is a WIP mod but I will be providing regular updates/pictures here, on my Wiki and on Facebook


    Content:



    Put your spoiler here.


    Put your spoiler here.


    Put your spoiler here.


    Videos:



    Download (old 1.7.10 version)

    Spirited Away Preview


    Wiki: http://spirited-away.wikia.com/wiki/SpiritedAway_Wiki

    Twitter: https://twitter.com/DevSpiritedAway

    Facebook: https://www.facebook.com/SpiritedAwayMod


    Image result for discord logo thumbnailDiscord: http://discordapp.com/invite/j3pCfuj


    Team:

    AquaBarnes

    AlanBecker


    If anyone would like to help with this mod feel free to PM me here.

    undefined
    © AquaBarnes 2017 - Attribution-NonCommercial-ShareAlike 4.0 International License
    This mod may not be altered, edited, mirrored or redistributed without permission of the founder (AquaBarnes). I do not own Spirited Away or Studio Ghibli
    Posted in: WIP Mods
  • View Brad16840's Profile

    1

    Aug 20, 2017
    Brad16840 posted a message on Backpacks! (by Brad16840)
    Quote from antikx»

    Thanks so much for working hard on a great mod.

    FYI, I was using the 1.11 version and noticed that when you look at the permissions for a bag, and hover over "Public" it references "Private" and vice versa. Do I trust what the button says or what the tool tip says? :)

    Thanks.


    The buttons are correct, the tooltips are in the wrong place.
    Posted in: Minecraft Mods
  • View Eggplant42's Profile

    141

    Mar 28, 2011
    Eggplant42 posted a message on MCDungeon v0.18.0

    MCDungeon will create a procedurally generated dungeon in a preexisting minecraft map. It is not yet feature complete, but can already generate dungeons with quite a bit of variety. It is written in Python and makes use of code from Paul Hodge's minetown project and codewarrior's pymclevel.I primarily use this for SMP and multiworld via Craftbukkit and MultiVerse. But it works just fine in single player too.Thanks to the following for their interest, inspiration, and great ideas! (in no particular order)BeeTLe BeTHLeHeM, codewarrior, Link1999, SoNick, Commander Keen,Yelik, NoiGren, whoiscraig, ChocolateySyrup, Sevminer, AnderZ EL,SuddenLee, Silre, NuclearDemon, bking1138, BarthVader, koredozo,janxious, compgurusteve, and JiFish.

    http://mcdungeon.bubblemod.org

    Videos


    Screenshots

    Current Features

    • Automatically finds a good location on a map based on range, size, and depth parameters. Can detect player structures and try not to overwrite them.
    • Dungeons can be removed from a map later and the landscape allowed to regenerate.
    • Dungeons can be regenerated in place with a new layout, mobs, and treasure.
    • Can generate multiple of dungeons in a map, or try to fill the map with as many dungeons as possible.
    • Generates room layouts based on a random weighted selection of rooms. Rooms are filled with ranomd hallways, floors, room features, and ruins on the surface, all of which are configurable.
    • The density and placement of doors, portcullises, and torches are configurable. Option to place fewer torches as levels go down. Less light == more danger!
    • A "hard mode" that will attempt to fill in nearby natural caves in an attempt to concentrate random monster spawns inside the dungeon.
    • Places stairwells between levels, and a tower entrance with a spiraling staircase. The tower height is configurable so it can be seen for many chunks.
    • Optionally places an exit portal at the bottom of the dungeon to teleport players out to the surface. (requires command blocks)
    • Places chests with loot around the dungeon in (probably) hard to reach places. An arbitrary number of loot tables can be configured to provide variety. The density of chests is configurable.
    • Places mob spawners throughout the dungeon. These will likely be near chests, but not always. Mob types are configurable. The density of spawners is configurable. Some 'non-standard' mobs are available. ;)
    • Random placement of secret traps.
    • Output floor maps to a terminal with color on ANSI systems.
    • Output entire dungeon maps to HTML.
    • Other things I've left out to avoid spoilers. :)

    :VV: GIANT WARNING TEXT :VV:

    This tool will write data to your minecraft maps and may destroy them! MCDungeon will attempt to avoid player structures, but there is no guarantee. NEVER run this against a map that is currently loaded into Minecraft! Make Backups! Work with copies! I'm not responsible if it destroys your 120+ hour Justin Bieber pixel art!

    Support Tips

    When asking for help, you'll get the best response if you are sure to include the following:

    • A clear description of the problem you are seeing.
    • Include your OS version, MCDungeon version, Minecraft version, and any Minecraft mods you are running.
    • If running from the command line, include the command exactly as you typed it.
    • Use pastebin to post the complete console output from MCDungeon.
    • pastebin your .cfg file if you have modified it.

    Downloads and Usage

    Download the latest version from the official MCDungeon site.

    Posted in: Minecraft Tools
  • View TheXFactor117's Profile

    24

    Aug 30, 2015
    TheXFactor117 posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Join Levels on Discord if you are interested in keeping up to date with the development of the mod on a daily basis.


    Levels 3 is an innovative mod centered around the concept of adding leveling systems to weapons and armor, aimed at improving the combat system within Minecraft. With Levels 3, you will be able to use your weapons and armor to gain experience, level up, and add unique attributes providing an edge in combat.


    When you first obtain a weapon or piece of armor, it will be assigned a randomized rarity which will provide bonuses to damage (or damage mitigation), bonus experience, and even durability resistance. By successfully using your new weaponry, you will gain experience, in which if you gain enough, your weapon/armor will level up, potentially unlocking any attributes the weapon or armor might have.


    Levels 3 changes a lot of features from Levels 2, all of which can be found here.



    Features
    - Melee weapon leveling systems
    - Armor leveling systems
    - Item blacklist
    - Mod compatibility throughout

    Links
    - Source Code
    - Wiki
    - Changelogs
    - Frequently Asked Questions

    Follow me on Twitter to get updates on the development process of Levels!


    Downloads
    Older Versions:

    Any 1.9.4 or 1.10 version of Levels requires xLib to run properly! 1.10.2 version DO NOT need xLib. I am phasing that library out. If you are using 1.7.10, you do not need xLib either.

    Levels-1.10-r4.0.1
    Levels-1.9.4-r3.0.9
    Levels-1.7.10-r3.0.1


    xLib can be downloaded from here.

    Dependencies:

    1.10 - Forge 2000 and xLib r2.0.0/r2.0.1
    1.9.4 - Forge 1987 and xLib r1.0.1
    1.7.10 - Forge 1558

    All of these versions are no longer being maintained. Do not ask for ports to these versions. Update.


    Dependencies:

    Recommended Minecraft Forge version for the specific Minecraft version.


    Screenshots (might be outdated)




    Support Levels
    If you haven't noticed, I don't use AdFly links for any of my mods. The reason for that is I just don't like them. I'm not in this to make money, rather doing it because it is enjoyable. If you feel inclined and generous, consider donating any amount of money to the development of the mod.

    And if money isn't necessarily an ideal way to support, simply providing feedback works just as well!


    Credits

    TheXFactor117 - Creator & Lead-Developer

    MrIbby - Code contributions

    Hlaaftana - Code contributions


    Legal Information

    Levels is licensed under the GPLv2. In other words, you can use this mod in your modpack without asking for permission, you can use code from Levels in your own projects, and you are generally free to do whatever you want within reason. You may not use large portions of Levels code and release it as your own project. You may not make money off of your modpacks through the use of AdFly links.


    Those are the basic guidelines. If you have any questions about them, just ask me.

    Posted in: Minecraft Mods
  • View DoublejumpHD's Profile

    2

    May 17, 2017
    DoublejumpHD posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Im not an expert on coding or anything about github or whatever. But seems like there was some activity from the dev on github about 5 days ago, just an update to the license or something it seems? heres a link if anyone wants it. https://github.com/Benimatic/twilightforest/commit/98b88bde74d6db0aa463dba304f5c13acb6140fb#diff-9879d6db96fd29134fc802214163b95a

    Posted in: Minecraft Mods
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