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    posted a message on Better Than Wolves Total Conversion!

    Hey FC. My brother and I are loving the update, and discovering all the new things. He's flipping about the way trees break now, lol. It's giving me the same vibe as the first time I played the game, right after the Haloween Update. That's a feeling I've not felt in almost 8 years, so thanks for that.


    Gotta question for ya, if you don't mind. Are there any plans to expand on the high end of the tech tree? Maybe steampunk stuff or internal combustion engines? I dunno, just throwing it out there, might be fun to tinker with. I seem to recall you saying at one point that you weren't opposed to high tech content, but that it would have to serve a greater purpose in the overarching game design, that it had to follow both the rule of balance AND the rule of fun, that it couldn't just be something that players rushed to get and then ignored everything beneath it because it was OP.


    If that's the case, I can see how implementing something beyond current late game could be complicated. You'd have to get it to mesh with everything already implemented.


    But, if you do decide to add content in that direction, I'm all on board for it! :D

    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!

    Hey FlowerChild. I'm not really active in the BTW community, but I maintain an instance that my brother and I play from time to time to stay in touch. I want to thank you for continuing to update this mod, which has provided us with hundreds of hours of quality gameplay and bonding. My brother's not very into Minecraft, but he loves BTW. Hearing him rage at creepers over skype when he gets his idiot self blown up and I have to go out looking for him is absolutely priceless. Despite all of his frustration with the game, he keeps coming back to it, because, in his own words, "It wouldn't be fun if it didn't kick me when I'm down. I need a challenge to stay interested."


    So again, FlowerChild, thank you.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Well crap. Thanks for letting me know, Robijnvogel.


    EDIT: They aren't particles, or aren't affected by the particles setting, at any rate. Looks like I'm stuck with them. Oh well.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hey folks. Getting back into MC after a few years, and building a 1.7.10 pack for old times' sake. Everything is working smoothly except the flower trails in Biomes O' Plenty, which I find annoying when trying to build. Does anyone know if there's a way to disable them? I can't seem to find an option for it in the configs except in the "main" file, where I see "Trail Version". I've tried several values here including -1, 0, 1, and 2 without success. For reference, I'm using version 2.1.0.


    Additionally, I see on the GitHub that the trails were added in version 2.0.2 for donators and helpers, in lieu of capes. I'm not sure that I ever donated or helped with the mod, but who knows, maybe I did one day. This leads me to believe that if I load this instance on another account (which I don't have) the problem will be solved. I'd prefer a way to disable them on my current account, however.


    If anyone has any suggestions, I'd be happy to hear them. Thanks!




    EDIT: I just tried loading the instance in offline mode, which did not disable the trails. Didn't think it would since my skin was also rendering, but it was worth a shot.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    You know, I had never considered that. I've been messing with the idea of a modded SMP server for a while now, but I do prefer the ease of a Realms server. Roguelike Dungeons + Father Toast's Deadly World + any biome mod with no custom blocks or items could be a great combo for a pre-generated Realms server.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    I have a suggestion/idea, but I don't know how much of a hassle it would be to implement, or if such a thing is even possible. I believe that adding some dynamic randomization the fog in biomes that have it (deserts spring to mind) would be a nice touch. To elaborate, when the player is in a desert, the "sand storm" would slowly and randomly abate or intensify, meaning the fog would get farther away and closer to the player. While puttering around it would be too slow to really notice, but while standing still and looking for it it could be followed.

    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    I would like to request that the zoom-out limit be increased. I'd like to be able to see larger swaths of land at a time.

    Posted in: Minecraft Mods
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    posted a message on MO' BENDS - Animations for Players and Mobs! (0.24.0 - The Customization Update)

    It's 100% understandable, Gob! Real life takes priority, and anyone who complains otherwise should be dismissed out of hand. Take your time, get back into modding when you want to, not when someone complains over the internet at you.


    Since you're going to be working on mod animations eventually, might I suggest the Special Mobs mod, by Father Toast? You're probably already familiar with it because it's just that awesome, but in case you're not, here's a link: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288315-forge-father-toasts-mob-mods-special-mobs-utility#SpecialMobs

    Posted in: WIP Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Hey Father, I've got a suggestion for you, which I humbly submit to your judgement! Randomize mob detection range. Currently, creepers have a 16 block horizontal detection range with less than 1 block of variance. Boring. But what if there were retarded creepers who could only see you from 4 blocks away, and Legolas creepers who'd spot you from 40 blocks away? A hostile mob's detection range could be completely random within a certain range, say 4-40 blocks, or they could be configured along a bell curve such that the default 16 is most common but significant outliers could still spawn. Perhaps this would fit well with Special AI. What say you?

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Just to chime in here, I use MultiMC for all my Minecraft instances, even my main 100% vanilla world that dates back to Alpha 1.2.3. As of today, there are 4 stable/currently being played, 11 for testing/tweaking purposes, and I have never had any problems with Forge or any mods working on any of them. If anyone is having problems with other 3rd party launchers, try that one.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Adubbz, that is really quite exceptional! I'm not understanding 100% of what's there, but I get the big picture, and I see that there are a ton of values defined. I don't think I'm exaggerating when I say that these could revolutionize BOP. I sympathize with your viewpoint in this matter, and I agree that we as users can sometimes come off as entitled in asking for options. If that detailed file is to be typical from here on out, however, you've won me over. Anyone who asks for further customization is just being insensitive and selfish.


    The water in the desert MAY have been in a desert oil field from Buildcraft. I sometimes like to load up a fresh world and just fly about to appreciate the views, and I may have seen some in passing and chalked it down to a BOP biome.


    Regarding the "large" textures on the Sacred Oaks. No, there's nothing wrong with them. All I mean about those is that they've been textured to appear larger, i.e. the leaves and planks appear zoomed in. I would guess (Forstride?) did this with the large size of the tree itself in mind. It was merely an observation and a note of approval. They look good.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Completely subjective feedback time! Do with it what you will.


    I'll start with the good. The flowering oak is gorgeous, especially as implemented in the rainforest biome. I love it. Also, the introduction of the different types of soil is much appreciated. It allows biomes such as the coniferous forest to really distinguish themselves. Thank you so much for tweaking the orchard biome. It really was overpowered, plus the way fruit generates now is much nicer. I like the look of the pine cones. Will there be a use for them eventually? I don't know how many versions back it was tweaked, but the desert biome now looks like it is in the middle of a sandstorm. Bravo!


    As for things I think could be improved or tweaked. Despite understanding your point of view and respecting it, I as always fall firmly on the side of the fence in favor of config options. Take a look at any one of Father Toast's mods. He gives the user options for everything, right down to the percent of charged creepers spawned in Deadly World's creeper spawners. (A great mod, btw). You folks have gotten better about this since the early releases, and I thank you sincerely. There is still more that could be done, however. For instance, quicksand needs a config option, perhaps for frequency. It would also be nice to be able to configure it to read as sand in WAILA, or be textured identically to sand. As it is, quicksand is not only far too common for my tastes, but it isn't dangerous. I can see it from a mile off, and just go around it.

    I like decorative blocks as much as the next guy, but if the gems (granted, they are artfully textured and I do like them) are to remain purely as such, I would prefer to be able to disable them.

    The Sacred Oak is a beautiful tree, and I like its "large" textures. The only way I can think of to improve it is to widen the base of the trunk, in a similar fashion to the Highlands Ironwood.

    Finally, water is too frequent in the desert biome.


    So there you have it! Take it for what it is: some random guy's opinion on your mod. I appreciate the work you all put into it.

    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Does anyone know what the config option for trolling is?

    Posted in: Minecraft Mods
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