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  • brandyyn
  • Registered Member
  • Member for 10 years, 10 months, and 28 days
    Last active Sun, Sep, 10 2023 01:06:09
  • 2 Followers
  • 436 Total Posts
  • 23 Thanks
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  • View brandyyn's Profile

    1

    Mar 22, 2021
    brandyyn posted a message on Is it possible for old versions of Minecraft to still have working multiplayer (possibly via LAN)?

    yes it is, you just have to host via portforwarding or hamachi, look up a tutorial.

    Posted in: Mod Packs
  • View brandyyn's Profile

    1

    Mar 20, 2021
    brandyyn posted a message on SCMowns Server Home Protection Mod 1.12.2

    Intrigued to see what you do! I'm interested and will join sometime when life slows down :)

    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Mar 20, 2021
    brandyyn posted a message on SCMowns Server Home Protection Mod 1.12.2

    oh my god you're back? O: i remember watching you and sly play modded minecraft daily with mo creatures and stuff, miss that man. i remember your old modded minecraft server with chat bubbles and custom npcs that i never had the chance to play.

    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Sep 5, 2018
    brandyyn posted a message on [1.7.10] Fool's Gold And Other Dumb Stuff! v1.4.0.0 BETA Now with microscopic slimes that hate your machinery!

    Kick back, relax, and grab yourself a beverage
    Or hop if you want to just bounce to my leverage
    The evidence, as they say is in the pudding
    So show me the money, like my name is Cuba Gooding
    It ain't fools gold, its gold, fool
    Can't stop won't stop keeping it old school, so cool
    Big Spoon is my nom de plume
    I keep it popping like a needle in a new balloon
    And if you don't know by now then you need more schoolin'
    Let loose kid, get stupid
    Got more flavor than I know what to do with
    So get your hands up if you're part of the movement
    And bump to the bump to the baseline
    I made it rock before your phone had Facetime
    Yessiree, you know my steeze
    I stay fresh to death like I'm drowning in Febreze

    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Feb 8, 2017
    brandyyn posted a message on Wild Mobs: New and unique mobs in the style of vanilla Minecraft
    Quote from hoanghaininh»

    Wild Mobs Mod New Version 1.2 Model And Minecraft 1.11.2 Forge


    Fish

    Sandworm

    Bird

    Monkey

    Duck


    go die pls
    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Jan 28, 2017
    brandyyn posted a message on Searching an experimented coder for a SW mod!

    lol

    Posted in: Requests / Ideas For Mods
  • View brandyyn's Profile

    1

    Jan 20, 2017
    brandyyn posted a message on Bionisation - when viruses and bacteria come in minecraft

    Interesting...

    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Dec 4, 2016
    brandyyn posted a message on PvPTime - PvP enabled only at night!

    Underrated mod

    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Nov 20, 2016
    brandyyn posted a message on JustFashion, Tux'NSuits, Just Fashion for your everyday minecraft avatar !
    Quote from gdmkaida»

    Is this mod available in 1.7.10.? If not, is there any way I could get it in that version?


    He wont downgrade it, He's sticking to 1.10 and above, Sorry!
    Posted in: Minecraft Mods
  • View brandyyn's Profile

    1

    Nov 14, 2015
    brandyyn posted a message on DeathNote Mod WIP 1.7.10 (v.0.3)

    Could we just have the book and eyes and stuff; I dont really want mobs....

    Posted in: WIP Mods
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  • View AlexSocol's Profile

    2

    May 25, 2019
    AlexSocol posted a message on Alfheim - Botania Addon
    Logo
    Introduction

    Alfheim is the embodiment of the desire of many players of the Botania to get into the world of elves, which is its main part - the dimension of the Light Alvs. The addon is developed on the basis of German-Scandinavian (and some other) mythology, generally accepted concepts of magic, as well as my personal vision of certain aspects. Also it is filled with references and Easter eggs (less than Botania, but still), so have fun discovering them!


    Content

    Alfheim includes 3 (+1) diverse modules, namely Vanilla, ESM (Elven Story Mode) and MMO. All of them can be enabled at will:


    Afheim//Vanilla:

    The addon brings to the game a new dimension called Alfeim, which can be reached using a special portal. It is land of plains and forests, contrasting with high plateaus with beautiful waterfalls, full of Botania mystical flowers, livingrock and dreamwood. In Alfheim you can meet harmlessy flying pink pixies or warlike elves - the indigenous inhabitants of this world, find magical space-time anomalies or there even is a chance to encounter abandoned ruins, such as arenas, where elves once fought with Gaia Guardians (those are worth searching for, you’ll see). In underground caves or high mountains you can dig out variable ores, from which you can craft new special armor or useful tools and baubles, or even trade with Midgard (Overwolrd) minecraftians for resources, not available in Alfheim. Fight against epic and more powerful bosses, earn new relics, discover elven secrets, and become King of Elves!

    Alfheim//ESM:

    Alfheim in this mode has practically no differense with Vanilla in terms of content, except that now you have to start surviving right in Alfheim instead of Overworld. The ultimate goal of the Elven Story Mode is to return to the Midgard using portal. Believe me, this is not as easy as it seems at first glance, but experienced players should have no problems... Or you can organize your life in this beautiful bright world, side by side with elves. Also quite important part of this mode is your ability to choose one of nine elven races, gainig colorful wings and ability to fly.

    Alfheim//MMO:

    enabling MMO mode implies automatic activation of ESM and vise versa
    MMO mode will add 2 items for lore-like usage of the new party system, allowing players to assemble in groups and track each others HP/MP values and disable 'friendly' damage. Also quite important part of the MMO mode are spells for each race's affinity. All spells consume mana from portable storages. The party and the spell systems work together with the targeting system, so some spells will not act on party members, and some on the contrary will be active only when used on friendly players. All those systems are combined together and controlled by so-called Cardinal System.

    Alfheim//NTC:

    Natural Thaumaturgy - Alfheim submod adding compatibility with Thaumcraft



    Technical and contact information:

    Discord Server

    BitBucket sources repository

    Patreon page
    BUG REPORTS

    Alfheim is licensed under the Botania License

    Copied (and slightly edited) version just in case:
    Alfheim License
    Alfheim is distributed under a reasonably open license. You probably want to have a read through this if you want to do something with it other than just play.
    You are completely free and have the right to Use, Share and Adapt the addon. These rights can not be removed from you as long as follow the license terms.
    If you simply wish to play with the mod and do nothing else, go for it, this section is of no use to you.

    General Clauses
    Clauses that apply in general to any of the uses that follow.

    Personal Permission Clause
    I will not give personal permission unless I know the person asking or there's a really good reason for it, as giving personal permission implies endorsement. Asking for personal permission will likely just end up having you ignored or redirected back to this section.

    Waive Clause
    All restrictive clauses in this license can be ignored with personal permission. Read the above clause.

    Extensive Clause
    This license applies to Alfheim and all other code, assets or binaries found on the bitbucket repository unless otherwise indicated.

    Informal Clause
    This license will not hold up in court. I have no intention of suing anyone for breaking it, the worst that can happen to you if you do is that I'll get annoyed and ask you to rectify your mistake. If you use a public distribution platform (such as CurseForge) it's also possible your project will get taken down. Breaking the license also makes you a jerk, and you don't want to be a jerk, do you?


    If you want to Distribute Alfheim
    "Distribution" refers to making available binaries, assets, or source of the mod available from the original sources as part of your modpack or otherwise.

    Attribution Clause
    You must give appropriate credit to AlexSocol as the creator of Alfheim and to Vazkii as the creator of Botania or the parts of it you're using. If you do any alterations the fact that you do so should also be indicated. A link back is optional but it would be cool if you would do so.

    Non-Monetary Clause
    You may not charge for access to the distribution itself or gain money through it, this includes any type of inline advertisement, such as url shorteners (adf.ly or otherwise) or ads in your service slowing the download down. This includes restricting any amount of access behind a paywall. Charging for ingame goods such as mod items or cosmetic features on a server does not count as distribution and falls purely under the Mojang Terms of Service.


    If you want to Feature Alfheim
    "Featuring" refers to using Alfheim in an environment where you do not distribute binaries, assets, or source. An example would be a YouTube Let's Play.

    Thief Clause
    You must not claim that you made Alfheim. Giving appropriate credit to AlexSocol as the creator of Alfheim and to Vazkii as the creator of Botania makes you cooler, but you don't have to do it if you don't want to.


    If you want to Use Alfheim Code or Assets
    Usage of code or assets falls under the Extensive Clause.

    Attribution Clause
    You must give appropriate credit to AlexSocol as the creator of Alfheim and to Vazkii as the creator of Botania or the parts of it you're using. If you do any alterations the fact that you do so should also be indicated. A link back is optional but it would be cool if you would do so.

    Copyleft Clause
    Your project must be open source (have its source visible and allow for redistribution and modification) and include a clause similar to this one in its license.

    API Clause
    Any of the other clauses under this section do not apply to any Alfheim API code. However, if Alfheim API code is used, it must be included verbatim as it was obtained. Furthermore, the package-info.java file included with the API must be present, and in the right spot, for any mods that package any compiled API classes within to prevent conflicts.

    P.S. this thread may contain outdated information. Please refer CurseForge project and file descriptions for actual info.
    Posted in: Minecraft Mods
  • View Volcoonn's Profile

    1

    May 31, 2019
    Volcoonn posted a message on Kingdom of Rin | Glimmer of Hope [WIP][Dungeons]

    This is the Start of a new Project i will code for
    The goal is to first create the basis of a journey that has the coop Minecraft in focus.
    Currently we are three and try to work as fast as possible.


    - Protection-mechanic

    - Mobs

    - Dungeon with Quests

    - Skills for the Player to learn

    - Jobs for the Player to do

    - Towns created by the Player (multiplayer land claim)

    - Town addons like Portals to teleport to f.e. mainTown

    - NPC MainTowns, there you can learn Jobs, trade, get Quests .. currently there is one Maintown called Luna

    - Armour items with stats

    - Weapons Small/big

    - Partysystem with Interface,easy inviting with windows!



    0.0.1b


    The base of the monsters is now done, and I'm glad that it is bug free so
    far! All monsters now have a time between car hits and some have to
    stop for hitting. There are passive monsters and new Ai for the
    wayfinding

    We have created 12 Models and many many
    Animations, but all this stuff takes a huge amount of time. So we
    will focus on maybe 4-5 Monsters at first and switch to the
    Dungeon-part of 0.0.2!








    0.0.2a

    Floating Water
    There is now water which carries players, objects, pictures, monsters and animals. There are also swirls that push you down

    Dungeonstone
    not mineable. Some stones are not explosive resistant and can be blown up with special bombs. But beware, some need several blasts

    Bombs
    The bombs can be stacked up to 15 pieces and are placed by right-clicking on the point where you look. After 3s, they explode, dealing damage to Cracked Dungeonstone.










    0.0.2b

    I have some difficulties with the runes. Maybe I should skip it because they are so no sense now. So far you can activate runen to open doors next but you can also simply take a lever for that and I think it is better to have less content if the fun is there.

    The work on the first bosses for the dungeon of 0.0.3 is progressing very well, the last is now arrived in the Whitebox and now goes into the optical design. The mechanic behind the bosses is completely finished, just needs the animation and the texturing a few more hours on time.
    Here is a pic, but ... i dont know who that guy is, maybe a boss?





    0.0.3a

    Dungeon
    completely new dungeon set: stones and different walls. Columns with / without light.

    Armorsystem
    New protection system that builds up "protection". the maximum depends on the armor that is put on. There is now a dynamic display of the maximum number of points you have, and then the points that you have now appear in color.The points regenerate automatically or later through skills.They can not be healed and the maximum of points is related to the armor being applied.
    Furthermore, there are big points which later bring certain bonuses when they are active. i.e. for example if you are hit little and have permanently over 5 points you can run 40% faster. (that's only an example)








    0.0.3b

    So after 4 weeks now , I have another Devblog! At the moment we are finishing the animations of the bosses and the decoration of the dungeon, unfortunately it is a lot of work and therefore we need some more time.

    Trash mobs are finished
    Exactly that means now that all 6 Trash mobs are finished and I have a preview of a new gif!


    The Plan

    I expect that the first part of the dungeon still takes about 4 weeks. And then let's see if we release the project to test!



    ▬ «•✿•» News«•✿•» ▬
    0.0.3c
    so people, I have now spent the time to organize myself. the scope of the mod was getting bigger and I came to the point where I had to find a way to do it alone. That's why i wrote 2 new programs for animation and location generation which helps me to develop the mod faster and to create much better content in the future.

    I did a roadmap so I know exactly when to do it, I started polishing the models and incorporating the animations. In the basic level of the mod I have to install the head tracking and the play of various animations (at the same time with a wink). after that i developed the npc-stadt system last month. it's now finished and all i need to do is build the actual city.

    for everyone on my Discord I can only thank you for the mental support, because that's exactly what is so difficult to stay tuned to.

    I post a lot on the discord and pictures so you know exactly what I'm doing. and yes. Now the next step is to install the dealers, for this I need a new model that I already have in my head, the animations of the people are already done. then i will dedicate myself to the city. when this is done I will publish this mod as a beta. but for it to be complete, 2 major updates will follow.

    the first update I will work on next month will include the dungeon system ,which is currently around 85%, I still needed the pathfinding system that I had prepared for the city. it will be the first dungeon and the first boss fights. depending on how I get on, I'll build one or two quests. however, this is only optional in my plan.
    the second update then comes with the extended city system, which adds fractions and also retailers who unlock new items when certain calls are made. as well as the first real story quest,optionally i want to add some animals there for the biomes where the current cities spawn. which in turn are connected with new quests.










    ˙·٠•●●•٠·˙.•:*¨`*:•.♥ღ♥ღ♥.•:*¨`*:•.˙·٠•●●•٠·˙




    Forum
    WIP

    News
    WIP

    Roadmap
    WIP


    ˙·٠•●●•٠·˙.•:*¨`*:•.♥ღ♥ღ♥.•:*¨`*:•.˙·٠•●●•٠·˙


    Discord


    ·٠•●●•٠·

    Credits
    Volcoonn/Ninifey

    Special Thanks

    Spooks

    Vantasia

    𝔈𝔱𝔥𝔯𝔦𝔞𝔫
    Posted in: WIP Mods
  • View Volcoonn's Profile

    1

    Jun 3, 2020
    Volcoonn posted a message on Kingdom of Rin | Glimmer of Hope [WIP][Dungeons]

    its been a while, but corona is away and i started to programm again.


    The Stamina update is out and i uploaded it for you in a new post.


    Forumpost


    Download on Curse

    Posted in: WIP Mods
  • View Volcoonn's Profile

    1

    Nov 24, 2019
    Volcoonn posted a message on Binding of Isaac Heart Mod [New Healthsystem]
    .
    _________________________________

    This mod adds the 3 main hearts from the game "Binding Of Isaac: Rebirth"
    _________________________________


    .

    The Hearts included:
    Soul Hearts(Blue) - Absorb 2 damage (like a regular heart) and then disappear.
    Black Hearts(Black) - Absorb 2 damage and you do damage around to enemies around you when you lose that heart.
    Eternal Hearts(White) - Gain a new permanent red heart after not being damaged for 10 minutes.

    Supported languages:
    French,Russian,Turkish,Chinese Simplified,English,German and Breton




    After killing monsters, there's a low chance that they will drop one of the 3 hearts

    If you walk over the heart item (or use it as an item, configurable) then you will get that heart added to you.






    .

    D:"Blackheart dropchance in percent 100 = 100%"=30.0
    D:"Blueheart dropchance in percent 100 = 100%"=20.0
    D:"Redheart dropchance in percent 100 = 100%"=0.0
    D:"Whiteheart dropchance in percent 100 = 100%"=0.5

    I:"MaxHearts the player could get(only Redhearts)"=20
    B:"This Option enable the dropping of half Hearts. true/false"=false
    B:"This Option will let the Player take the Hearts as Item, so they have to use it to get the Heart.
    B:"This Option will set the boolean for blackheart Entity breaking Explosion. true/false"=false
    B:"This Option will set the boolean for blackheart block breaking Explosion. true/false"=false
    I:"Whiteheart time to get to a Redheart in secounds"=2000

    B:"Enable this to make the Mod compitable with Thinkers Construct"=false
    B:"Should the Healthbar be hidden?(for modsupport). frue/false"=false
    B:"This Option enable the rendering of the Armourbar Background. true/false"=true

    ---------------------✧ 𝙳̗̳̙͇̱ͯ͒𝚘̯͕̞̮ͤ̃̋́𝚠̝̘͉𝚗̼̞̰͚𝚕̼͙͛̈͛̚𝚘̻̭̣͖̘̖͐̐𝚊̘̀ͪ𝚍̫͔̜̭͓͎̀͑ ✧---------------------

    Curseforge Downloadpage

    _________________________________

    Support or Suggestions

    On my Discord
    ____________________

    CREDITS

    languages

    Chinese Simplified by qsefthuopq

    Programming

    Volcoonn

    Idea

    brandyn

    Suggestions, bugreporters

    fullskele
    Posted in: Minecraft Mods
  • View Volcoonn's Profile

    1

    Nov 24, 2019
    Volcoonn posted a message on Binding of Isaac Heart Mod [New Healthsystem]

    added Discord link for Support

    Posted in: Minecraft Mods
  • View Volcoonn's Profile

    1

    Nov 24, 2019
    Volcoonn posted a message on Binding of Isaac Heart Mod [New Healthsystem]

    +++++added Translation into German, English


    now stable Release


    download on Curseforgemodpage

    Posted in: Minecraft Mods
  • View Volcoonn's Profile

    1

    Nov 24, 2019
    Volcoonn posted a message on Binding of Isaac Heart Mod [New Healthsystem]

    added Config

    ##########################################################################################################
    # heartmod
    #--------------------------------------------------------------------------------------------------------#
    # DROPCHANCES
    ##########################################################################################################

    heartmod {
    D:"Blacheart dropchance in percent 100 = 100%"=30.0
    D:"Blueheart dropchance in percent 100 = 100%"=20.0
    D:"Redheart dropchance in percent 100 = 100%"=0.0
    D:"Whiteheart dropchance in percent 100 = 100%"=0.5
    I:"Whiteheart time to get to a Redheart in secounds"=20
    }

    ##########################################################################################################
    # heartmodgeneral
    #--------------------------------------------------------------------------------------------------------#
    # GENERAL
    ##########################################################################################################

    heartmodgeneral {
    B:"This Option enable the dropping of half Hearts. true/false"=false
    B:"This Option will let the Player take the Hearts as Item, so they have to use it to get the Heart. true/false"=false
    B:"This Option will set the boolean for blackheart Explosion. true/false"=false
    B:"This Option will set the boolean for blackheart block breaking Explosion. true/false"=false

    Posted in: Minecraft Mods
  • View The_WeatherPony's Profile

    1

    Dec 31, 2014
    The_WeatherPony posted a message on Beacon doesn't work in Nether unless you remove all blocks all the way to the top
    That's actually quite old.
    You see, the top of a Minecraft world used to be y=128. At that time, Mojang constantly told everyone that the world height limit could not ever be increased, ever. A modder named Robinton proved them wrong by making a cubical chunk mod (chunks in the shape of small cubes - 16x16x16, and stacked on top of each other) to make near infinite world height and depth. Mojang thanked him, they increased the world height limit to 256, and Robinton and his cubical chunk mod fell away into modding history. Rather than change world generation, Mojang continued to use their y=128 limit based code until recently (there are now a few mountains that go a bit past y=128 in vanilla worldgen). The nether, however, still uses the y=128 based code so that players cannot climb on top of the previously generated world, unless in creative (bedrock ceiling). Mushrooms, which aren't limited by the y=128 when generating the world, then grow on top of the top layer in the nether, and prosper in the low light level.

    And that's a very brief history of Minecraft's world height limit in a nutshell. ;)
    Posted in: Recent Updates and Snapshots
  • View Fizzydog's Profile

    2

    Dec 30, 2011
    Fizzydog posted a message on Hunger And Armor Ruined The Game for Me
    Hunger

    To start with hunger, I admit I was one of the people advocating it. But I said all the time it should be included in the HARDCORE version, NOT regular! Because not everyone wanted hunger! For good reason. Hunger as it is right now absolutely miserable. Notch ruined health, you can no longer carry around a few pork chops and eat them when in danger. Now you eat and wait four hours for your health to perk back up, killing the adventerous part of the game.

    Second, you have to carry a giant stack of porkchops with you can eat them. Don't have any porkchops for five minutes? You're down almost half your hunger, for some reason. (people in minecraft starve in less than a day)

    When I supported hunger, I was hoping all it would do is hurt you if you ran out. I was hoping health would stay the same and you wouldn't have to eat it to slowly regenerate health. Most of all, I was hoping it would be hardcore only, cus if I wanted to deal with hunger I would play with the mod/plugin that let us do that. (It also did it RIGHT)

    Armor makes everything useless. You're practically invincible against mobs, so don't even bother worrying about them. You could be a fanboy and say "but durr durr you can just take off the armor and not use it durr"

    2 reasons this doesn't work.

    1. Notch could install a button that gave you 64 diamonds each time you clicked it on the inventory screen, we could just "not use it" but how many people would hate it regardless?

    2. PvP. PvP is absolutely miserable in the new update. Wanna fight someone with iron+ armor? Just be prepared to smack them around oh 5000 times. If they have potions (don't get me started on those) don't bother, youre dead anyway.

    tl;dr

    Hunger sucks
    Armor sucks
    Game isn't fun anymore
    Posted in: 1.0 Update Discussion
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