can someone clear this up for me: 25$... one episode or all of them?
- dark1m
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Member for 8 years, 9 months, and 25 days
Last active Mon, Mar, 21 2016 02:58:59
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Sep 9, 2015dark1m posted a message on 1.9 Spoilers: Off-Hand Bows, Possible Golden Apple NerfPosted in: News
i dread the idea of gold becoming even more rare than it is now.
are apples too strong in pvp? that can be fixed without ruining things for singleplayer-players... (nicely worded, right?)
i already have to spend a bunch of time mining gold to make a low distance minecart track (100-200m). what is the point of minecarts and the whole railway system if i need to make a thousand roundtrips to break even on time invested in building it? yes, minecarts are cooler than dropper pipelines or a dedicated underground donkey/horse (ok, i wouldn't do that, its inhumane, but i'm just saying), but if mojang makes minecarts less efficient that walking, what's the point?
my suggestions:
1) replace Regen V with a new type of regeneration that stops when player is hit.
2) disable nether portal farms. i'm serious. kid wants a ton of gold? let him build a killbox and kill the pigmen manually.
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Jun 14, 2015dark1m posted a message on Community Roundtable: DinosaursPosted in: News
they would be out of place. if one wants them,there are mods.
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Jun 8, 2015dark1m posted a message on Community Roundtable: Ocean LifePosted in: Newsshould there be more sea life?
i'm gonna go with no on that one.
animal spawning rules are already in desperate need if a rewrite - squid will spawn in a small shallow oasis in a desert biome, and there were even sightings of squids in cobblestone generators. until that is fixed, i really don't want mojang to add more sea life.
if i want sharks and whales in 1.7.10, i can simply throw in "animals plus" mod and problem solved (although you need a second mod that controls spawning to turn off some other game-ruining mobs but that's another issue).
What would be some of the realistic complications of having more fish in the sea
the fact that we see through water blocks - fish and coral would possibly drop fps and introduce lag in some cases. now if a mod introduces lag - i can just delete it but vanilla developers will probably want to stay on the safe side, even if it means no coral for (most of) us...
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no, that's a feature - a locked repeater.
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let's clear something up - is the hopper on the side of the furnace? because hopper on the side fills the fuel slot and should not throw in anything that the furnace doesn't burn. that includes signs. no need to block other slots.
if it is a charcoal-dedicated furnace, you can re-route furnace output (from the hopper below the furnace) into fuel slot (via hopper on the side). as long as you fill it with logs from top, you'll get an endless stream of charcoal that can be used in other furnaces as fuel.
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if minor fixes are possible now that the mod is under new management, how about making apple saplings a valid fuel and apple blocks walk-able?
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it's not just that your english is horrible... i usually oppose helping kids who don't even care enough to re-read what they typed before clicking "create thread". still, i'm in a very good mood today and i think i somehow understood what you meant, so...
i'm guessing this is what you want: http://ichun.us/mods/back-tools/
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that is a bug in 1.7 and earlier. it doesn't happen in 1.8.
you got "time to mine" first time when you made a pickaxe. then you saved and closed the game. then two days later, you get all achievements again from start.
some people say it doesn't manifest on their machines, but i've always had that problem.
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no idea - maybe the doors below count and you need to add a dozen more to stay above 0.35 factor.
wiki link (for others, you clearly don't need it)
http://minecraft.gamepedia.com/Tutorials/Village_mechanics
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seed: -2434150326070897550
unusual swampland split into islands. easy on the eyes, easy to survive and thrive.
if you don't like swamplands, swim over to the birch forest. nice beaches and one ravine.
seed: -2434150326070897550
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thanks! worked like a charm.
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first off thank you for wonderful mods, especially this one!
second, i could use some help (hopefully you'll move the explanation to xml file): can you help me remove a recipe that gives me a sword with fortune II? i can remove non-enchanted items just fine, but i don't know the syntax for enchantments...
i tried
<output7>toolsdoneright:item.emerald_shovel 1 0 {StoredEnchantments:[0:{id:35s,lvl:2s,},],}</output7>
and several variations that made sense but nothing worked...
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in the very first post, click the ">" symbol to the left of the mod name (scroll down until you see mod names in large font).
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no, but the mods are available separately, in addition to pack.
so you can just install the "wooden bucket" (my recommendation), and not worry about the rest.
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did you guys try that? because i don't see one very important resource on that island...
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you may want to look here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287666-primitive-mobs-v1-0c-updated-10-13-14-its-back
it adds many things i don't like, but it can be disabled in config file - i only left the chameleon for myself.
also look at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/1289173-mc-mods-satchels-turtles-quivers-and-more?page=23#c445.
remember to install mc+api, not just mc+turtles.
also consider this (link in description): youtube.com/watch?v=kLWwDST_-gk
edit: (here's a link, search won't return it: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282011-animals-sharks-birds-and-more)
there's also "endangered mobs", i just saw the video, i won't install because i don't like them but you might.
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sorry for the late answer.
delete what you downloaded. you went to one of those malicious sites, got some installer that will add a trojan and a browser toolbar to your system and then maybe give you the mod.
download the mod from here. mods will be jar or zip files (don't unpack, game will take out what it needs), never dll, never exe.
the mod will work on either os.
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excellent mod, thank you for it.
is there a chance you make a config file? i'd like to turn off an ore type from generating at all or turn off a class of recipes.