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    posted a message on Ore Dictionary Converter
    I feel like this functionality should be adopted as part of Forge but until that day comes, kudos. This is definitely useful for those times when messing about in config files is just too much effort.
    Posted in: Minecraft Mods
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    posted a message on List of Mods for 1.8.9
    Thank you for maintaining this list, it's probably the single most useful forums page there is.
    Posted in: Minecraft Mods
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    posted a message on M-Ore 8.1
    Needs forge, needs SMP. That's about all there is to suggest. That and and some compatibility with other mods like custom ore generation and such. Until those things happen I'd consider this incomplete.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    If the zombies attacked sleeping villagers properly and there was a sort of trader npc so that emeralds weren't rendered useless by this mod I'd be using it but as it stands this seems to hurt those vanilla features and just adds some semi-useful minion style features so I'll take my Squidwards for now, hands down.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    So based on my experience with the mod so far it seems like it's made to recognize what materials are used in the creation of an item and assign elemental values or whatever they are called (I haven't used this new version much , sorry), based on the vanilla resources used to craft it. It works really well for the most part but with mods that add new blocks or items from scratch it doesn't assign the right values and even items made with some crafting recipes seem to be a bit off and so I'm wondering, is there a way for me to add item's values manually similar to the original Thaumcraft and it's vis values or are there plans for another solution? Because ATM this problem is discouraging me from including it in my game with anything that adds new blocks or items that are very common and should behave as resources for the crucible such as the ExtraBiomesXL logs and saplings.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    So I've put the content packs from the website into my .minecraft/customnpcs/packs folder but they don't seem to be adding anything. They're all still in their original zips just as the instructions stated and the only other mod I have on my client is TMI. Is this a common issue or just me?
    Posted in: Minecraft Mods
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    posted a message on Admin please move this to the Wishlists thread.
    The following is a list of my suggested additions to the game either before or during beta but preferably within the next few months.

    // :--+: naturally occurring phenomenon :--+:

    Maple trees: These would also grow in any sufficiently cold(snowy) environment. Maple trees would differ from regular trees in a few ways; 1, they would each have a varying number of sap spots on them to which taps could be attached in order to collect syrup and 2, they would of course have their own leaf and sapling textures.

    Pine trees: These would grow in any sufficiently cold(snowy) environment though the main differences of course would be the pine needles and the different sapling design.

    saltpeter: would appear in sand about as often as flint does in gravel and would have no use other than to create gunpowder. It would be a crystal white sort of color.

    Charcoal: would appear as a result of burning blocks and would be used in gunpowder and face paint.

    sulfur: would appear as a yellow speckles in stone or gravel and would be used to burn as a creeper/spider repellent and as an ingredient in gunpowder.

    Hair: would be collected by defeating horses and could be used to make string.

    Animal droppings: could be scooped up with a shovel in balls and when thrown at an enemy mob other enemy mobs would prioritize it as the main target instead of you. could also be crafted into blocks for storage as the snowballs are.

    String: Could be crafted as follows,
    [] [] hair
    [] [] hair
    [] [] hair

    // :--+: craft-able items :--+:

    Taps: Taps would be made out of any kind of ready building material (eg wood, stone(real not cobble though it doesn't really matter) iron, gold, etc.) and would be put at the end of pipes to turn water/lava flow on or off. They could also be applied to sap spots on maple trees to allow the collection of sap in buckets. They might be crafted as follows in groups of 4.
    :Iron: :Iron: :Iron:
    :Iron: [] :Iron:
    [] [] :Iron:

    Pipes: Would be crafted out of varying material just like taps but as might be expected, wood pipes would be unable to transport lava or any more volatile liquids which may be added in the future, that being said pipes would be 1/2 a block in height, 1 block in width and 2 blocks in length. Ideally they would be crafted as follows and come in bundles of 4. Pipes would also be able to go over inclines.
    [] [] []
    :Iron: :Iron: :Iron:
    [] [] []

    Gunpowder: Since the only current method of obtaining gunpowder is by killing creepers(and that can be more than a little annoying/ time consuming) here is a suggestion for an alternative. Here's my suggested in game recipe although some new items would have to be added to the game to make this posable,

    saltpeter sulfur saltpeter
    charcoal saltpeter charcoal
    saltpeter sulfur saltpeter

    Face paint: Would be made up of charcoal and water as follows and would serve no purpose other than to make you the coolest square headed guy around.

    [] :Water:
    [] charcoal

    // :--+: mobs :--+:

    Horse: A mob that would appear on grassy plains in groups of 2 or more. When defeated they would drop hair.


    I have more ideas to post but I will save those for later. Feel free to post on this thread everyone!
    Posted in: Discussion
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