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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Anyone else having issues finding Tarma Root? It's always been hard to find, but i spent an hour running around checking under cliffs and caves and what not and found plenty of everything else haven't come across one Tarma Root.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from jawdylawdy»

    The sigil system has been replaced by the flicker system.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Are Sigils still in AM? Had a look at NEI and i can't see them nor can i find much of a mention of them in the wiki or compendium.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Targren»

    I'm having a bit of trouble on 1.4.0.008 (MC1.7.10) but I don't think it's a bug so much as I'm screwing something up.


    For the life of me, I can't get my obelisk to pair to my altar. I've read the wiki and watched a bunch of LPs and How-to videos, but whenever I use the obelisk with the crystal wrench, it just keeps saying "all power sources to this block were disconnected"


    One thing I did notice is that, unlike the videos, the tip of my wrench is red, rather than green. I'm not sure if this is the problem, or just decorative, but I haven't been able to figure out how to switch modes (the various combinations of sneaking and clicking haven't worked) to make the color change, if that enters into it.


    When it's red, it's in "disconnect" mode that will remove whatever you click from the network. If you shift right click and click on the ground (any non-ars magica block) it changes mode between "connect" and "disconnect".

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Love this mod. Really wanna see you keep developing and growing it! *flicks a buck a month your way*

    https://www.patreon.com/user?u=156304&ty=c&u=156304

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    The download for the 5.1.5 port to MC 1.4.7 isn't working. Mediafire is saying they have taken the file down. Any other places i can get it? Searched furiously on google to no avail. I can find older versions, but not the ported one. Can anyone help?
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Sweet zombie Jesus. This looks great.

    Question: Are there plans to implement some kind of Constructing-from-blocks system that the old zeppelin mod did? I understand that isn't a walk in the park, but i am curious to know if there are plans to do that. The mechanics in this seem to be perfect.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    The work you do is a big charity to the entire modding community as a whole. Don't think it is unappreciated! Modloader has been a standard MC modding component for a very long time and while there are other modding components being developed, don't think that yours is not a crucial element in the modding scene.

    Have a coffee, pat yourself on the back and don't get disheartened. Take your time and do what you think is right. There are a lot of jerks in the world who seem to enjoy shattering feelings and emotions. Know that you are very respected by many, both gamers and modders alike who hate to hear the abuse Modders like yourself receive.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Ahhh. The old MCF thread. It's like the Evacuation point where we have to go when there's a fire in the building.

    You've done an awesome job Sargunster keeping it going for as long as you have without disruption. Out of curiosity though, do you know if it has had anything to do with the occasional 500 and timeout errors I've been noticing over the past week? I just assumed that the Forum hit new levels of popularity.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Hi,

    the TLDR; Is the source code available?

    The long story:

    Firstly, I'd like to say that i have enjoyed the mod however, our server has hit the "boring" wall. With the entire challenge from the game removed now that we have a few arrays set up and the super powers introduced by the mods items, i would like to make my own tweaks. Essentially, i would like to make some "balancing" changes to bring the mods features back inline with VMC. As such, the changes i propose are:
    - Energy collectors ONLY work when exposed to sunlight. Glowstone and Torches will not work.
    - Generating energy creates heat. Small amounts will set nearby things on fire, high amounts will turn stone to Lava
    - It MUST be supported by other blocks (have a solid block adjacent and not floating). If all connecting blocks are removed, it breaks into an item.
    - If heat is left uncontrolled, even if supported by Obsidian, it (the energy collector, antimatter relay, what have you) will melt (become a flowing lava block).
    - Needs an active redstone signal to operate.
    - If it melts, can explode if it contains too much energy.
    - Heat can be reduced by pouring water over it. This could create a new entity “Steam” that floats upwards and dissipates.
    - Transmutation and Eenrgy Condenser will only work on RAW materials. you cannot just create complex devices out of thin air on a single table.

    I would also like to change some of the mechanics:
    - Energy Collectors produce "Energy", not EMC.
    - Klien Stars store Energy not EMC
    - Energy can be moved around using special wires.
    - Some Energy is lost when being transferred through wires. Higher quality wires reduce this penalty.
    - Energy can be stored in "Battery" blocks. These blocks inventory takes Klein Stars.
    - Anti-matter relays can convert Energy AND Matter into EMC. It is NOT a 1:1 ratio. Higher quality Relays convert it at a better ratio.
    - Relays cannot store EMC. If there is nothing to consume it, it is lost.
    - Antimatter Conductors are Wires for EMC. There is no loss of EMC when transmitted through this.
    - Atimatter Containers can store EMC. These are blocks. they cannot be improved, but their storage capacity is cumulative with other Containers they are adjacent to. This means to store large amounts of EMC, more space and more elaborate designs are required.
    - EMC can be transferred over greater distances using an Antimatter Bridge. This effectively creates a wireless EMC link. These require energy to operate and some EMC is lost in transmission. Higher quality Bridges can negate this loss.
    - The Transmutation table requires both EMC (or actual matter) and Energy to operate. It will work like normal, but there is an EMC penalty involved.
    - Energy condenser works as it does, but now requires Energy to operate as well. Unlike the table, there is no EMC penalty.

    Also, to add some more danger:
    - Creepers are attracted to Energy. When they are in proximity of something that produces or contains energy, depending on the amount of energy there is a chance they will become a "Charged" creeper.
    - Endermen are attracted to EMC. whenever they are near an EMC container or source, they drain EMC from it. Maybe they do something with the EMC, who knows.

    Nerf all of the weapons and armor. They are WAY too overpowered.

    I think these changes would introduce a greater balance yet preserve the EE feel that i actually do like. I would like to make this modification myself as more of a "variant" of the normal EE mod. This would essentially also allow existing EE modded worlds to switch this variant and vice versa.

    I understand that these kind of changes are radically different from the current EE, but i like the idea behind it and would love to make this variant of it.
    Posted in: Minecraft Mods
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    posted a message on [WIP] GolemCraft
    Quote from mccahon

    Is this mod dead?


    It was for a while. I got distracted to work on my own game in XNA. Decided to put that on the back burner and get back into Minecraft and consequently, modding it.
    Posted in: Mods Discussion
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    posted a message on [WIP] GolemCraft
    Quote from Greymaneshdwmst

    The gold golems could shoot fire that cant harm the player, though i wouldn't reccomend a wooden house....


    I originally though fire, but the potential for disastrous collateral damage is way too significant (hit a tree... nuff said). I'm thinking of limiting it to things like freezing (encases struck area in ice), lightning and a handful of other special effects.
    Posted in: Mods Discussion
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    posted a message on [WIP] GolemCraft
    Quote from BedrockKiller

    What about Snow Golems ? :biggrin.gif: (just a joke , I know they are in 1.9 )

    What I wanted to say

    Idea is good, Textures are not perfect but not bad = This mod can be really cool :biggrin.gif:


    Textures and Model design aren't even close to what i intend them to be. Mainly, it was a learning exercise to see how it all worked and how to go about creating new models.

    Snow golems will be both outsmarted and out-gunned by my golems. They are going to regret ever hurling a Snowball at my golems.
    Posted in: Mods Discussion
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    posted a message on [WIP] GolemCraft
    Quote from Presample

    I see that you have added images, looks even more epic.
    I am now wondering what their attack style would be and will there be any enemy golems?
    :cobblestone:


    enemy golems? Probably not. Ideally, this will end up being SMP compatible so the PvP element would be rewarding. I've had a few ideas from ages ago as far as an autonomous enemy is concerned (think liches) but Strongholds kind of screwed that plan up. Besides, that is so much further down the line... gotta get this working first.

    Attack style? Will be various among the Golems. Wood will be pathetic, Clay slightly better, Stone will be a ranged unit but with melee as backup, Iron will deal extra damage and massive knockback, Gold I'm still to figure out what they will do, and Diamond will be one helluva badass.
    Posted in: Mods Discussion
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    posted a message on [WIP] GolemCraft
    Quote from jorgebonafe

    The path-finding is so awesome! I'm sure going to install this mod when it is ready :smile.gif:


    Thanks! I hope i don't disappoint.
    Posted in: Mods Discussion
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