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    posted a message on Module mechas/vital suits mod?

    not the sky scraper sized mechs more like the vital suits form lost planets.




    mini mechs? basically balanced enough that your not obliterating mountains in a single shot, but with lots of utilities to be a useful transport/ battle suit.


    give them functions that allow them to carry inventory and equipped various different weapons/tools, but need resources to power (probably something like the T energy from the game series.)


    say chainsaw to cut down trees drills for mining cannons and lasers for battle.

    Posted in: Requests / Ideas For Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    Me when the minotaur spawns with a group of minotarus right outside your house and they have Morock back up dancers from lycanitesmobs and i only have bone weapons.


    keep up the good work.


    also any future plans to make the Assist type monsters actually help you? or hire them as guards?

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    curse forge download doesn't appear to be updated with 1.12.2


    edit nvm its just the link that shows it at 1.10.2

    Posted in: Minecraft Mods
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    posted a message on SchopCraft - An EnviroMine Revival, with Other Stuff

    the configs missing a lot of options

    Posted in: WIP Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    we getting a 1.11.2 or skipping to 1.12?


    just curious

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    i have several questions/problems


    i can't seem to acquire eggs in survival.

    and the Dragons fly away and never come back to there nests when they are agroed

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from churchboy666»

    Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.


    And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.


    Did you have any luck with editing the config files?





    CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods


    speaking of mobs

    what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?


    also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back

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

    managed to fix that problem i had before after installing RTG

    Posted in: Minecraft Mods
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    posted a message on [WIP] NuiCraft: The Bionicle Mod ***Version 0.8.1.3***

    any chance of hostile mobs?


    i have some ideas for hostile mobs biomes


    Jaga and kane-ra Desert biomes


    kopen and rama and jungle biomes


    tarakava Beach BIomes


    muaka snow Biomes


    manas underground/night


    Borhak: at night or underground

    Posted in: WIP Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    ok.....two things
    1. with BOP, at least in 1.7.10, CMS will not use the overworld folder but a new folder along the lines of surface BOP, be sure to edit those files if it still does this in 1.10.2
    2. CMS in 1.7.10 didn't like mods that add in very weird mob spawning rules like lycanthropy, dunno if this still happens in 1.10.2

    BOP no longer has a CMS folder so it's probably the overworld folder now.

    the mobs im trying to edit are Mo creatures primitive mobs and GG

    with the exception of GG's mandrakes. all these mods use the same spawn type

    i can't disable certian mobs from Primitve mobs or change there spawn rate

    nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems :(
    and with GG's i can't edit the spawn locations
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    MC version and mods list please.

    1.10.2

    ars magica 2
    Botanica
    Ather legacy
    Betweenlands
    rougelike dungeons
    Grimore of Gaia 3
    pimitive mobs
    Lythcantie mobs
    infernal mobs
    Geograpcraft
    RTG
    BOP
    Embers
    Tconstruct
    Blood Magic
    WTF Expiditions
    Ice and fire Dragons
    Astrial sorceries
    pam Harvest
    passthrough leaves
    Gravestone
    Natural Absorption
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    i can't seem to edit mobs in the custom spawner even after setting them to certain biomes they default to there vanilla

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from ingram1299»

    I wish mine did that. upload it, I want it O.o


    well i did find what caused it if you want it just get the astral sorcery mod

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    does AbyssalCraft Biomes not spawn in this mod?


    Quote from Zeno410»

    If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set


    S:externalBiomeNames=IceSpikes,GravelBeach,Oasis


    (the exact names aren't important, it's only internal to GC)

    Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.




    where can i find this external biome config?

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    what mobs are in 1.10.2?

    Posted in: Minecraft Mods
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