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    posted a message on The Ultimate mod Pack [1.6.4] ver.1.0
    I'm not downloading with screenshots (and I won't regardless, I just use FTB), but you almost certainly will have a number of mods whos licenses require permission from the mod authors to use. You need to include a list of mods that are included, links to their respective pages, and proof of permission if you have it.
    Also, your grammar and spelling, as well as your formatting, is horrendous. It just makes it seem like the modpack is more likely to be a virus, whether it is or not.
    Posted in: Minecraft Mods
  • 0

    posted a message on .
    I would love the ideas of these (and they are mostly plausible) however, having "some" of just the caves that spawn be deserty, icy, jungly, etc. would not be realistically possible with the current way that caves are generated in minecraft (basically it makes the terrain, then puts holes in it) however, having a biome that had sandstone/ice/snow/dirt as the primary material would be certainly possible, and I think one with snow would make it feel almost like terraria. Realistically though, mojang wouldn't want to make the underground be ice, because then ores would a) be super obvious and B) look really dumb. It wouldn't really be the feel they want.
    Posted in: Suggestions
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I've been playing with FTB's monster pack, which has the highlands mod included. Treecapitator doesn't have the trees for Highlands included in the config, so I put them in. Figured my hard work might be appreciated by some others, so here it is UNTESTED:
     highlands {
    S:modID=Highlands
    S:configPath=Highlands.cfg
    S:blockConfigKeys=block ids:Acacia Leaves ID; block ids:Acacia Log ID; block ids:Ash Tree Leaves ID; block ids:Ash Tree Log ID; block
    
    ids:Autumn Orange Leaves ID; block ids:Autumn Yellow Leaves ID; block ids:Canopy Tree Leaves ID; block ids:Canopy Tree Log ID; block ids:Fir
    
    Leaves ID; block ids:Fir Log ID; block ids:Ironwood Leaves ID; block ids:Ironwood Log ID; block ids:Mangrove Leaves ID; block ids:Mangrove Log ID;
    
    block ids:Palm Leaves ID; block ids:Palm Log ID; block ids:Poplar Leaves ID; block ids:Poplar Log ID; block ids:Redwood Leaves ID; block
    
    ids:Redwood Log ID
    
    Acacia {
    S:logConfigKeys=<block ids:Acacia Log ID>
    S:leafConfigKeys=<block ids:Acacia Leaves ID>
    }
    Ash {
    S:logConfigKeys=<block ids:Ash Tree Log ID>
    S:leafConfigKeys=<block ids:Ash Tree Leaves ID>
    }
    Autumn Orange {
    S:logConfigKeys=17
    S:leafConfigKeys=<block ids:Autumn Orange Leaves ID>
    }
    Autumn Yellow {
    S:logConfigKeys=17
    S:leafConfigKeys=<block ids:Autumn Yellow Leaves ID>
    }
    Canopy {
    S:logConfigKeys=<block ids:Canopy Tree Log ID>
    S:leafConfigKeys=<block ids:Canopy Tree Leaves ID>
    }
    Fir {
    S:logConfigKeys=<block ids:Fir Log ID>
    S:leafConfigKeys=<block ids:Fir Leaves ID>
    }
    Ironwood {
    S:logConfigKeys=<block ids:Ironwood Log ID>
    S:leafConfigKeys=<block ids:Ironwood Leaves ID>
    }
    Mangrove {
    S:logConfigKeys=<block ids:Mangrove Log ID>
    S:leafConfigKeys=<block ids:Mangrove Leaves ID>
    }
    Palm {
    S:logConfigKeys=<block ids:Palm Log ID>
    S:leafConfigKeys=<block ids:Palm Leaves ID>
    }
    Poplar {
    S:logConfigKeys=<block ids:Poplar Log ID>
    S:leafConfigKeys=<block ids:Poplar Leaves ID>
    }
    Redwood {
    S:logConfigKeys=<block ids:Redwood Log ID>
    S:leafConfigKeys=<block ids:Redwood Leaves ID>
    }
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons
    Quote from Greymerk

    Yes, they spawn regardless of world type.

    They should spawn anywhere in those worlds. Right now the spawning rules are very naive and only check if it's ocean or mountain type biomes.

    Thanks, I realized that FTB's horizons (which I'm using) had the spawn rate at 25 in the config, so I changed that down to 10.
    Concerning the "ocean or mountain type biomes", does that mean they only don't spawn in those biomes? Also, can they generate in mystcraft ages?
    Posted in: Minecraft Mods
  • 0

    posted a message on Roguelike Dungeons
    do these spawn if i use other world types from mods? I made a world using alternate terrain generation, which i really like, and I havent found any yet. are they just really rare, do they have a max height for them to spawn (ATG makes lots of higher terrain), or do they only spawn on vanilla worldtypes?
    Posted in: Minecraft Mods
  • 0

    posted a message on The New Launcher: What You Need to Know
    I have a bit of a problem with the new launcher, this seems to be a good place to ask.
    I have two hard drives running side by side on my computer, one, a small SSD that I use primarily for the OS (Windows 8), and a 1TB HDD. Now, I want to save minecraft into the HDD (which is the E drive), but it defaults to the C drive. Changing the launcher profiles doesn't exactly work, because there are still files within AppData\Roaming\.minecraft. Is there any way to change this, or should I just say 'screw it' and see if I can use something like multiMC, or FTB. A side note, my minecraft.exe is on the E drive. The install directory is still on the C drive.
    Posted in: Java Edition Support
  • 0

    posted a message on Panther Hunt 2
    The entire idea sounds like you're just playing vanilla minecraft normally, pretty much. Except that you're a panther. The only difference I can see is the 'having families' bit, which, since you have 0 modding experience, will most likely not end up happening. Just saying.
    Posted in: WIP Mods
  • 0

    posted a message on (1.6.4) TRUECRAFT Modpack, over 100+ biomes, ruins, and more! (REVIVAL)
    Well, I had a chance to try this again, with the updates. At first it crashed with a chemcraft problem, I took the chemcraft and geocraft file outside of the mods folder, and it worked. I think those need to be updated, as the chemcraft file says 1.5.1. That may be an internal version, however, it was causing the crash. So you should look in to that.
    Posted in: Minecraft Mods
  • 0

    posted a message on (1.6.4) TRUECRAFT Modpack, over 100+ biomes, ruins, and more! (REVIVAL)
    iirc, it doesnt change biomes generation, it changes world generation. There's a difference. And Deathpebbles probably meant biome-adding mods.

    Also: your fix didn't work, unfortunately.
    Posted in: Minecraft Mods
  • 0

    posted a message on (1.6.4) TRUECRAFT Modpack, over 100+ biomes, ruins, and more! (REVIVAL)
    No luck.
    Edit: didnt refresh before editing XD
    Posted in: Minecraft Mods
  • 0

    posted a message on (1.6.4) TRUECRAFT Modpack, over 100+ biomes, ruins, and more! (REVIVAL)
    On a mac, it doesnt appear to work. Now, I haven't had any experience with installing mods since 1.4.7, but it's giving a class not found error
    Caused by: java.lang.ClassNotFoundException: java.nio.file.Paths

    even though I believe I have it installed correctly (to specify: I clicked 'play', the launcher disappeared [as it should], then came back with an error). It could be from using an incorrect forge version, I used the 1.6.2 'recommended' build. I'll check back later after using the 'latest' build.

    Ninja edit: Nope. Same error.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quicky request for the mod, that would take some time to implement: A backpack, similar to the foresty backpacks, that automagically picks up all of the different pam's mods seeds/crops/bushes/etc. It would be great, just so that you dont have to always have your inventory filled up with 30 different types of seeds. Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    does anyone know of any servers with this mod?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] AMCO: About 150 of the best mods all working together
    Working with a mac, and this is very difficult. It ran out of space or whatever, so I tried the thing that people were recommending at the top of the page. Obviously I had to change the .exe to .app, but it doesn't work regardless of where I put the files. I put the .sh file and the minecraft.app file in the same folder (tried the actual .minecraft folder and the folder that the .minecraft folder is in), then ran the .sh file using the sh command in terminal, but it didn't work. I've never really used macs for this kind of thing before (I'm only using it for minecraft until I get my new desktop), and I've also never needed to mess with memory and stuff, because I had a decent desktop for it. So anybody that knows how to run it would be much appreciated.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Shoulon, that's a field biome. It says right underneath the coords.

    Now, I'm having the same problem as deadl0cust (previous page) - there appears to be some sort of incompatibility glitch between thaumcraft and BoP. I'll try some fixes, but because I've got Arrrgs minecraft overhaul installed, it's hard to uninstall thaumcraft. So, does anyone on the BoP team know of the issue? I'm sure it has got to do with more mods than just thaumcraft and BoP, but I'll see.
    Posted in: Minecraft Mods
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