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    posted a message on Draconic Evolution[2.0.1.126]

    Would it be possible to add a block that only emits those power sparks when the fusion crafter is charging or even adding the effect as an option for the Energy Core Stabilizer? I'm looking into making the T8 Energy Core the 'glowing orb' in my 'Advanced Tesla Reactor' (C&C reference so you should know what I'm on about) and it would be a GREAT addition to it. Also would love being able to change the sphere's color, regardless of teir (Orange and purple doesn't work well on whats suppose to be a Quicksilver-like exterior, for the Tesla Reactor anyway.)

    Posted in: Minecraft Mods
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    posted a message on BetterFps - Performance Improvements [1.11.2/1.11/1.10/1.9/1.8/1.7]

    When testing what algorithm to use, It states you should restart the game. Is that Minecraft entirely or just the world you are in? (hope its not minecraft entirely with a 8 minute load time on my custom DX20 1.10.2 pack)


    It would also help to know exactly what every algorithm setting even does so we know what each one goes going into this mod.

    Posted in: WIP Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Well I got Arlvit's Old and New getuploader accounts.
    Also got his Bowlroll account.

    I'm currently using ALL his models that don't have issues loading the textures with this mod (a few don't work properly, probably a layering issue with either the model or the mod itself as I can't get the Sakyua RQ model working at all [Has reflection and depth but no color sort of thing], granted its the ONLY model you can't modify)

    OR I can just send you the models and textures I already have in CustomSteve format and includes the non-rip HDN models (33 in total so far mostly just normal+swim variants) No clue which ones are protected. Annnnnd I can't figure out where I got my other models from (Bowlroll is a turd to work with sometimes)

    The one I REALLY want done is the Tenshi normal one (If it can be edited at all, mind you) Otherwise, do what you can.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    I don't exactly have the program to modify the models (plus a few of these are reportedly protected)

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Hmmmmm...... They did seem to be on the light side for actual space.....


    *goes out to find models that are ACTUALLY RIGGED*


    Still, pretty neat that it plays nice with other mods that change the player model (Morph) I was still a GoG Succubus when I loaded this, the compatibility was a nice touch.



    FYI, very first time I'm even screwing with MMD models, its usually been already converted to whatever engine is using them; Source/UE3



    Edit: Ok one thing I HAVE noticed is that only the Sakuya model supports item holding in any form

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    No, the issue I'm having is that some of the models I HAVE been running into.....almost seem like they don't have any animation rigging, just a skeleton (ALL my Neptunia models are stuck in t-pose Pick a model, Any model.)


    I guess its just my luck at finding modelers that know what they are actually doing.....and all the good models are stuck behind PWs.....


    And yes, the models I HAVE gotten working animate properly so I kinda answered that on my own once I actually found a properly rigged skeleton

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    I have to say...

    For a mod that uses raw MMD files, the performance is AMAZING with other heafty mods, even on AMD FX CPUs (8350 stock atm)

    My only issue is actually GETTING the MMD models + animations. So many are behind passwords that its bewildering...

    Trying to get as many Touhou and Neptunia models as possible and....still only have the Sakuya that comes with the mod...


    When I DO get the model and textures, is it safe to assume that I can just re-use other animations, or are they specific to that skeleton? (so many models merely come in T-pose with no animations)

    Another question is, I see multiple texture sets in Sakuya's folder....how does one change to those sets? (Literally there are 3 or 4 different color palettes/outfits there

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    I noticed, I keep draining my Vibrant Caps cause I'm too lazy to turn off my Wireless Charger :P

    Need to get around to making some BR Turbines to tide me over till I find a Chaos Island.

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    No I haven't as I already crafted a 'Tinker Gravel Eater' so its not a pressing issue.

    And looking at the core progression and the flux cap tiers.......Is there a reason there isn't a Chaotic Flux Capacitor?

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    DE 1.0.2a Apparently the Draconic Shovel doesn't work on Tinker's Construct Gravel Ores (hits 100% but nothing happens and the digging starts over).

    Coding Issue or Player Intelligence (honestly hoping its a config issue)?

    (Mechanised Thunder for reference, might be some conflict)

    Posted in: Minecraft Mods
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    posted a message on ENCHANTING PLUS

    I do agree that the power of the AET is too high, I don't like the method you chose to balance it.

    Right now, it is SMP UNFRIENDLY, having players compete of limited enchantment spawns is NOT a good idea on co-op packs its usually paired with.


    Another thing, WHAT THE HELL DO HALF OF THESE ENCHANTMENTS EVEN DO!?!

    Tool tips on the scrolls would REALLY be nice.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls

    Well at least some minor development and bug fixes can continue while you rest since you got it on Github now

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    AND considering 1.9 is the Combat Update, EVERY weapon in DE needs a rework to recover the original abilities and a slight re-balance to stay in line with vanilla mechanics

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls

    That link is still a request access page for me

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    So I'm assuming that if this release goes well, it'll be the last 1.7.10 release b4 you start porting to 1.8.9?

    Or is there another planned feature rework b4 that happens?

    Posted in: Minecraft Mods
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