• 0

    posted a message on Mov51's server network. [Sprout]

    the server is back open. It has been down for the past year due to funding issues, this post has been updated with the new information :D

    Posted in: PC Servers
  • 0

    posted a message on [1.7.10 - 1.14.2] MINECRAFT CAPES MOD! Free Minecon Capes Anyone with the mod can see! [Multiplayer] [600000+ USERS!]
    Quote from pie1993»

    is it possible to download it for 1.13


    minecraft capes forge

    go here to get the latest version for forge

    Posted in: Minecraft Mods
  • 0

    posted a message on Mov51's server network. [Sprout]

    Hello, I'm mov51. I host a public server for the modpack sprout.


    Make sure you join the discord server so that you will get announcements and help.


    We have 6 moderators/admins who can help with server issues and generally have a decent understanding of the pack.


    Sprout

    Sprout is a mod pack primarily centered on exploring for progression. Most of the main mods are
    gated behind quests and exploration. It is in beta so there will be resets in
    case of errors or updates. (most likely in line with updates.)


    It is in scavenger mode as that is where most of the content is, we will be staying in
    this mode as to fully experience the pack.


    make sure you read the rules before joining, you are expected to know these.

    Rules


    IP: sprout.mov51.net


    Extra information

    All servers are forge only to prevent sponge related bugs. This does mean a performance hit but we have the hardware and technical knowledge to handle it
    .

    We have 5 moderators, all of which have the ability to restart the server and 3 of which have access to the console.


    Other than myself admin/moderators are
    [admin] Ewanm89
    [admin] Heek89
    [admin] Fayte91

    [moderator] Nankurunasia
    [moderator] Crowonic

    All have OP, while admins also have console access to the servers. Using @moderator in either discord or ingame will get the attention of an admin or moderator.
    Posted in: PC Servers
  • 0

    posted a message on Chisels & Bits + Flat Colored Blocks

    cool thank you

    Posted in: Minecraft Mods
  • 0

    posted a message on Chisels & Bits + Flat Colored Blocks
    Quote from AlgorithmX2»

    At the moment I don't have any plans for it, generally speaking I will probably not go in that direction, since my focus has mostly to do with the bits and micro manipulation within my own tools and items.

    --

    C&B Blueprints which are in the works will have support for larger structures, but this more because C&B creations aren't constrained to live inside a single block, so neither are blueprints, that said I haven't desired on any firm upper bounds for them. And where as progress is slow I've been making soom good progress so I thought I'd post some screen shots here.




    I saw this near the end of last year and got really exited because i'd been working with the mod for about a month and was always annoyed by how much time it takes to copy complex symmetrical designs. I love the that blueprints were added but the still have the single block limit (unless i'm missing something), are there still plans to allow a blueprint to hold a structure?
    Posted in: Minecraft Mods
  • 0

    posted a message on Every tile entity is randomly ticking

    I'm working on a custom modpack and have run into the fact that every tile entity generated by the world eventually starts giving off the "ticking" error. I enabled the forge option to remove them but figured that was a temp fix as it can happen to important blocks eventually.

    But now the problem is as the game is running and the world generation if one errors the game goes to less that one tps.( it takes 10 - 15 seconds to open chat).
    I've been reading the log and deleting the blocks as I'm trying to test world gen, but I don't understand tile entity ticking very well.

    I have a Paste from the log but not a crash, because of the forge config. I can get one if needed.

    crash report

    Posted in: Java Edition Support
  • 1

    posted a message on I killed them, now they hate me. FIXED!

    kewl

    Posted in: Survival Mode
  • 0

    posted a message on I killed them, now they hate me. FIXED!

    try trading with them

    Posted in: Survival Mode
  • 0

    posted a message on how to tell when a creeper explodes?

    thanks for the help but if it can only be done when they are killed that kinda defeats the purpose, i don't want to make them impossible just so that you have to kill them. otherwise if it happens if you kill them no matter what it will mean that a creeper needs to explode to be dealt with.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on how to tell when a creeper explodes?

    the fuse doesn'tchange as the creeper gets ready to explode....

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on how to tell when a creeper explodes?

    I'm trying to maker creepers a little harder in my world, so that when they explode two more spawn. Is there a way to tell a command block (one that says to summon two creepers) when and where a creeper explodes?

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    is there an option for having vanilla trees? the RTG trees are extremely difficult to chop down in a vanilla environment.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    currently, I am seeing that biomes are generating extremely differently between default and realistic terrain generation.


    deafult Realistic


    why they are similar rtg created a swamp biome, expanded a cold biome further than it was, and erased some ocean lakes.


    the seed it -3558144527798569323

    i have no other mods installed

    Posted in: Minecraft Mods
  • 0

    posted a message on Anti Beacon

    what about effects like instant damage? would they repeat over a period of time or just happen when you enter the beacons area?
    or would you just have anti-version of the ones that already exist?


    speed would be slowness
    haste would be mining fatigue
    I don't think resistance has a reverse(correct me if I'm wrong)
    I don't think jump boost has an opposite either
    strength would be weakness
    regeneration would be poison




    if it did repeat you would have the problem of setting damage in an area and not being able to reach the beacon in time to turn it off before you die.
    even if you set up the repeat of the effect to be before you reached the center of a max sized beacon you could still have a situation where you can't reach it, like it's in a house or far underground where you're not able to move in a straight line at full speed all the time.

    also, mobs don't take effects from beacons, so would this be different with this beacon or an overall change?

    on top of that undead mobs regen from damage potions, and take damage from health, so if mobs started taking effects from beacons then you would only be able to farm one type of entity in an are which is much less efficient than magma blocks, fall damage, suffocation, and fire damage which doesn't different based on whether the mod is undead or living.


    semi support

    it would be a cool mod but I don't think it fits the vanilla idea as it requires changing the original beacon and would unbalance it in my opinion.

    Posted in: Suggestions
  • To post a comment, please or register a new account.