• 1

    posted a message on List of Mods for 1.8.9
    At what point does this thread usually decide to switch to newer versions? Even with the tags, manually finding all 1.8 mods is currently a major PITA.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    For anyone interested in the buyout news, it looks like the $2.5 billion deal will be publicly announced this Monday (Reuters).
    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    If 1.8 is coming out as soon as people say it is, then maybe we should start deobfuscating 1.8 instead of 1.7.10.

    Seems like a good idea. They released what, 6 snapshots in last 7 days? Almost all 1.7+ dev branch bugfixes. I think it's fairly safe to say that they plan to release 1.8 pre-release at the end of this week, next week at the latest.
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from baddaspig
    Not sure if dead mod, or waiting for 1.8.

    I've seen corpses who looked more alive than this mod.
    Posted in: WIP Mods
  • 1

    posted a message on Custom NPCs
    Quote from Charanor

    Oh dear no, this would mean that 90% of everyone using this mod would use the pre-made things instead of creating their own, which would make maps using this mod very boring because most of them would use the same dialogues/npcs/quests.
    This fantastic mod needs a database of shared pre-made NPCs—dialogues and everything—that players can just download and insert into the game with a few simple clicks. Imagine the RPG possibilities alone!

    This makes no sense at all. First, I doubt that map makers will want to make their content identical to other people's maps without adding or changing anything. That beats the whole purpose and motivation behind map making. Second, even if your unrealistic "doomsday scenario" even were true, most people play the game without going through custom maps so they wouldn't be able to notice the repetition. Third, it would allow people who just play survival, want more immersion in their settlements, and don't want to (or most likely don't know how) go through the creation process themselves to liven up their cities with premade NPCs and become acquainted with the mod and its creative potential all at the same time. The idea may not be possible from a technical point of view, but there's just no way it wouldn't beneficial to everybody, users and creators alike.
    Posted in: Minecraft Mods
  • 2

    posted a message on Custom NPCs
    This fantastic mod needs a database of shared pre-made NPCs—dialogues and everything—that players can just download and insert into the game with a few simple clicks. Imagine the RPG possibilities alone!
    Posted in: Minecraft Mods
  • 3

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Daveyx0
    Quote from LastBlockOrg
    seems like the last of all the great mods have slowly sinking as time goes on :/
    It's hard to keep up. Making mods for this game is just harder than usual. Other games don't have continuous updates that break the code, because released is released for them. This is how it should be, but sadly we don't have this luxury. If I could spend all of my time on this than I would have surpassed MoCreatures in content now, but I just don't have this kind of time. A Mod API would make everything so much easier... I'm currently working on a way to make attacks work better. It seems very odd to me, the way it is currently set up in vanilla. I think I want to try and get something like the old AI system back, not pathing wise, but accesibility wise.


    I completely understand, but considering that the initial WIP post was posted on July 21th, 2013 and that you now generally post 2-3 replies a month, can you at least hint at how reasonable it is to expect anything being released to the public, say, in the next couple of months or so?

    I get that the vocal support mod from the mod's younger fans is strong—I'm a fan myself—but at this point it beginning to look very unclear whether waiting for 2.0 to get released in near future is even worth the wait. Can you give us any updated information on your expected development pipeline?
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Daveyx0

    It's hard to keep up. Making mods for this game is just harder than usual. Other games don't have continuous updates that break the code, because released is released for them. This is how it should be, but sadly we don't have this luxury. If I could spend all of my time on this than I would have surpassed MoCreatures in content now, but I just don't have this kind of time. A Mod API would make everything so much easier... I'm currently working on a way to make attacks work better. It seems very odd to me, the way it is currently set up in vanilla. I think I want to try and get something like the old AI system back, not pathing wise, but accesibility wise.

    I'm not in anyway trying to criticize or tell you what to do, but wouldn't it be more prudent to first update the mod in the condition it's in to 1.7.2? If you have so little time to work on the project, it seems that making it functional for latest Minecraft version should take more priority than working on less crucial (although admittedly much cooler) things like new mobs or chameleon's tongue. Even only in case you'll have even less time to work on it and won't be finish your 2.0 vision at all.

    Again, it's just genuine curiosity, not criticism. I was a huge fan of the mod back on 1.5.2 and I would truly be saddened not to see it come back.
    Posted in: WIP Mods
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