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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    I think the most recent update is cool. Haven't tried it yet, but looking forwards to the variations. Especially considering there's 23 color variant.

    Posted in: WIP Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    Isn't armageddemon the size of a full city block? I think it'd be cool to have him towering over building after building, only problem would be the hitbox and where it's able to fit.

    Posted in: WIP Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    I really can't wait for Diaboromon and Armageddemon to be added. Those are my favorite digimon of all. I shall call them Tumbo and Tiny.

    Posted in: WIP Mods
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    posted a message on Bleach Mod for Minecraft by OniWolfin

    Really hoping this turns out just as good, if not better than the previous bleach mod. If there's anything I loved most about the bleach mod, it was the hollows, the class system, and the previously made hollow class.

    Posted in: WIP Mods
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    posted a message on 1.8+ Engender Mod: Raise an army to defeat your enemies!

    Does this newer version also work with 1.9.4?

    Posted in: WIP Mods
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    posted a message on Custom NPCs

    If you're taking ideas, here's a few that might sound good.

    Arm types: Arms could be broken into two sections that would be able to scale with eachother when resizing parts. With the 'arms' typings, you have three options. 1: is normal where both sections are the same size. 2: is muscled, were the upper arms are much larger than the lower. 3: is pawed, where the forearms are larger than the upper arms. All arm types have 3 ways they can be shown. Side, tilted, and forwards. Side is the normal by side view of it. Tilted is when the forearms are slightly pointed forwards. And Forwards is when they're fully pointed forwards.

    All scaling: Whenever you have an addition added, you should be able to change the size and width of it, just like you're able to do with custom legs. This could allow for different horn, hair, tail, and other things to be grown into more fitting shapes.

    Particles: The player should be allowed to provide particles to the player model. They would be in different particle shapes and given the same color choices as normal.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs

    Any estimated time that this MAY come out for 1.9.4?

    Posted in: Minecraft Mods
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    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2

    Seeing the mod keep up would be great. I played it a lot and did my best to legitimately get my favorite digimon currently in the mod.

    Posted in: WIP Mods
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    posted a message on PokémonMD: Undaunted Heroes [1.7.10] [Beta 1.0.1] - Tamables At Last

    I understand. And it wasn't meant to be taken as something so violent. The place I mentioned blood could've easily just been replaced with 'bright red beam' and would visually be the exact same thing. Guess that's what I get for my wording. And I understand keeping the mod back in 1.7.10. I was asking for the sake of having an answer here, just in case anyone else gets the idea to ask.

    To Eva: (I lack the understanding of how to properly quote multiple people.)
    Never said there was anything wrong with them. I was using them as an example, along with zombies and the rest I mentioned. I think my reasoning behind examples and even my suggestion was just because I saw that there were references from other media with pokemon added and I thought that the combination would be interesting. Looking at it know though, I see what is wrong with it.

    To Rabid:
    I agree with. The combination is weird. Though, it is does appear a lot throughout some of the manga.

    Posted in: WIP Mods
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    posted a message on Tinkers' Defense

    That is precisely what i'm saying. This would allow for weapons and tools that could also function as abnormally effecient wands. Though, the weapons it's added to would also lose their normal right click function.

    Posted in: Minecraft Mods
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    posted a message on 1.8+ The Mo' Withers Mod: From 1 to sooo many Withers!

    Already voted yes! :P

    Posted in: WIP Mods
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    posted a message on 1.8+ The Mo' Withers Mod: From 1 to sooo many Withers!

    Great! I'd love to play this mod with things like Tinker's Construct 1 and Grimoire of gaia.

    Posted in: WIP Mods
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    posted a message on 1.8+ The Mo' Withers Mod: From 1 to sooo many Withers!

    Question. Much like the titan mod, will this get a downgrade to 1.7.10? And this question also goes for the engender mod as well.

    Posted in: WIP Mods
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    posted a message on Mod idea based around cross mod compatibility.

    To tabby:

    Agreed. Simplistic mob combinations would be reskins and new abilities, but for things of much higher ranking, there would have to be new models all together.

    To Bence:

    What determines the resulting combination is a random selection between three results. A mob would be classified under a category. For example, a zombie and skeleton are both undead and a ghast or blaze is demonic. Combining either of those would result in a 33% chance for a demonic and a 33% chance for an undead. The next 33% chance belongs to a new category that is formed from the combination. Let's say, it would be spiritual, as demons are usually spirits and undead can result in ghosts. The final 1% is left to an absolutely random category of monster.

    For mod compatibility added, mobs from other mods would gain their own category. For example, the lich and the kobold from the twilight forest mod would be categorized as Twilight-Undead or Twilight-Animal.

    Lastly, level also plays a part in determining the quality of the mobs in each category. Rather than quality acting as level this time, it picks out rarer mobs to choose from in each category. Adding a level 20 zombie for example, can result in a wither skeleton. While adding a 40 spider can result in an giant version of any normal animal.

    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Defense

    On a note not about bugs, I have a suggestion revolving around the Baubles and Tinker's Construct mods.

    Firstly, for baubles, how about the ability to put a ring, belt, or other items into an empty modifier slot? Holding the item in HAND would provide the effect of the bauble, while also saving up space for other baubles in the bauble inventory.

    Secondly, for Thaumcraft, how about the ability to put wands in place of a modifier on a tool? It would replace it's right click effect with the ability to take in Vis. The wand core of the added wand would determine how much Vis it can hold, while the tool part of the weapon will determine how well it uses vis. For example, an iron pickaxe uses vis the same as normal wooden wand. however, cobalt would majorly save up on vis.

    Posted in: Minecraft Mods
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