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    posted a message on Steam Dreamer - Open Beta Coming Soon
    Quote from LloydHarmonica»


    EDIT: I heard rumor that Rails of War isn't very good for survival. It seems to be more of a creative mod. Is this true? I'd like to keep most elements available in survival if at all possible.


    It's quite playable in survival. All the trains, components, and rails are craftable in survival mode.

    Again, just make sure you modify the recipes, so you don't need to mine iron for days. ;)
    Posted in: Mod Packs
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    posted a message on Steam Dreamer - Open Beta Coming Soon

    CopperTools: Understood. Nothing wrong with variety. :) TIC tools are far superior, and more fun to make, too. I think a bit of my "debugging" for my own pack slipped through when I pointed this one out.

    NMRC: I haven't actually used this mod before. I'm doing the same thing as you - one man debug team. I'm curious. How does it (assuming that's what you meant) help you find duplicate recipes or recipes that you need to fix in your pack?

    ROW: It didn't at first, but it has for the last 6-8 months or so. If you end up trying it out, make sure the recipes are suitable for your pack, as they tend to be quite heavy on iron. The latest version of ROW is not compatible with ROWAM, but you can go a version or two back to get compatibility until it's updated if you want that automation. Traincraft's trains work with the standard minecraft size rails which to me, makes them feel like glorified minecarts, while ROW rails are 3 blocks wide, and fit real sized trains. Also, your head/body clips out of the Traincraft train models. I watched that mod forever anticipating its 1.7.10 update, and was sorely disappointed when I tried it out because I thought the trains were bigger.


    EDIT:


    Also, believe me.. I feel your pain with the amount of recipes added and picking out all the problems. I'm also making quests for mine using HQM, and I'm up to something like 300 quests now. It sucks when you realize you messed up somewhere along the line and have to go back and fix part of a quest line that turns out to be fixing MOST of the quest line, haha. Still have to do the custom reward bags too, and fix all the dungeon chest loot tables. xD

    Posted in: Mod Packs
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    posted a message on [1.19] Multi Mine - switching off a block doesn't heal it anymore!

    When I add Multi Mine to my 1.7.10 pack, leaves start dropping an insane amount of experience. I cleared the top of a tree of its leaves, and went from level 1 to level 14, from something like 8-10 leaves. This was a brand new world. I removed Multi Mine, and leaves no longer drop experience in that same world, nor in new worlds.

    Posted in: Minecraft Mods
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    posted a message on Steam Dreamer - Open Beta Coming Soon

    I like the idea you're going for with this modpack. If I wasn't in process of making one already for my friends, I would probably play this one. :)


    I have a few suggestions/comments!


    - I wouldn't use the Locks mod. His post states it should only be used on adventure maps in the current state in 1.7.10, and that lockables can only be obtained in creative mode (I wanted to use this one too, but decided against it after a brief conversation with the mod dev).

    Quote from his Curse page: "Due to 1.7.10 limitations the mod is in a very basic state. All lockables are only available in creative mode right now. This mod should only be used in adventure maps at this state."


    - CopperTools seems to take away from the need/want to use TC tools since they're easier to make than TC tools, if I were playing this pack, I wouldn't bother making a smelter if I could make tools another way. That's just my opinion though.


    - NoMoreRecipeConflicts is redundant if you're using MineTweaker3. You can fix all the recipe conflicts through MT3.


    - Check out "Rails of War" as an incredible alternative to Traincraft and Railcraft. Traincraft has more trains, but Rails of War has "to-scale" trains that you can actually move around in, working/moving controls, and train designs that fit your pack theme. If you used it, you might want to remove the diesel train with MineTweaker, as it's the only train that would not fit, and I suggest also modifying the track recipes, as they are quite expensive out of the box.


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1443999-1-7-10-rails-of-war-siemens-schuckertwerke



    I wish you luck with making your pack!

    Posted in: Mod Packs
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    posted a message on MineFantasy2 - Alpha

    You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.

    salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.

    Just to summarize a few things you might have missed, AP.

    - Bronze can be made in a crucible with either copper, or tin. It does not require you to mix them, as it should.
    - Items on the "Mastery" page cannot be purchased. The button to do so is there, but it does nothing, even if you have the necessary level.
    - CurseForge link in your OP is out of date. I provided the link a few posts back as a temporary solution.
    Posted in: WIP Mods
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    posted a message on Curse server crashing please help.

    1. Wrong forum, reported to have it moved to the correct section.


    2. Please post a crash log. This is too vague otherwise for anyone to help you.

    Posted in: Server Support and Administration
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    posted a message on Plunder Rummage [Forge 10.13.4.1448][Treasure Hunting][Scripting!]
    Quote from Guff»

    Once you've opened a treasure chest, they start a timer to reset the area of the world they generated. You can place any items you don't want, including the map, into the chest and they will be destroyed when the chest disappears. You can immediately reset the world by breaking the chest.


    Is there any danger of say, a chest generating near where someone has built something, and then losing what they built due to this "world reset" you're referring to?

    Posted in: Minecraft Mods
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    posted a message on SGS Treasure!

    Just curious - Is this actually a ship in SGS Treasure? I saw it on what looks like an old website for this mod, and am curious if it's just from old versions, or if it's still included. I've never run into this ship in the year or so I've been using this mod.


    Here's the ship:



    Found it on:

    http://sgstreasure.weebly.com/


    EDIT: Go figure that I've *never* seen this ship until I saw the screenshot, and this morning right when I got on, I found one. Disregard. :P

    Posted in: Minecraft Mods
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    posted a message on [DEAD] [Download the models and use them if you want] RealisticLivestock Mod

    Would it be possible to share an update on the mod progress? Just curious what step of the process this mod is on, and how much further it has to go?

    Posted in: WIP Mods
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    posted a message on BetterBeginnings Mod Reborn
    Quote from Gametron13»

    Where do I give a crash report?

    Also, I'm going to be starting a YouTube channel in the upcoming 2017 year. Is it ok if I do a mod showcase on this? It's really an awesome mod!!! :D:D:D

    In your .minecraft folder, there's a "crash-reports" folder. Open the most recent one, and post it here in a spoiler.
    Posted in: WIP Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    yes, all changes are being backported....well most of them. models are getting backported.


    Where are you getting this information?


    Quote from SlayerTime11»

    Does anyone know of a substitute for custom mob spawner for 1.10.2? because that really seems to be my issue, and its probably due to other mods that spawn creatures.


    The only other thing I can think of would be Ender Zoo, because it comes with a spawn control config which can be used for all mobs, not just the Ender Zoo mobs. If you don't want the mod's mobs, just disable them in the config. I personally haven't used it, so I don't know how well it actually works or how easy it is to use, but it's a possible alternative.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy2 - Alpha

    Until he updates it, use this link to get to the CurseForge mod page:


    https://minecraft.curseforge.com/projects/minefantasy2?gameCategorySlug=mc-mods&projectID=232408

    Posted in: WIP Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Did you have any feedback for me, Mowzie? I would assume not interested since there was no reply, but.. :P

    Posted in: Minecraft Mods
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    posted a message on Zoo and Wild Animals Mod: Rebuilt
    Quote from 1mareike1»

    hey guys the beta is out download! it GOO GOOGGOOG XD remeber you need moon core!


    I remember why I stopped following this thread... cause it's not for 1.7.10 >.< It looks amazing though, good job guys.
    Posted in: WIP Mods
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    posted a message on BetterBeginnings Mod Reborn
    Quote from Daomephsta»

    Well, it's a bug, so yes. Bugfix only mode just means that 1.7.10 won't be getting new features. I'll take a look at this issue and see what's wrong, the items should have textures.

    I just wasn't sure if you considered that a bug, or not. That's why I was asking. Thank you.
    Posted in: WIP Mods
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