Idk if it shrinks it's probably a gun that just gives a potion effect to a person, and then they changed the potion id of a shrink effect from literally any shrink mod to be the one the gun shoots. Idk that's how I would do it, I don't know of any mod that adds a shrink ray specifically
My guess is that was for what was updated (or a file that was just briefly started), as since I do have the pack on me there is about 135 (mods, libraries, etc.) in it.
oh k sorry I looked at the file and there was 3 mods so I thought there was 3 mods
As you might know (or not) there are MANY upon MANY good World generation mods.
Some add Biomes to explore -
Others add Dungeons to loot -
Third enhance Caves, Widen rivers / lakes, make trees bigger -
There's really a lot to look into.
I'm into creating a modpack (as you might, again, know, but probably not) which I will be posting in a while but this thread isn't about it. In the pack, I wanted to achieve the Perfect Terrain Generation. The Most Beautiful. Most Atmospheric...
Welp.. Basically, I wanted to know your opinion on World-Gen mods, and specifically ones that add biomes.
So..
Which is your favourite WorldGen mod?
- ExtrabiomesXL, BiomesO'Plenty, Highlands, Realistic Terrain Generator, another one?
Did some digging on my personal favorite, found this on Azanor's patreon:
Commented on Sorry folks from Azanor on May 24 2017
I have considered releasing the code or handing it off to a willing dev, but I am a bit hesitant. Who knows, I might want to release a Thaumcraft game eventually Once I hand it off to someone things become very murky in regards to the IP and so forth. Furthermore, I have not completely given up on working on it. I'll revisit handing the code off at a later date.
Oh, I guess that's good to know! I thought he gave up on it.. seems like he didn't..
btw some of the mods you listed are already ported, just go check them out. Many others plan to update eventually, just give them time, 1.15 is been only out for like.. what.. a few months? It takes a long time to re-write a mod (and yes, most times porting means re-writing).
e.g. Ars Magica is already on 1.15 (now called Mana and Artifice, if I'm correct), even though it misses many features from 1.7.10 and is still in Alpha-testing.
On the other hand, you can install multiple backport mods to bring 1.13+ features all the way back to 1.7. Go check them out, you can have all the newest items, structures, biomes, features, etc., so you're really not missing out on anything.
Dude. You aren't getting many of them on 1.13+. (some are being updated out of the list, others aren't)
If you want to play with those mods, go on 1.7 / 1.10. On 1.13+ there are many unique new mods you can play with.
You know it's an endless loophole for authors to port mods. Instead of adding new cool things, they "have" to port to the "latest and greatest" version as everyone's pressuring them, spending way more time than you might think.
e.g.
Thaumcraft is never being ported to 1.13+ at least by the original author
Witchery is never being ported from 1.7 because it's all rights reserved and it's illegal to port it (using it's assets/code).
has been released for 1.7.10 in the past, but the author deleted the 1.7.10 version of it. If anyone still has it, I would be very grateful if you could share it.
I'm putting together my first public Mod Pack (I hope), for 1.7.10, and I would definitely like to make the days nice and long, ideally with shorter nights. I want the freedom to explore and enjoy the world without having to take shelter every few minutes.
This is the mod that I usually use on my own; it's simple and useful and not buggy, and it's got good configs. I would like to include it in the mod pack. Would it be possible to get permission for including this mod in my mod pack?
Read the main post (F.A.Q), it says that it's allowed in modpacks : D
0
Idk if it shrinks it's probably a gun that just gives a potion effect to a person, and then they changed the potion id of a shrink effect from literally any shrink mod to be the one the gun shoots. Idk that's how I would do it, I don't know of any mod that adds a shrink ray specifically
0
https://www.technicpack.net/modpack/ericks-insane-adventure-pack.1186950
0
oh k sorry I looked at the file and there was 3 mods so I thought there was 3 mods
0
Привет Седридор у меня крашится игра с твоим модом если пойти на y -1 в любом измерении вот краш репорт https://hasteb.in/yogovege.php
пофиксь пж
0
Try seeing if any other keybind is set to 'E', except for the original inventory.
1
the mod that's giving you the crash above is asietweaks (ASIETWEAKS-1.7.10-0.0.2.jar)
0
3 mods? Can that be considered a modpack?
sorry if I'm being rude I didn't mean to ((
0
You can fix biome ID conflicts pretty easily in configs, especially having the ability to dump the free/used IDs using NEI
Wait, does Natura add biomes? I thought it just added trees and that staff
0
As you might know (or not) there are MANY upon MANY good World generation mods.
Some add Biomes to explore -
Others add Dungeons to loot -
Third enhance Caves, Widen rivers / lakes, make trees bigger -
There's really a lot to look into.
I'm into creating a modpack (as you might, again, know, but probably not) which I will be posting in a while but this thread isn't about it. In the pack, I wanted to achieve the Perfect Terrain Generation. The Most Beautiful. Most Atmospheric...
Welp.. Basically, I wanted to know your opinion on World-Gen mods, and specifically ones that add biomes.
So..
Which is your favourite WorldGen mod?
- ExtrabiomesXL, BiomesO'Plenty, Highlands, Realistic Terrain Generator, another one?
Which is best for you?
Which do you like the most?
Why?
Again, it's interesting to see people's opinion.
0
Cyclic maybe?
What does it do? How do it's projectiles look (Screenshots preferrably)?
That would give me a bit more of a clue
0
Download Thaumcraft 4.2.2.0 Right Here
https://www.curseforge.com/minecraft/mc-mods/thaumcraft/download/2222517
And drop it into your Mods folder.
1
Oh, I guess that's good to know! I thought he gave up on it.. seems like he didn't..
btw some of the mods you listed are already ported, just go check them out. Many others plan to update eventually, just give them time, 1.15 is been only out for like.. what.. a few months? It takes a long time to re-write a mod (and yes, most times porting means re-writing).
e.g. Ars Magica is already on 1.15 (now called Mana and Artifice, if I'm correct), even though it misses many features from 1.7.10 and is still in Alpha-testing.
On the other hand, you can install multiple backport mods to bring 1.13+ features all the way back to 1.7. Go check them out, you can have all the newest items, structures, biomes, features, etc., so you're really not missing out on anything.
1
Dude. You aren't getting many of them on 1.13+. (some are being updated out of the list, others aren't)
If you want to play with those mods, go on 1.7 / 1.10. On 1.13+ there are many unique new mods you can play with.
You know it's an endless loophole for authors to port mods. Instead of adding new cool things, they "have" to port to the "latest and greatest" version as everyone's pressuring them, spending way more time than you might think.
e.g.
Thaumcraft is never being ported to 1.13+ at least by the original author
Witchery is never being ported from 1.7 because it's all rights reserved and it's illegal to port it (using it's assets/code).
Those are the start of your list
0
Hello!
I'm putting together a modpack, and I desperately want the underground to look nicer..
This mod:
https://www.curseforge.com/minecraft/mc-mods/undergroundocean
has been released for 1.7.10 in the past, but the author deleted the 1.7.10 version of it. If anyone still has it, I would be very grateful if you could share it.
Also the "Shrooms!" mod:
https://openeye.openmods.info/mod/shrooms/all
If anyone has the download for it it would mean the world to me too.
Thank you to anyone that replies.
0
Read the main post (F.A.Q), it says that it's allowed in modpacks : D