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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    Yeah, I don't think the majority of modded minecraft users will be shifting to 1.9.x exclusively anytime soon unless every mod developer there is manages to port.

    In any case, personally I think the armor update is a long time coming for 1.7.10. :]

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls

    Seems like I'll be starting to move over to 1.8.9 sometime soon. :o

    Amazing work so far!

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    The latest release makes my loading stuck at "initializing mods phase 1 2/7".

    I tried removing a whole lot of the major mods I have that may have been in conflict but no such luck. ._.

    EDIT:

    Apparently there were some Potion ID conflicts with Growthcraft and Chocolate quest, deleted those mods and it got past Phase 1 now. Wish I knew how to deal with ID conflicts though. *scratch*

    Posted in: Minecraft Mods
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    posted a message on [WIP][SUPER-ALPHA]Entity Dismemberment

    Yassss

    I've been waiting for this moment all my life. :)
    I'll be testing this extensively *wink*

    Posted in: WIP Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from TheXFactor117»

    I've also gone ahead and made it to where weapons don't loose durability because they will typically break long before you reach the max level.





    Yeah.. I once got a Legendary Iron Halberd from Balkon's, was so happy, then didn't notice it break. :c

    Although I can imagine people taking issue with unbreakable weapons for "balance" reasons, I think its a reasonable concern nonetheless.

    One thing I thought to use to compliment the situation before r2.0.3 was to get the 'Flaxbeard's Steam' mod Survivalist kit which prevents things from breaking but still lose durability, though I haven't exactly tested it out with weapons yet, and thought not everyone really uses the mod.

    Another way I would suggest though is maybe decreasing the hits required to level up a certain percent?
    I mean, if I remember correctly, I had to hit something 1000 times to reach +1 level (most iron weapons have 200+ durability I think? citation required), but the weapon hardly had that much durability, so that might be a thing to consider.

    If there's a way to interconnect durability with the amount of hits required to get to another level, maybe that could give incentive to actually repairing the weapon than just scrapping it and getting a new one? (Unless of course you want a chance at another rarity). Giving it sort of a feeling of mastery every time you cycle through each weapon's durability, and at the same time making it feel maybe a bit more reasonable "balance"-wise.



    All in all though, I'm just really excited in anticipating what kind of abilities you added for the whole thing. +_+

    Posted in: Minecraft Mods
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    posted a message on --<>[Please Help]<>--

    Of those, I'd try to remove Assassincraft, and AM2 for technical purposes. I can't really say much else about your other mods that I'm not familiar with.


    Also, if it seems to be an inadequate hardware issue, try installing Fastcraft if you don't already have it, and if you haven't already, allot 2G of RAM to your thing (and if you have a 64bit system, actually install 64bit java).


    (I'm also curious if this was the right place to post this, but whatever I guess :v).
    In any case, these are most of the issues I'd be looking at first and foremost. Good luck though.

    Posted in: Java Edition Support
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls
    Quote from crunkazcanbe»

    True I would like it to not wipe whole entire MCA villages out . This happens to me to ,and its one reason my wife asked me to take this mod out of her pack . Otherwise she and I like it .


    There should be a config file for MCA that disables mob aggression on their NPCs though. :)
    Personally, I keep it as is, because it adds to the challenge of actually having to protect the NPCs from otherwise harmless Centaurs and Satyrs.

    Posted in: Minecraft Mods
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    posted a message on The Siege Mod v1.1 [SSP/SMP]

    No problemo

    You should, I'm sure the mod author would be just as pleasedl to see your creation and the mod at work. ;)

    Happy building

    Posted in: Minecraft Mods
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    posted a message on The Siege Mod v1.1 [SSP/SMP]

    I think Villages have the occasional Zombie Sieges (EDIT: apparently there's a 10% chance at midnight),

    EDIT2: Is this even a thing in 1.7.10?


    although personally I have a lot of mob based mods (Grimoire of Gaia, Special Mob, Mutant Creatures, .Hardcore Ender Expansion, and so on) If you have a beefy computer, and if you reaaaally want to put your castles to the test; check out "Zombie Awareness", or "The Epic Siege Mod" which I haven't really tried yet.

    Posted in: Minecraft Mods
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    posted a message on Anybody has a Companion mod???

    The closest one I can think of is having 'Ancient Warfare 2' mod on. Though the theme is not so much centered on the idea of companions/partners as its more of an NPC driven army/automation mod. I think I saw a YouTube video of it with a skin changing tutorial as well which you should be on the look out for..

    Posted in: Mods Discussion
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    posted a message on World Generation Manager v0.4.8 - Ungenerate/Regenerate a specific mod

    Hey, this is actually pretty neat! Weird how I only saw this now.

    I might try using this to force the generation on custom terrain without modded things (if that's how it works ._.).
    Wonder how this will go though.

    EDIT:
    Well, I just figured out how the config file works, although I can't seem to figure out how the in-game config works :P
    However, it crashes when I try to regenerate structures on a 4000x4000 Custom Terrain

    ...Not exactly the way it works I guess.
    x_x

    I probably don't have the hardware to do these things I guess. :v

    Posted in: Minecraft Mods
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    posted a message on The Siege Mod v1.1 [SSP/SMP]

    Idea/Suggestion: Is it possible to come up with a sort of item, maybe a whistle to automatically set nearby guards at a certain radius to path find to your location?

    ...or maybe even better: a guidance/command system to remotely path find guards to specified target locations? :o

    That would be really fancy and make for a proper siege!

    I think Corosus' 'Pets' mod used to do that, also I think an old version of Battlegear had nailed the idea, but both are old as shiiii-

    EDIT: By Battlegear, I meant Mine & Blade: Commander I guess. ._.

    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    I have somewhat of a question/request:

    Is there any way to have mod compatibility with this? Specifically I'm using Minecraft Comes Alive, The Siege Mod, and Custom NPC mod.

    I just thought it would be a good idea for Villagers(I haven't checked this one specifically though), or well NPCs in general to be able to tag along with the ship. I tried using the Crates on them but they just end up falling through the ship. So far only Custom NPC ones are capable, and yet only as non-moving mounted NPCs on the Ship Helm.

    It would be really swell, if while I sail by with my ship I had archers mounted on the Seats doing some aerial support, or well, I guess just generally have a way to transport my dear NPCs from place to place!

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls
    Quote from mathwizi2005»

    I'd take that a step further and go for full size taming, much like what the Little Maid Mob is managing, only instead of having modular AI types for one mob, set each friendly NPC to a designated type to make all friendly NPCs somewhat desireable.



    On that subject as well:
    Maid mob want. +_+ Little maid mobs as it stands now is kinda too resource intensive, but yeah... just a little thing that could maybe possibly be up there.. you know... for science...and the cause. ( ͡° ͜ʖ ͡°)

    I mean, there's that maid doll block item on GoG3 iirc right? Maybe we could go deeper.

    Posted in: Minecraft Mods
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    posted a message on The Siege Mod v1.1 [SSP/SMP]

    Pretty simple but amazing mod!

    I've been looking for a similar mod, and this is perfect!

    A certain pattern that I've observed with similarly themed mods though is that the NPCs can't equip tinker's weapons but the fact that its compatible with things like Metallurgy and Balkon's weapons mod (even Zombiebear's compatibility mod) is marvelous!

    It's unthinkable that I've only found out about this mod now but yeah.

    Amazing work!

    Posted in: Minecraft Mods
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