• 0

    posted a message on Reforged - Balkon's Weapons and more for 1.8-1.12

    I just upgraded to the 1.12 version and I'm sad to see the mace is no longer unlimited durability with no cooldown......aww no op weapon =(


    still what is the point of using the mace? it has 1 attack speed and .5 less damage than the battle axe

    Posted in: Minecraft Mods
  • 0

    posted a message on Upgrading to forge 1.12, but the installer does not add the new profile like the old ones naturally do

    I used the simple installer today to try and add a 1.12 forge profile to my game but it does not appear, has the process changed from the way it worked before 1.12? I never had any problem with the older versions

    Posted in: Java Edition Support
  • 0

    posted a message on combat in 1.9 good or bad?

    bad.......bad bad bad bad bad


    its terrible, its like all slow and ploding now, and the shield needs to be unequiped for any building


    the whole 1.9 update is like poorly implemented ideas that sounded good on paper

    Posted in: Discussion
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    did they fix the rocs that were grabbing creepers causing random explosions everywhere?

    Posted in: Minecraft Mods
  • 1

    posted a message on Block Armor [1.12/1.11.2/1.10.2]

    hey the updated version worked, i am having a great time playing with all the neat block armor effects


    I haven't seen everything yet but a few suggestions


    -its a little weird that dirt and stone have the same stats (minus durability) maybe some of the worst armor sets should have their stats lowered all to +1 armor

    -I notice the bookshelf armor has no effects, maybe it could have super low durability and when it breaks it could drop a random sample of books maybe sometimes enchanted?

    -the redstone armor should power any signal near it

    -could you color code the effects? like make all negative effects red and all positive effects or neutral effects green/grey?

    Posted in: Minecraft Mods
  • 0

    posted a message on combat in 1.9 good or bad?
    Quote from DrWeegee»

    As mentioned multiple times, we already have a way to toggle it.


    Yeah it's not "Gamerule IDontWant19 False" simple, but it's still incredibly easy and quick to do, with tools out there to do the work for you if you don't understand how to change it. You can already independently modify the cooldown of every single weapon, even give multiple different times of cooldown on the same weapon type. Gamerules are "Balanced" around the fact that it's map-making tools. Which means the features exist in a way that benefits map makers most. The reason why we don't have a gamerule for the cooldown is because it would be useless compared to the map maker creative freedom manually modifying the cooldown would be.

    If anything, think of it as a "Lesser evil". You can't lazily type a single phrase, but literally everyone benefits from the slightly more complex method of modifying the cooldown as opposed to a toggle that only benefits whoever hates the combat.

    where is the tutorial on this change?
    Posted in: Discussion
  • 0

    posted a message on Block Armor [1.12/1.11.2/1.10.2]

    hey i just grabbed this mod for 1.11.2 but it crashes on game startup


    The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
    The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
    Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)


    ---- Minecraft Crash Report ----
    // This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]

    Time: 5/29/17 12:49 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)
    Caused by: java.lang.NoSuchMethodError: net.minecraft.block.Block.func_185477_a(Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/math/AxisAlignedBB;Ljava/util/List;Lnet/minecraft/entity/Entity;)V
    at twopiradians.blockArmor.common.item.ArmorSet.isValid(ArmorSet.java:488)
    at twopiradians.blockArmor.common.item.ArmorSet.postInit(ArmorSet.java:210)
    at twopiradians.blockArmor.common.CommonProxy.postInit(CommonProxy.java:45)
    at twopiradians.blockArmor.client.ClientProxy.postInit(ClientProxy.java:68)
    at twopiradians.blockArmor.common.BlockArmor.postInit(BlockArmor.java:54)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
    at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:252)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:230)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
    at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:833)
    at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:357)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.11.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 96758536 bytes (92 MB) / 319897600 bytes (305 MB) up to 10724048896 bytes (10227 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx10G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.38 Powered by Forge 13.20.0.2310 8 mods loaded, 8 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJ minecraft{1.11.2} [Minecraft] (minecraft.jar)
    UCHIJ mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJ FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2310.jar)
    UCHIJ forge{13.20.0.2310} [Minecraft Forge] (forge-1.11.2-13.20.0.2310.jar)
    UCHIJ mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.2.jar)
    UCHIE blockarmor{2.3} [Block Armor] (BlockArmor-1.11-2

    Posted in: Minecraft Mods
  • 0

    posted a message on Magic Clover - Four-Leaf Clover in Minecraft!

    is the 1.11 version of this done yet? i want to upgrade but I don't really want to do it without this mod

    Posted in: Minecraft Mods
  • 0

    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!
    Quote from Hizwac»

    Hey. Will there be firearms in this fashion? Type muskets, musketons, flint pistols, dynamite checkers, daggers, crossbows, boomerangs? Otherwise, I just do not have a weapon like this at 1.10.2, but I want to shoot from such guns, and the recharge would be like in Balkon's Weapon Mod, you hold down the right mouse button and reload, although it's unlikely to happen. Melee weapon


    this is a weapon's pack from dark souls which has no guns...
    Posted in: Minecraft Mods
  • 0

    posted a message on Kaishi's Weapons REBORN v2018.01 - IT'S BACK!

    thank you for the 1.10 version of this, i really hope you do 1.11 soon I won't update without it!

    Posted in: Minecraft Mods
  • 0

    posted a message on JOURNEY INTO THE LIGHT v.1.0.5.17a | Dimensions | Mobs | Weapons | Magic | Bosses and Much More! [9K + Downloads!]
    Quote from Dizzlepop12»

    I'm currently contemplating whether or not I should continue development. I might release 1.2.0, and then update the mod to whatever the lastest MC version is. Nobody plays 1.8.9 anymore, so it only seems logical. I put a lot of time and effort into this mod, and I feel like continuing it for a little longer.


    I would pick it up again at 1.11 or 1.12
    Posted in: Minecraft Mods
  • 0

    posted a message on combat in 1.9 good or bad?

    the shield is too big to keep equipped at all and the skeletons do objectively take 3x longer than they used to, all mobs take longer and it shouldn't....it isnt fun

    Posted in: Discussion
  • 0

    posted a message on combat in 1.9 good or bad?
    Quote from Chameleonred5»

    Skill generally refers to more significant actions than petting a dog, even if its literal meaning would suggest it could apply to any action.

    Slow? It is not slow. It's not lightning fast, but neither was 1.8 combat.

    Also, skeletons are not annoying if you know how to handle them.

    my definition of skill was flawless

    slow is not up for debate....it takes 3x longer to kill a skeleton now than it did before....this is slow ESPECIALLY for survival players who might fight 4 or 5 in a single night

    andfurther on the subect fo skeltons there is only ONE way to fight them now....with a bow....very far away. shields are too big, they block half the screen and you cant spam crops into crop land with one equipped or tower blocks under you easy anymore....they dont work right, and skeltons in close range zip all over the place...why can they sprint so fast with a bow drawn? its stupid and annoying
    Posted in: Discussion
  • 0

    posted a message on combat in 1.9 good or bad?

    skill has nothing to do with it, 1.9 combat takes skill, 1.8 combat takes skill...petting the dog takes skill....skill is decided after the fact as humans find new and better ways to do things...anything that has a better way and a worse way is an act involving skill


    the 1.9 combat is not at all fun though....if i wanted slow methodical combat i have dark souls


    and can we all see how ANNOYING the skeletons are now?

    Posted in: Discussion
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    so one thing that really annoys me this mod is the weapons are unreadable with all the illogical stats on them.....why do staffs tell me "1.2 on legs" I cant put it on my legs....


    the top few lines of text are unreadable because of this

    Posted in: Minecraft Mods
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