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    posted a message on Kindred Legacy: Mobs & gear to inspire a nostalgic adventure! - Version 1.2.1 (pre-1.3_0 Beta update)

    I hope to release the update/patch to the mod tomorrow. The expected changelog is as follows:


    Kindred Legacy Changelog
    Version 1.1.1
    ------------------------------
    New Content
    ~Added Clay Shinx full moon mob
    ~Added Anvil repair recipe
    ------------------------------
    Changes/Adjustments
    ~Removed Zergling Nincada hostility to Zombie Pigmen
    ~Adjusted required distance to target ranges of all leap attack mobs
    ~Changed Snow Sorceress Braixen's Blaze Rod rare drop to Blaze Powder instead
    ~Decreased Voorst Mightyena's Blaze Rod rare drop chance
    ------------------------------
    Other
    ~Fixed Nether spawns


    ---------------------------------

    I created a new block that lets Poketamables freely pass through it but not other mobs. It has a very finicky performance right now, so I pulled it from this next update. I'd rather give it time to see how it performs in my personal game before putting it in the field.


    Also, something I am poking at because I have the Pokemon on the mind due to some stuff I'm doing in my freelance work. I dunno if it will become anything in the end:


    Feywood Absol Model WIP Sample


    My adventuring in my personal game has taken me more into the Nether to find the Vanilla content much, much harder than it used to be. To put in perspective, in 1.7.10 (before Demon Vuplix's spawns were rewritten to apply to all parts of the Nether) I could fairly easily wander around the place with just a stone sword, basic bow, and no armor (Ghasts, Blazes, Wither Skeletons, Zombie Flareons, Verktora Mightyenas, and Grenade Togepis were not that much of a threat). Now in 1.11.2 I get destroyed despite my mixture of vanilla Iron/Diamond/Enchanted gear.


    I'll think about exploring some options to better balance the Nether in respect to my mod's content. The Bow of Kindred helps but I don't want that to be the player's only good option.


    ABSOL! I love that guy! Looking forward to the update.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from jthe111»

    Anyone know what the hot key is for Levels 2 so you can choose what attributes you want on your weapon?


    Check your settings in the Minecraft Menu. I think it was L or around there.
    Posted in: Minecraft Mods
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    posted a message on How to have Multiple Modded MC
    Quote from majestyc2k1»

    You only need to make separate folders for modded MC/Forge. The extra folder(s) you make is for mods. The main game files stay where they are.


    I also forgot to mention those procedures are for the Mojang launcher.


    So I was still a bit confused about what to do, but using your advice I played around and figured out what you meant.

    I made a 1.10.2/1.11.2 folder in my .minecraft and then ran the game once so it created the necessary files. Then I just dropped my mods for 1.10.2 into my respective folders and copied and pasted saves from .minecraft/saves to the subfolders. Once I specified those folders in my Minecraft Launcher's directory, it worked like a charm.

    Thanks for the help! And thanks for the reply, TRen208.
    Posted in: Mods Discussion
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»

    Hm, strange. Does the creative mode tab appear? Can you spawn MM mobs with their spawn eggs?


    Yeah, everything works in creative. I went back to Minecraft 1.10.2 and your mod is working fine on this version. I heard from another modder that the dictionary or something for mobs changed in 1.11.2. Maybe it has something to do with that? I'll test once again to make sure.
    Posted in: Minecraft Mods
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    posted a message on How to have Multiple Modded MC
    Quote from majestyc2k1»

    You only need to make separate folders for modded MC/Forge. The extra folder(s) you make is for mods. The main game files stay where they are.


    I also forgot to mention those procedures are for the Mojang launcher.


    Alright, thanks. I think I'll give it a shot today.

    And yeah, that's kind of what I wanted to stick with.
    Posted in: Mods Discussion
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    posted a message on Vampirism - Become a vampire!

    I have a problem with Vampire Hunter tents spawning every 20 blocks. Is there a config setting for changing their spawn rate? I haven't seen one. I can show you via picture if necessary... It's crazy how many are spawning.

    Posted in: Minecraft Mods
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    posted a message on How to have Multiple Modded MC
    Quote from majestyc2k1»

    In the Launch Options, click on the Profile. A new window will open. Near the bottom is the line for Game directory. You can make your own folder under .minecraft. Some people use the version of the Profile.


    Ex: C:/Users\<name>\AppData\Roaming\.minecraft\<version>


    You can name it anything you want, as long as that Profile is the only Profile using that path.


    This will prevent different Profile versions from sharing mods, preventing crashes.


    Alright, and I'll have everything that is normally in the .minecraft in the version folder, correct? So under .minecraft I could have a folder for 1.10.2 and another for 1.11.2 for instance?
    Posted in: Mods Discussion
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    So, after adding in other mods it feels like the spawn rates of those dragon ruins are much lower. In the config, lower numbers = Higher chance of spawning, right?

    Which are which in the config? Roosts are the ruin-type ones and Dens are underground?

    Also, are dragons supposed to look like a fish out of water in the air? They're doing a weird wobbling motion.

    Posted in: Minecraft Mods
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    posted a message on How to have Multiple Modded MC
    Quote from majestyc2k1»

    Make different Profiles for each version of MC you want to play. Also make separate Game Directory folders for each Profile too.


    I use the Twitch/Curse launcher. It allows easier creation of Profiles and modpacks than the Mojang launcher.


    It's the game directory folders that I don't really understand. Does this mean .minecraft? Or .minecraft/mod?
    Posted in: Mods Discussion
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    posted a message on How to have Multiple Modded MC

    Am I understanding it right that the ATLauncher doesn't let us pick out individual mods but makes you pick packs?

    Posted in: Mods Discussion
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    posted a message on How to have Multiple Modded MC

    I'll google those. They don't cause problems on their own? That's why I've always been hesitant to get a different launcher. I recall I used to have both 1.6.4 and 1.7.10 simultaneously modded, but it's been a few years.

    Posted in: Mods Discussion
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    A suggestion: Make the dragons aggro you.

    I don't know if it's just me, but upon loading this mod and playing around with it, I noticed I could simply walk up to a dragon's alter (whatever it's called) and loot all of the chests without fear of being attacked. Seems imbalanced. It'd be cool if we had to at least be wary that the dragon would spot us and attack.

    From what I have seen so far, the ice glaciers are hordes of free treasure. Besides that, this mod seems very cool.

    Posted in: Minecraft Mods
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    posted a message on Kindred Legacy: Mobs & gear to inspire a nostalgic adventure! - Version 1.2.1 (pre-1.3_0 Beta update)

    Uuuh, that's definitely a bug. I'm not sure what is happening there.

    Do you have some visual mods installed? Cause I don't know otherwise. Neither of my machines do a glow glitch like that. In the past I had a problem with glow differences but I haven't had them in a long time and even they they were not like that.

    --------------------------------------

    Uuuuuung, I thought I fixed the Nether spawning mobs problem (and assumably the End spawns are a problem too). Its what I get for not testing the Nether. NEXT UPDATE.

    I'm guessing it's something to do with either Optifine or Sonic Ether's Unbelievable Shaders. Now that I know it's not intentional, I'll probably look into SEUS since I suspect it's that.

    Although, it's kind of nice being able to see him during the nighttime. During the day you barely notice it, haha.
    Posted in: Minecraft Mods
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    posted a message on How to have Multiple Modded MC

    So, I know this is a basic question but I need some help with having several modded Minecraft versions. i.e., I want to have both a 1.10.2 and 1.11.2 modded Minecraft.

    I believe I have to change up the file path? I'm not entirely sure.

    Posted in: Mods Discussion
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    posted a message on EnchantmentRevealer v1.1 - Reveals all enchantments in the enchantment GUI, even in vanilla SMP!

    Great mod. I'm assuming it isn't compatible with 1.10.2, correct? I wanted to make another save for that version.

    Posted in: Minecraft Mods
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