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    posted a message on BetterBeginnings Mod Reborn
    Quote from AndyAdsffm»

    Hello. I am playing on minecraft 1.7.10 and have downloaded this mod. Everything seems to work fine, all the crafting recipes and additional mechanics like punching tree, but campfire doesn't seem to work. The GUI seems to be fine, I can put in a pan or spit, I did put coal and try many other fuel sources, and tried even putting the food at the top slot, but it just doesn't light. I tried firebow , I tried flint and steel, it just doesn't work. It gives out a light source just for a split second and just disappears.. Please help!!


    The Campfire will only light if you have a valid item it can cook in the top slot, a wooden fuel (logs, planks, etc...) in the bottom slot, and right click it with a Fire Bow or Flint and Steel.
    Posted in: WIP Mods
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    posted a message on Iron Backpacks

    I have a couple of suggestions for you. The first is a fairly straightforward one, for a Tank/Canteen upgrade. This would add an extra element to the GUI with a single slot, a button, and a bar. Fluid containers placed in the extra slot would empty their contents into an internal storage on the backpack, and the bar would display how full the tank is (in milibuckets) and what fluid it's holding. The button would switch the fluid storage between input and output mode, allowing you to fill an empty container placed in the slot. Possibly could be upgraded further to let you store a greater volume of liquid, or else be in some way linked to the tiers of the backpacks.

    The second suggestion I have is for a Bedroll upgrade. Putting this on a backpack lets it be placed down on the ground. While placed, it extends a sleeping bag in front of it (taking up a three-block space). Right click the sleeping bag to use it as a bed, or the backpack to pick the whole thing back up.

    Posted in: Minecraft Mods
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    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...

    Nice avi Anon


    I originally made it as a joke, and it just sort of stuck.

    No worries about the delay, though. I know how it can be to find the time for projects. Happy holidays, by the by!
    Posted in: Minecraft Mods
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    posted a message on [WIP - 1.7.10] [Open Beta!] [Thaumcraft 4.2 Addon] Thaumic Machina - Expanding Thaumcraft in a mechanical and theoretical light.
    Quote from jcm2606»

    Most of the stuff implemented and talked about so far relate to future features, what I meant by opening up nodes is being able to tear a node open in a way that allows you to connect with the dimension on the other side of the node, but this is just an idea and not exactly a planned feature.


    Haha. Interesting. When I read the first page, my first thought was something akin to Mystcraft where through an understanding of the fundamental principles of the universe you could actually create new dimensions. I had an idea based on how taint spreads of treating it like magical cancer - not necessarily evil, simply growth without control, and self-preservation without morality - with the idea being that you pumped a node full of taint with some sort of machines to control the growth. The end goal of course being to get it to explosively grow and expand, influenced by the machines and the aspects in the node, to form a dimension more or less to the thaumaturge's specifications. Of course, the nature of the taint and the difficulty of the process would always result in "imperfections" in the final project, ranging from minor quirks to full-out hazards (similar - again - to Mystcraft and its instability).

    Of course, something like that would have to be at the extreme end of a tech tree centred around "controlled" mutations.
    Posted in: WIP Mods
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    posted a message on Dwarven Weapons and Armour's (ALPHA) (V6.0) REVAMPED

    The Moria Portal should have to be crafted out of Stone Bricks, with a Melon as the top middle block (props to anyone who gets the joke).

    Posted in: WIP Mods
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    posted a message on Fake ad for free minecraft. Watch out!

    It's not really anything new. People put out things like this all the time. You should always be careful if you see an ad that seems too good to be true online.

    Posted in: Discussion
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    posted a message on Forgotten Nature [1.7.19] A Natural Addition to MC: Trees,Crops,Fruit,Flowers,etc...

    Oh my gosh! A legitimate revival of this mod? I can't wait! I used to use it way, way back in the day. One of the first mods I ever used, and I've been sorely missing some of those trees ever since. So much gratitude for deciding to go about updating this!

    Posted in: Minecraft Mods
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    posted a message on [PSA] How NOT to Present a Mod

    So, I was browsing the modding forums today, and I noticed a really awful trend. Most people have the sense not to do this, but too many people don't. At the risk of this being in the wrong section, though, I thought it was time someone pointed out this bad habit, and why you're shooting yourself in the foot.

    "All info is now ingame as tooltip."

    "There are a lot of recipe's please use NEI to find them all."

    "For all the latest news and sneak peeks follow me on Twitter"


    The above were found in spoiler tabs, and are examples from just one of the mods I looked at today. Do you want people to play your mod? Don't do that. That right there is how you get people to not play your mod.

    First of all, it's completely unhelpful. People want to know what your mod does, in as much detail as they can, before they download. They want to know if the functions are useful, if items and blocks look good, and if the recipes are balanced to their play style. When you make people play "follow the bouncing hyperlink", or download and run the mod to find out, you are saying that you don't value their time...by deliberately wasting it. It is not their job to extensively test your mod. It's your job to give them a reason to play it. Don't do your job, and a lot of people are just going to give the mod a pass. That's not them being lazy, it's you failing to promote your work. You worked hard on your mod, so don't cop out at the final hurdle!

    More importantly, though, adding sections for information to your thread and then not putting the information there is a super-douchey thing to do. What do you accomplish by not putting external sources for information right up front? Once again, you're wasting people's time. Got a wiki? Fine, but don't make the link to the wiki a separate section labelled as "mod details". Put that link right under the banner. Also, again, don't use a wiki, or NEI, or any other resources as a substitute for giving information. At the least, your thread needs to have a quickstart guide, some screenshots (assuming there's anything to see), an overview of what the mod does, and the latest changelog. What's that? Nobody reads the changelog? Well, believe it or not, it doesn't matter if they read it, just that they see it. Seeing how much changed between versions, and when the last update happened, not to mention the kinds of changes made, gives people information on you as a modder. It tells them what direction you're moving in, how much work you take on at a time, and how recently you last did anything with the mod (note, this is why more changelogs are better, since it allows people to gauge the average time between updates).

    Now, will everyone need all this information? Will they always even use it? No, probably not. However, the fact that it's there shows that you cared enough to include it. This instantly makes you look more professional, and increases the amount of trust people are willing to place in you, and by extension, your creations.

    Hope this helps some of you, and happy modding!

    Posted in: Mods Discussion
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    posted a message on MineFantasy2 - Alpha
    Quote from Tigerlore»

    May I have permission to include Minefantasy2 in a modpack to be named "Minefantastic!" for the FTB/Curse launchers?


    Every mod and config option will be carefully selected to support and enhance the Minefantasy2 experience. I'm even working on replacing all the vanilla loot in Roguelike dungeons with the equivalent Minefantasy2 loot. It's quite a chore and I can see why it's rarely been done in modpacks - Blood n Bones is the only other pack I've found that has done it.


    The pack will be clearly labelled as "Alpha" as long as Minefantasy2 is in alpha.


    I've made a third-party pack before here; so I know what's involved.


    Can you provide a link when it's available? I know a couple people who will be interested.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ewsmith»

    azanor. i have to thank you for this thread as well as the mod.

    the 'discussions' are almost as good as the mod :D


    @everyone: if a game changing this much disrupts your life

    that much you need to examine your lack of priorities.


    If the things that make you happy aren't a priority, you need to r-examine your life. Just sayin'.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    Please forgive the double-post. I've just discovered that with your latest version of Harvestcraft, I'm crashing whenever I look up item uses in NEI. No idea why, but removing Harvestcraft does fix it (and nothing else I've pulled does).

    Crash Log

    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from AnonTheMouse»

    Having a problem with Harvestcraft. I thought I had the config set up to give four fresh water from one bucket, but for some reason I'm only getting a 1-1 exchange in game. I checked the config for Hunger Overhaul as well, but that doesn't seem to be doing it either. Is there something I'm missing?


    Alright, I did a little digging and found out more on my "issue". I think I understand the change since when I last played, but it's still very inconvenient. My I propose a workaround?

    Since the Fresh Water item doesn't return a bucket and the wells take three iron already, could right-clicking a well with an empty hand or Fresh Water cause the block to dispense one fresh water? This would skip the conversion step and solve a lot of problems. Plus, it would be an extra reason to make a well.
    Posted in: Minecraft Mods
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    posted a message on Don's Lightning Rod Mod - Control the skies!

    This really makes me want to make an Eternal Storm Mystcraft Age...

    Posted in: Minecraft Mods
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    posted a message on BetterBeginnings Mod Reborn

    Both the ability to automate, and the ability to configure recipes are currently in the works. However, the features won't be added overnight. If you need something immediately, then yes, you will have to find your own workaround, or talk to other modders about what they can do on their end. Otherwise, please be patient. It would be great to get Better Beginnings fully compatible with all the other great mods out there (or at least the big, common ones), but it takes time.

    Posted in: WIP Mods
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    posted a message on MineFantasy2 - Alpha

    I'm not really asking for help so much as pointing out what seems to me to be a design flaw. Like I said, I like things for the most part. I kind of have to object to boss level mobs that can gank you at spawn right off the bat, though. That falls pretty firmly in the cheap death category. My opinion of the mod would go from "interesting but not for serious play" to "worth building a pack around" if that couldn't happen.

    Posted in: WIP Mods
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