Ok, it doesn't seem like anyone brought this up, so I'm gonna ask.
I have a world I recently started where I have the mode on hard, but I have disabled monster spawning.
I still haven't got around on using your machines, but...
During the night, I found a mob called Replicator. Which looks like a different colored version of the Silvefish.
They all dropped dusts from your mod, so I'm quite positive they come from your mod.
How does their spawning work? Considering I have disabled monster spawning, it seems there needs to be a condition for them to spawn, like say a monster spawner. I only found 3 of them through the nights, and all 3 spawned in the wild.
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Sep 26, 2014AznaktaX posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51Posted in: Minecraft Mods
Sep 20, 2014Ok, at first glance, the mod looks pretty self explanatory, except..not!!!Posted in: Minecraft Mods
Quote from ASB2 »Electis Infused Stone spawns in Electis Catching Stone. It can spawn in nodes up to level 100. It is somewhat rare.
If you really cant find it, spawn in the Destructor, it should be an item in my creative tab. Right click it in the air without shifting to increase the destruction radius then right click on a block to destroy all blocks in a cube of that size. If you do not hold shift it will destroy a 1 deep hole. If you do hold shift it will destory a complete cube of that size specified.
It only destorys the block that you click on so by clicking on stone your can destory everything but the ores in the world. If you dont see my ore there then report back to me.
Are my English that bad, or yours is?
No, I'm sorry, I don't mean to be rude, but what exactly is a Destructor?
Why do you right click the air?
You destroy what to do what??
How exactly you find the ore?
Aug 27, 2014AznaktaX posted a message on [1.5.X/1.6.X] Teleportation Stones (Adding waypoints to survival) V1.0.0Posted in: Minecraft Mods
I would like it too.
Apr 21, 2014AznaktaX posted a message on Idfix and Idfix Minus: mods for resolving Id conflictsPosted in: Minecraft ModsQuote from Dah_Kihng
As I said, I don't even know where a config is, let alone how to edit it.
Usually, they are in the .minecraft/config folder.
Apr 20, 2014AznaktaX posted a message on Idfix and Idfix Minus: mods for resolving Id conflictsFor those wondering why idfix isn't working for you, let me give you my guess as to why this happens, as well as a temporary solution.Posted in: Minecraft Mods
Disclaimer: Keep in mind, I know next to jacks**t about mod programming. What you're gonna read from me is just personal experience from installing and playing with mods
If you read AUTOMATIC MAIDEN's post, you can find similar problems.
While idfix has been very helpful for me on resolving id issues...sadly, most of the mods are incompatible with it.
Now, this is nothing new.
This problem has been around ever since the days of ShaRose's ID Resolver.
According to ShaRose's words, the reason is....well...bad programming from the side of the other modders. XD
I will assume that it's the same case with Idfix.
With all that being said, here's a temporary solution.
Once a mod comes up that doesn't want to play nice with Idfix, close minecraft and open up that mod's config, along with the idfix.txt located in your .minecraft folder. See what ids idfix wanted to use. Leave them as they are, and instead change the corresponding ids so that they are the same in both configs. Here's an example with Buildcraft.
The ids in the red rectangle is the ids Idfix wants to use. But Buildcraft is jealous. So you have to please it by giving it the same ids in the yellow rectangles, just like I did in the picture above.
This will fix your problem temporarily, until another mod comes up that has the same freaking problem. It's such busy work. So, what do we do? Do we have to pester every modder to program their mods so that they don't freak out whenever an other mod tries to change their ids? It does look like it.
Edit: Btw, this is for idfix, not for idfix minus. I haven't yet tried idfix minus, but I'm thinking about it.
Apr 14, 2014The fuel looks like something you would expect out from an FTB modpack, with plastic instead of animal skin, and oil instead of lava.Posted in: Minecraft Mods
The recipe doesn't make sense, but I guess it's the best you could think of without involving other mods, and making it unbalanced.
On the other hand, the recipe for the car is very easy.
Maybe iron blocks instead of iron, with a dye in the middle(or in the sides) that will specify the color of the car.
Other than that, I will have to wait before trying the mod, since I'm still in the process of gathering new mods.
Apr 10, 2014AznaktaX posted a message on (v1.4) OptiLeaves (Faster Leaves rendering, looks better than Fast graphics leaves!)The mod is not compatible with the latest version of forge for Minecraft 1.6.4.Posted in: Minecraft Mods
Btw, I'm shocked how poorely optimized Minecraft is.
I have to thank you, RyanDolan123.
Mods like yours have helped me quite a lot.
Normally, I would tell you something along the lines "Do not rush the mod for 1.7, most people still play with mods in 1.6.4, buuuut this IS a mod that even vanilla users use, so yeah....
Anyway, good luck with next version, keep up the good work, and thank you again.
Nov 30, 2013Posted in: Minecraft Mods
Hhhhmmm.....I won't be in Minecraft for a few hours.
If you have the patience until then, unless someone else gives you the answer....
Nov 28, 2013Posted in: Minecraft ModsQuote from Hunternif
At the moment it's possible to register custom (or default) textures for custom biomes in code. If a biome is not registered directly, Atlas will try to determine its basic type like "water" or "forest" based on Forge's BiomeDictionary. Although this will only work if the mod the biome belongs to registered the biome to BiomeDictionary. If that fails as well, it uses the default texture for unknown biomes, which is plains. It looks empty, because that's how I thought plains were depicted on maps, like empty spaces. See LotR map for example.
Aaaahhh, that's a such a pity.
Even though I still don't have Biomes O' Plenty on my world.
However the map looks pretty cool.
I hope you can fix compatibility in the future.
Nov 28, 2013Posted in: Minecraft Mods
I don't believe it!!!
Quote from AznaktaX
Brb, gonna build an Enderman Cooker in The End.
You did it.
You monster, you actually did it. XD
You turned the smeltery into a slaughtering machine!!
Well, let's waste no more time.
It's time for Chef AznaktaX to come in.
How would you like your villagers, Sir?
With or without sauce?
Nov 27, 2013Posted in: DiscussionQuote from GolemKing2013
And in 2.0 furnaces now explode at random, and chickens are now hostile!!! just think about wait will happen...however i am not talking about mods, however those are fun!
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Nov 16, 2012Posted in: NewsQuote from MichealIkruhara
I'm sure I'm not the first to say this, but most of the Mod-Makers in the community must be Flipping Tables and drop-kicking their desktops with all the updates lately. XD
Not just the mod makers!
I always run a heavy modded world with as many mods(My 1.3.2 world has 90+ mods) as possible!(it takes me several days to put all the mods together so that most conflicts and bugs are away)
Every time a new update comes out, it puts me into anxiety because I know I will have to w8 1-2 months(maybe more) before I can begin a new world!(and I say new world because keeping my world with all these mods is obviously next to impossible :P)
And I know it can't be helped!(at least, until a good official mod api comes out)
Bugs HAVE to be fixed!
Personally, I'm not optimistic at all even with this 1.4.5 pre-release!
Don't be surprised if more come!
Mar 30, 2012Posted in: NewsQuote from HeadHunter67
Minecraft updates are coming out so fast, mod developers are unable to keep up with the pace.
We're just now starting to see mods being updated for 1.2.4, and now 1.2.5 is right around the corner.
It wouldn't be so bad if the MC updates didn't break all the existing mods.
How about Mojang takes a little more time and doesn't update again until that mod API is ready?
Hey, at least you guys are playing with 1.2 mods!
I'm still with 1.0 because I w8 for the mod api before I add any new mods!XD
Feb 14, 2012Posted in: News
Block ids have been increased to 4096
have been increased to 4096
increased to 4096
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