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    posted a message on Tinkers Construct


    ......

    Brb, gonna build an Enderman Cooker in The End.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    Actually it does not - shortly after he stopped recording I was like: "Derp, wait - this won't work."

    I'm considering making the "log" versions of pure nodes actually do change any biome into magical forest.


    Weird!

    How will that work?

    Will it change any biome that the tree was planted, or the biome it's in(say, a tree is inside a magical forest biome with a plains biome right next to it, and one of the logs with a pure node inside it made it into the plains biome)?

    Or it will just change a small area around it?

    Or it will just change dirt/grass blocks around it like in Direwolf20's recent video?

    If so, what will the range be?

    I mean, if the range is infinite, and there is dirt/grass going on for miles, you would end up with a super massive magical forest biome!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Simple CoD GunCus Addon
    So, this is the first time I hear of such a mod, and I didn't even know there was already a mod that this is based on!

    From what I got from the description, I had to take the assets, bullets, and guns folders from inside the Simple Cod by Marz.zip and drop them into the .minecraft/GunCus folder!

    However, after testing it around on creative I still cannot figure out how to get the weapons added by this addon!

    Yes, I know you have to craft them, but there are like a gazillion combinations!

    Any help?
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    So, I have been reading posts on this topic and across the internet that people had chunk resets in an area where there were an enderchest and a chunkloader, and now I'm freaking scared of using an enderchest!

    So, what's the deal with that?

    Has it been fixed?

    If it hasn't, how can you avoid it?

    I do keep back ups of my save files, but it would be tedious to check every time if a chunk reset!


    One more question, where is there a change log for ChickenBones' mods?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    So....any detailed information as to what the mod does?
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.2, 1.6.4] [Forge] [SSP/SMP] SPENCERIO'S MOD MOD 5000+ dls! Tons of Stuff + Spawn ANY Mob! Really need a new showcase!
    I suggest that if you want more people noticing this, you start adding some screenshots and more information!
    Posted in: Minecraft Mods
  • 0

    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from Logger1010

    is there a way to change the spawn rate i looked in the config i saw nothing (im using the jar launcher and changing to getting the mod without the launcher is not an option)



    Spawn rate of what?

    The mobs?

    If it's the mobs, then there is the Mob Spawn Controls mod that could probably help you!
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Wooo!!!

    There are plenty of stuff in here!

    I will have to look into this carefully!

    Waiting for a spotlight!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Steelflame

    @AzanaktaX - Buildcraft doesn't mess it up, because Buildcraft adds an Ocean biome. Ocean biomes run on a separate generation manager from the land based biomes, which is why oceans are virtually always the same, regardless of what changes to the biome selection you make. Oceans are therefor very consistent, and you can change them without hurting the usual purposes of a seed,


    What about the OilDesert biome?

    Quote from Steelflame
    If you REALLY want that seed with that exact generation, only thing I can say is to make the seed, explore very large area with creative, and then run the regeneration feature of Thaumcraft. Note that this will at the edge of explored chunks create chunk walls, A trick to avoid these chunk walls would be to explore the entire continent, so that all new chunks would be in the ocean (and therefor not generate chunk walls), but that would take a very long time possibly depending on the size of the continent.


    I know that already!

    I want to avoid that, because what's the point?

    The truth is I use AMIDST to find biomes, villages, strongholds, and other things I want!

    It's not just a few locations!

    So, your solution is not an option!

    Thank you for trying to help though!
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So, I'm trying to create a new world with a seed I used back in 1.6.2, but Minecraft generates totally different biomes!

    After experimenting a little, it seems the culprit is Thaumcraft!




    This is the one I used back in 1.6.2, and this is also what I'm trying to get again!





    And this is what I get with Thaumcraft!

    This is the same save, I only added Thaumcraft, and deleted the files from inside the region folder!

    Why would it do that?

    Is there any way to tell it not to mess up the Terrain Generator?

    I'm guessing it's because the mod adds new biomes, but buildcraft adds new biomes too, and yet it doesn't mess up the biomes like Thaumcraft does!

    Please, give me a solution!

    I really want to have Thaumcraft in my world, but I don't want to mess up my seed for that!
    Posted in: Minecraft Mods
  • 0

    posted a message on Idfix and Idfix Minus: mods for resolving Id conflicts
    Quote from PixelDragon13

    Hello guys,
    This is a very good mod, but when i start buildcraft with much mods (70in total) the 1st time works, 2st time= crash
    This is the crash log:
    Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 4069 to the Fluid 'oil' but this Fluid has already been linked to BlockID 1530. Configure your mods to prevent this from happening.



    This is your problem!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2]More Bows! Mod
    Just making sure you know, but this mod doesn't work with the 1.6.4 version of Minecraft!
    Posted in: Minecraft Mods
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    posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)
    Quote from Aroma1997

    Good point. I will maybe make that dungeon a config option.


    That's fine and all, but what exactly is that special dungeon?

    How does it look?

    Where do you find it?Is it underground?

    How big are they?

    Do they have traps?

    This might shock you, but I still haven't got on getting into the dimension because, well...I was not ready, for various reasons!
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    At last!

    Glad you are back!

    Quote from immibis

    Got any ID resolver mods installed?


    Yes, but the Dimensional Anchor mod worked fine....that is before I tried to update forge and some other mods!
    Posted in: Minecraft Mods
  • 0

    posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)
    So, any information on these new features?

    What gives with the special dungeon?

    It kinda contradicts the concept of a world whose purpose isn't so much about exploring but rather about using it as a large quarry!
    Posted in: Minecraft Mods
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