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    posted a message on (WIP) Adventure Backpack Mod - Beta 0.8c - UPDATED November 22nd 2015
    For a backpack to aid in farming, maybe adding a sprinkler function to the backpacks, or adding a special sprinkler backpack. The sprinkler functionality could use up water in the tanks and when placed could water an area of crops (similar to the sprinkler from Open Blocks).

    Edit: Maybe the hose could also be utilized to spray particles of whichever liquids were in the tank (e.g. Lava particles would burn mobs; Water particles would put out fire, hurt blazes, etc.)
    Posted in: WIP Mods
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    posted a message on Bad Wolf Mod Packs and Servers! Come Join and Play!
    Botania would be a nice addition to BTME lite and Coven.

    (Sorry about the short post, but I don't have that much free time.)
    Posted in: Minecraft Mods
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    posted a message on Bad Wolf Mod Packs and Servers! Come Join and Play!
    Quote from VerusAnimus

    Sure, its pure magic based, thaumcraft, ars magica, witchery and blood magic are the main magic mods. With other utility mods. Hunger overhaul and thirst mods. Farming takes longer, but with harvest craft you really feel like you did something when you make some of the harder meals that give good hunger amounts. Also all mobs have more damage, health, and speed in random amounts. And there are lots of new mobs as well. Witch's can drop special drops but there very rare. The game is hard even in easy play mod. At first just not dying of starvation is hard but then once you get farming a little you should be good to go. There are also a few extra world gens to add lots to explore, floating ruined islands and dungeons.

    A little smaller pack around 75 mods but because of the high difficulty you feel you did more when you do something normally small.

    It also has a Lore back story that has a starting effect on the game.

    Were testing it now, still have a few problems, but I think it will be ready. I am aiming to make it public in the first week of next month. Still have a few mobs to code in the Mob Properties mod. I am also still looking at a few mods and collecting a few permissions, one I really hope I get adds special breeds of animals. Like Leather Cows that give less meat but more leather.

    Its a lot harder to work out then BTME cause a few of the mods I added mainly Mob Properties just opens up the ability to change mobs but you have to code each mob change your self and I am changing them a lot. The clean code for witches is 360 lines. Most other mods range from 50 to 100 lines each. And I changed almost every mob even from mods. So even thaumcraft taint mobs and ars magica mobs have more power to them. Not bosses how ever I left them alone to not throw of the progression of the mod.

    Also a new website will be coming out with it and a few changes but not to btme tl it will still be what it is. And a new server as well.

    As a sneak peek I have the unfinished website to see
    http://badwolfmodpacks.weebly.com/
    tho the url will not be the same once full public.


    Sounds like a cool pack! I could definitely do some beta testing.

    A few mods that would be cool to add in

    1. EvilCraft - Adds in a variety of new evil things into Minecraft

    2. Nature Reborn - Natural disasters

    3. Player beacons - New beacons that can have some VERY bad side affects

    4. You Will Die - Makes the world very dangerous

    5. Hardcore Questing Mod

    I'm trying out BTME Lite for the first time. I will PM you when I've played around a bit. I'm looking forward to playing on the server!
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite

    Alpha Update: Saucy Helix - Version 1.5.2 for Minecraft 1.7.2
    I've decided to throw out an alpha update, I think things are pretty much fine now but I know you guys love to find bugs! :P
    Warning! Don't use this on your precious worlds/servers! Also I haven't had a chance to properly test it server side (feedback would be awesome) and also it might not even run at all as I'm currently unable to test the build properly as I'm using an old slow laptop).

    Possible Issues:
    • New biomes might not have their mobs yet, they don't seem to in my tests, I think they might not be added to biome groups so I might need to manually do a few things there.This could be a forge bug and sorted in the future, either that or there are new groups to work with.
    • Poison Clouds don't seem to make a sound or produce their particles which is odd. Could be forge and not me.


    Yay! Time to update to 1.7!
    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    This looks epic! Will there be a 1.6.4 version, as I would love to use this with my other mods?
    Posted in: Minecraft Mods
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    posted a message on The Ultimate Pun Mod! Updated Aug 2015
    Mob idea's:

    Hide - Ra: Will turn invisible and attack you. Will drop Hide - Ra blood.

    Pie - Sces: A fish that drops a piece of pi.

    Item ideas:

    Hide - Ra blood: Gives you invisibility.

    Piece of Pi: Heals 2 hunger and puts 3.14159265359 in the chat bar.

    Bed - Rock: Not sure what it should do, but could be crafted with a bed surrounded by stone.
    Posted in: Minecraft Mods
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    posted a message on Bad Wolf Mod Packs and Servers! Come Join and Play!
    Quote from VerusAnimus


    Ill take a look any rf mod would be awesome to add.

    Technic is pretty easy. You make a zip with 3 folders in it, mods, config, and bin, get your forge jar and rename it to modpack.jar and toss it in bin. Then just upload the zip to a public download site I use dropbox public folder, set up your technic and your good to go.

    Your pack sounds cool, lots of mods xD


    Thanks with the help!

    Another mod that you could add to the pack is MobSplice. It has it's own form of power generation, but it can also run on RF from Thermal Expansion. Here is the link http://www.minecraftforum.net/topic/2386728-164alpha-mobsplice-genetically-modified-mobs/
    Posted in: Minecraft Mods
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    posted a message on [UPDATED to 1.6.1]The Dark Ages Modpack[300+ Downloads]
    Seems very cool! You should add Ancient Warefare(http://www.minecraftforum.net/topic/1385622-152164-ancient-warfare-forgesmpwipdl/) and Ars Magica 2(http://www.minecraftforum.net/topic/2028696-ars-magica-2-164-version-112b-updated-jan-27/).

    BTW, I have my own modpack, but I am having trouble understanding how to put my pack on the Technic Launcher. Could I have some help?
    Posted in: Mod Packs
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    posted a message on [1.6.4] The Ridiculous Adventures - Carrots, Creepers, Magic, and More!
    Quote from thebaum64

    you are not ment to release a modpack publicly until you have permission from all of the creators of those said mods.


    I will be releasing the modpack with only the mods I have permission for (the ones with links to the mod page). I have the full list there to show what mods I WANT to include in the pack.
    Posted in: Mods Discussion
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    posted a message on [1.6.4] The Ridiculous Adventures - Carrots, Creepers, Magic, and More!
    Quote from kingspikeglitter

    when will this be released???


    I cant wait to play it!!


    I have had hardly any time to try and figure out how to put a pack on the Technic Launcher. I will try to release as soon as possible once I figure out how. Also, I will probably be adding some screenshots tomorrow.
    Quote from Elcidero

    Archimedes Ships might be a cool addition. It's really cool and seems like it would fit well in this pack.


    Yes, I will definently will add it to the pack once I have released it!

    BTW, I have received permission for 8 more mods and will be adding them to the list tomorrow.
    Posted in: Mods Discussion
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    posted a message on Bad Wolf Mod Packs and Servers! Come Join and Play!
    You should add in Simply Jetpacks. It is a Thermal Expansion addon that adds in RF powered jetpacks. Here is the link http://www.minecraftforum.net/topic/2548594-164-simply-jetpacks-rf-powered-jetpacks/

    Also, how did you get your pack onto the Technic Launcher? I have my own modpack, but I cannot figure out how to create a Technic pack. Here is the link to my pack if you are interested http://www.minecraftforum.net/topic/2448366-the-ridiculous-adventures/page__mode__show
    Posted in: Minecraft Mods
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    posted a message on NetherX v.1.3 - Dead for now. But not forever.
    Quote from Greenshoes

    Expect an update this afternoon sometime. :)


    What will be in the update?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite

    The Tarantula is almost ready, give me an hour or so and it'll likely be up! Although I might play with it's jumping a bit and check on a possible minor bug.

    In the mean time, I've started my own Modded Survival Series on YouTube, it features a cheesy narrative, fancy music and that sort of thing and of course features this mod along with the Nephrite Mod Pack and additional mods which I'll add as the series progresses.

    Please like and sub if you like!



    Other mobs can spawn, Cacodemons do sometimes but they mostly can't because the portal is too small. In 1.7.2 when I update larger portals will allow for larger demons to come through!


    Nice video. I am looking forward to more episodes.

    Also, what are your policies for client side mods on the Nephrite server, such as Optifine and Voxel Map?
    Posted in: Minecraft Mods
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    posted a message on NetherX v.1.3 - Dead for now. But not forever.
    Quote from Greenshoes

    Sorry I haven't responded for a while! I've been really sick since Friday and haven't had time to get on the forums.



    I'm guessing from the crash report that you tried to register ItemCursedAxe as a wood block instead of an axe in the TreeCapacitor config. Try registering instead as an axe.
    If that's not the case, let me know. :)

    Maybe some sort of nether dragon?
    Quote from Fuziondude

    Almost like the Aether mod, I love it!

    How is is like the Aether? The Aether is a whole new dimension, Nether X adds in new things to the nether.
    Quote from Pony_Discord

    Perhaps add bosses or mobs named after powerful demons? Like Beelzebub being a giant insect (due to his association with flies?)

    Seems like a very good idea, but perhaps Beezlebub would better suit the Erebus mod. As for the demons, they seem like they would fir very well in Nether X.
    Posted in: Minecraft Mods
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    posted a message on NetherX v.1.3 - Dead for now. But not forever.
    Quote from Greenshoes

    So for NetherX 1.4 I am planning on adding better integration with vanilla, a better execration table, possibly hoes, and a better ghast shrine. I also want to make it more balanced. Any suggestions for any of these features/other features you'd like to see?

    Oh, BTW, more types of Nether dungeons and possibly more biomes are planned.


    Perhaps you could have support for mods that add new mobs to the nether (so that they could spawn in Nether X biomes)? Just out of curiosity, will trees, ores, etc from other mods spawn in Nether X biomes if they would normally spawn in the nether?





    Posted in: Minecraft Mods
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