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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    It would basically mean that we start fresh, but always with the same core principles that SimpleOres has always had - to provide more variety to Minecraft in a balanced, intuitive fashion. It doesn't have to be a perfect clone of the origin, fresh ideas are always welcome. But it's not something I can commit to alone.


    I probably won't be able to contribute anything if use code-wise, but I'd love to help with that. A few months back I was working on some custom ores for a Mod Pack that tried to be Simple Ore-like without just copying the Simple Ore ores, so it would be amazing to help with the idea for a new incarnation of Simple Ores. Also, I could probably make time to do some play/bug testing once it is further along.


    And I was a bit surprised when I did my weekly browse through the newly update mods on Curse and saw Simple Ores there. Glad to see the mod is back after a brief hiatus. Though during those months I did plan to move the Mod Pack that needed Simple Ores back to 1.11 and do a different Mod Pack in 1.12... Guess I'll just have 2 1.12 packs by now unless Simple Ores manages to port to 1.13 before I get there; TBH, I'd really love it if it ends up being 1.13 =P

    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    Shame to hear it is no longer maintained. I've been wanting to use the mod again in a project I've been working on, but I've been waiting for the rest of the 1.12 ports for a while now. Guess I'll need to keep waiting a bit longer... Or try 1.11 instead.


    Anyway, it is understandable why this happened and a big thanks to Sinhika for maintaining it as long as they did. I'm sure someone will continue the mod eventually; at least if I have anything to do about it. Though if someone did want to finish the 1.12 ports before I figure out how that would be nice =P

    Posted in: Minecraft Mods
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    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]

    Ah, thanks; I'll have to further review those skill guides then. Is there any place I can see the exp table though? Or perhaps commands ingame to help me figure that out. Like how much exp is needed for level 100 or such. I want to check how long it will take to max or hit certain milestones so I can decide if I'd want a higher base exp rate. Also, if I change the base exp, will the skill guides reflect this?


    Aside from the exp stuff, I remember there was one thing I did get stuck on. How do you get a bucket of lava for the Smelter? I didn't see the bucket recipe in the skill guides and I haven't added other mods like NEI to check its recipe. Speaking of which, are there any other recommended mods to use with RSMC? The only ones I thought of so far are NEI and Waila, maybe a map mod too.


    [Edit: you start with a bucket don't you? Well... I've also found the set level command and am using that to find exp for levels.]

    Posted in: Minecraft Mods
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    posted a message on [RSMC] RuneScape Minecraft [Skills][Stable Release][1/22/2016][v0.4.4.29]

    Well, it seems this mod has improved a lot since I last saw it. I tried out the latest version earlier and I have to say it is very well done. So far the gameplay seems fine and the config options are great.


    Sorry if this is shown somewhere and I missed it, but what is the exp per level and exp per actions listed anywhere? It doesn't seem to be the same rates as RuneScape uses and I am not sure if I'd need to up the base exp rates in configs or not. Also, is there any content beyond level 120? I noticed the max level was set at 200 in the config. It would be cool if there was an option to rebalance it to the classic 99 max, or configs to customize the levels for everything, but I would expect that not to be simple to change.

    Posted in: Minecraft Mods
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    Untamed Chaos v1.6, the final update, is now out; the launchers should have the update within a few days. The update is mostly mod updates and a few small tweaks, but it also contains a very important Multiplayer fix.


    Sorry that the public release was delayed so long; after I finished my private release, a few more mods updated and I wanted to grab them before I did the final release. Speaking of which, the issue with Mekanism cables not powering Tesseracts should be fixed. But right after I uploaded the update, we discovered that the server version had a crash, and has since v1.3, due to Liquipacks. With this release, I downgraded the mod to the last working server version, which shouldn't cause any problems for existing worlds, and removed the faulty server downloads. Apologies to anyone who had server issues because of this; I will make sure to keep a better eye on SMP testing of future mod packs.


    Anyway, I think that’s it for Untamed Chaos. Thanks for everyone who has supported the mod pack and hopefully you enjoyed it. Also, if you did follow my Let's Play of the mod pack, to go along with the final update I've added a link to the world download in the description of the final episode. As for what I'll be doing now that Untamed Chaos is over, I plan to go back and finish Moonlit Siege and Void Shadows to wrap up 1.7.10 and then move onto a new 1.8 mod pack, which is already in early testing. If you want to check out my other mod packs, links should be added to my signature as the packs are released.

    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    Well, v1.5 came quicker than expected! However, this is more of a fix than an update. I messed up when submitting the Launcher versions and forgot to note the change in Forge version, so they needed to update it to fix it. The Mod List and Manual Downloads are the same, so no need to update if you got that for v1.4.

    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    Remember like half a year ago when I said I was working on an update for the Mod Pack? Well, I finally finished and released it. It is a massive update with a ton of mod updates, some cuts and additions, and a lot of tweaks and new stuff, so I suggest you check the changelog to see all the changes.


    Also, the mod pack is now not only on the FTB Launcher, but now it is on the Curse Launcher as well! Hopefully everyone enjoys the update. I do plan to do one final update in a few months to wrap up the pack before I move on from 1.7.10. But before then, I plan to do something about those other packs I never finished...

    Posted in: Mod Packs
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    posted a message on bspkrs' mods (ArmorStatusHUD, DirectionHUD, StatusEffectHUD)

    I'm a bit late to post this, but a couple months back I made spotlights for these mods. Hopefully I did a decent job at covering them; let me know if there is anything than needs correction.


    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!

    This is what I was referring to about the bottles; I forgot exactly what was mention before so I checked the old posts to see and thought htat was worth mentioning again. And I don't think the drop rates had a config before; or at least I remembered wanting change the rates or turn them off and readd with other mods but was unable to and this the first new version since I mentioned it. Anyway, I will be sure to check out the update then; I think the drops being too common was the main issue I had before.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!

    Good to see this mod is still being updated. Were there any changes with the bottles being consumed, toggles for new mob drops, or NEI support? I remember those where things mentioned a while back that I have been waiting for.

    Posted in: Minecraft Mods
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    posted a message on Usefulfood 1.5.0 - Craft yourself a meal!

    Well, I picked a good time to check my forum notifications. Nice to see this mod updated. I had some plans for a 1.8 pack and I am sure Useful Foods would make a great addition.

    Posted in: Minecraft Mods
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    It has been a bit since I posted an update here (nearly 3 months >.>). I mentioned in my last post how I wasn't sure when v1.4 would be and was busy with other things. Well, recently I started working on the mod pack again!


    So far, I have updated over 60 mods and I am still not done updating, but getting close. I also have been working on a bunch of various tweaks, like rebalancing the Doomlike Dungeon loot. I still need to further test many of the mod updates and have a lot of other tweaks planned, so still a lot to be done. But I have made a lot of progress so far and should have a v1.4 release sometime in October.

    Posted in: Mod Packs
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    The v1.3 update of Untamed Chaos is finally out! Sorry it took me so long to get it together; I've been distracted by other things lately. Anyway, this update not only fixes the Lycanite's crash issue, but updates a ton of other mods and fixing some issues with potions. However, there are other mod updates and config tweaks/rebalancing I wanted to include in this update, but since it was taking so long already, I decided to push v1.3 out sooner and save the rest of the updates and changes for v1.4; no idea when v1.4 will be though.

    Posted in: Mod Packs
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!

    Hey, I was just testing the latest update to make sure there were no issues with my pack and I had an idea. Think we could see an Infinite Water Tank? It only takes 2 water sources to make an infinite supply, but if you fill a tank with 2+, it still drains when placing and doesn’t make more. So I was thinking there could be a special new tank, possible an upgrade of a big tank, that would always be full of water; allowing you to place infinite water with it. Perhaps there could be even more specialty tanks as well; something with obsidian or cobble comes to mind...

    Posted in: WIP Mods
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    posted a message on Description Tags
    Quote from Zsashas»

    Which Lycanite mobs did you test on? Quite a few are in a gray area of being farmable or tameable, yet still initially hostile.


    Forgot how many were farmable/tamable... That could explain it. Also, it has been a while and I forgot what I tested it on.

    Posted in: Minecraft Mods
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