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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    Is there a way to disable the "trees" portion of the Project Red mod? I love everything about this mod except those eye-sore trees, and there seems to be nothing in the config to help me with that.

    Posted in: Minecraft Mods
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    posted a message on Petition Against 1.8 Enchanting
    Quote from DaDerpKing

    But you went through the pain and finally got a good enchant. When you got that you felt awesome. It's like Dota or LoL in a way, you struggle, but when you succeed, it feels great.

    Honestly, I'd rather get the enchantment I want and feel awesome all the time. Should winning the lottery make you feel accomplished? No, it shouldn't. It should make you feel stoked, yes; but accomplished, like you got the fruits of your hard labor? No. You just got lucky.

    With the current flavor of enchanting, you might get the fruits of your labor, you might not. Minecraft is a lot of fun, but it can become quite tedious. I'd rather know that my experience of tedium will pay off with useful upgrades to help me adventure, instead of, oh I don't know...ruining my only good pickaxe with Silk Touch.

    If I've farmed 30 levels worth of experience, I've already done the work. I don't want to have to work my butt off and THEN also win the lottery, lest I lose that hard work, especially when I had to use diamonds and obsidian to build the enchanting station in the first place. Especially because that's time out of my real life that I can't get back. I think that's also an important note: we are spending our real lives playing this game. Yes, I understand, that is a choice, but it would be nice if some of its finer points could work with us a little bit. You put in the effort, gather the materials, you get what you want. That's kind of the basic rule of a crafting game, yeah?

    I would also argue that needing a physical reagent (lapis), in addition to spooky magical energies, would make enchanting in MC more like it is in a fantasy setting. Usually people need some kind of physical material to interact with a spell and truly enchant an object. It's almost like a spell focus, or a material with intrinsic magical properties that is able to bridge the gap between the spiritual and the material plane, and allow that magic to bond with the item.

    In other words, it would appear that they aren't "taking away from the fun and magic", they're adding fun and magic. And lapis is the perfect thing for it. It's a valuable gemstone in real life, believed to possess metaphysical properties. Time for it to be valuable in MC. I always felt like it was missing some substance in the game.

    I think it would be REALLY cool if they incorporated different gemstones, and related each gemstone to a specific type of enchantment. Or even if they just used already in-game materials. Let's say enchantment has a base cost of Lapis Lazuli (1-3, as it would appear), along with the XP levels, of course, then an additional cost of the material that specifies the type of enchant. For instance; Diamond for Unbreakable, Blaze Rods for Flame Aspect/Fire Protection, Gold for Fortune etc...It makes it seem more like a craft. Honestly, I usually have so many extra resources I can't use by the end of the game, a way to sink them is a blessing.
    Posted in: Future Updates
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    posted a message on Tinkers Construct
    Well, I seem to be having trouble melting down mobs for their sweet, sweet life juice. I had an enderman teleport right into my forge the other day. I was waiting for him to melt, and he just wouldn't. Then, I climbed up over the top and slapped him with my sword, and he just teleported away. I was rewarded with no ender juice. I then constructed a dark tunnel over the forge to try an experiment. I went about my business, and when I came back, my forge was filled with zombies and skeletons who would not melt. I killed them all inside the forge, and still, no blood. Am I doing something wrong?
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    I have the strangest problem. I just added Twilight Forest to my mods, and it's giving me this strange crash. I try to load my world, and the "Loading Terrain" screen comes up as usual, and then right before it loads the world, it just pops me back over to the title screen. Then, if I try to load the world again, it appears to go to the "Loading Terrain" screen again, but it locks up, doesn't even say "Loading Terrain" and all you see is the blank dirt texture background. The problem is, though, that it doesn't actually crash and show me a crash log, so I have nothing to show you guys. It just locks up, and I can't do anything at all except bring up Task Manager and force minecraft to close.

    It's definitely something to do with Twilight Forest, because it never happened until I added it. I read some of the previous posts on this thread, and saw the suggestion to change the PermGen setting in java, so I did that. That didn't make any difference. Also, I'm running the latest recommended version of Forge. Are there any mods out there that might present a compatibility issue that would cause this problem?

    Any suggestions?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Laskeri
    *Snip*
    Quote from Auric245524
    *Snip*


    Thanks guys :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So, I just recently got back into playing the big MC, and I've put A LOT of work into this one world. Now I realize I miss Thaumcraft, sorely. If I were to add Thaumcraft to the world now, would aura nodes show up? Would I have everything I need (besides elemental shards, but I think I can use Mystcraft for that...) if I just threw it in? Would I just have to visit ungenerated terrain?
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Oh, yeah it turns out I was on 0.6.3. That would have been a good place to start :P
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Mrvideogame

    *Snip*

    Quote from WayofTime

    *snip*


    Thanks for taking the time to reply. I appreciate it. I have a ritual of binding built. I've been trying to get a bound sword, but when I throw my diamond sword into the center, lightning strikes, which is cool, but then nothing else happens, and the bound sword doesn't end up in my inventory. I've done it about 6 times now. My LE is maxed out. Do you know why this could be happening?

    I'm using Mine & Blade: Battlegear 2, Mystcraft, Animated Player, Bibliocraft, Rei's Minimap, NEI.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    GOOD GOD! Blood-Powered Rails! You know you want to.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    DISCLAIMER: This post is a novel. I apologize for this, but I love this mod, and think it's super duper, and also has a lot of potential. I have condensed everything with spoilers for passers-by.

    Hi! I've been messing around with this mod for a little bit now. Thought you might appreciate seeing my ridiculous setup. This is how I got my magician's orb:



    I ended up having to replace the speed runes to complete the blood rites for that. I don't know what I was thinking. I ended up killing myself with the sacrificial dagger the first time, lol! Might need to double the height of my fence. There are chickens ALL over my land now. Buggers. Anyway!

    Questions:
    I can't seem to make efficiency runes at all, and I know I have the recipe right. Also, I don't understand how to use rituals. You say what they do, but you don't really give a good idea of how to use them. I saw a mod spotlight with rituals in it, but they only showed a few of the more basic ones, and didn't really cover the more advanced ones.

    Mainly, the reason I ask is that I need to create a Weak Blood Shard, so I can make Bloodstone Blocks, so's I can upgrade my altar. When you show the recipe for those blocks (in the OP), you don't actually name what's in the recipe, and you don't find out what that mysterious little red item is until you open up the "Armour Creation" spoiler way later on. Even then, it is quite vague in its instruction on actually obtaining a blood shard. It simply redirects you by saying "(See the Ritual of Binding)". And if you look up the Ritual of Binding, it says absolutely nothing about creating blood shards. Are we to activate the binding ritual, and then lead a mob into it? Did you purposely not give specific instruction because you want us to figure it out ourselves? If so, that's totally understandable that you feel there needs to be some mystique involved.

    Also, I know you've expressed concerns that your mod is pretty grim, and I personally, want to encourage you to allow it to become even darker. It doesn't have to be gratuitous, but even small things like making the blood in the altar look more like blood and less like pink lemonade would be a great start. Maybe making the rune designs sharper, barb-like. Causing them to light up gold or blood red as the altar becomes closer to filled, and fading to almost invisible as it empties.

    Also, I have suggestions :D

    Let me preface these suggestions by saying that I know full well that modding is A LOT of work, and what I'm suggesting here is nothing short of A LOT of work. I know you aren't a magician, and expect nothing from you. Just some things to chew on, because I want to see your mod bloom!

    I think that utilizing the space at the corners of the 3rd tier altar and up would be a nice way to round out your mod. If you think about it, all the pillars do right now is look really cool. And with all due respect, they do that very well :) However, it would be really neat if they were interactive, and brought some unique play options to the table.

    It would be really cool if, when you upgrade your altar, the cornerstones would have a container of some sort that is required to complete them. For ease, I'll call it "Sanguine Cage". So, say you wanted to hit 3rd tier. Right now, the pillars are *Stone Brick|Stone Brick|Glowstone Block*, but with the Sanguine Cage, the construction would be *Stone Brick|Sanguine Cage|Glowstone Block*, or even *Sanguine Cage|Sanguine Cage|Glowstone Block*. And the cage comes from anointing maybe...a set of iron bars in a second-tier blood altar. Or you could even make it so that you need to anoint 9 sets of iron bars in your altar, which would give you Sanguine Bars, and then craft them in a 3x3 pattern (like any block) to get the cage itself.

    So what would this cage do? Well, you could make it so that it periodically tortures mobs to give you a constant boost to your altar's LP pool during blood rites. Or, you can allow a player to use a rune as the floor of the cage to produce an effect. Then, there would be a higher echelon of runes that the player must spend precious resources (and plenty of blood, of course!) to create. An example of an effect might be to have a rune that draws a specific type of mob (hostile/docile/villiager) to the altar, and the effect could stack, so the more of that particular rune you have, the higher its range of attraction would be. One rune might increase the LP yield each time the cage blood-lets the creature inside, or increase the frequency of blood-letting. Or maybe, since I know adding extra runes to the game would be a trifle for you with coding, adding extra crafting recipes, and all that, you could use the elemental inks on existing runes. So let's say you put down a speed rune, and hit it with a certain kind of elemental ink, the block becomes a new kind of rune that is specific for use as the floor of the Sanguine Cage.

    This concept could also open up options for varied blood rites, giving you lots of interesting ways to use your altar. Maybe requiring certain types of mobs to achieve a certain kind of blood rite to obtain a powerful artifact. So, let's say you have a zombie in each Sanguine Cage around your altar, and fill your altar with blood, and then place some kind of binding stone in the altar, or a blood orb, or maybe even a zombie head. You'd get a zombie artifact that is sort of a manifestation of undead properties. And that artifact could be used in crafting, or even carried in the inventory to produce passive status effects with pros and cons. I like the idea of having passive character effects, because then you have benefits that don't require space on your hotbar, which is something I think every minecraft player can relate to. Keep in mind, it would still be balanced by the fact that it takes up inventory space.

    Hell, you could even make it so that the corners of the altar have to be capped with another set of altars, for blood storage and imbuing rites kind of like the one above, but with items and artifacts, instead of caged mobs.

    These things would produce so many different play options, that you actually have a lot of choosing to do between the combinations, thereby really defining just what kind of blood magus you are, and your own unique way of attempting to slake the nigh unquenchable thirst of the blood gods.

    P.S. How about initiating villagers into a Crimson Brotherhood of sorts who assist in altar ceremonies, or even act as willing sacrifices (for a lower LP yield [say, 600 LP] than a regular villager, because, you know...the blood of the innocent is much sweeter to demon lords and their ilk. DUH!)?

    Thanks for this delicious mod! And thanks for your time!

    ~Chesh
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    So, I built a house inside a giant redwood...Didn't realize the leaves would start to decay. Is there a way to keep the leaves from decaying if you build a house in a redwood tree? I'd really like my house to continue to look awesome from the outside as well as the inside.
    Posted in: Minecraft Mods
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    posted a message on [1.5] The Runic Dust Mod [Mar14]
    Quote from jul19

    -.-. Come on, you are in the 1.5.2 version and the mod is in 1.5. There is no bug, The mod is just not up to date....


    So why does it say "for MC[1.5.2]" in the name of the Core Mod file on the download page? That's a little misleading isn't it?
    Posted in: Minecraft Mods
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    posted a message on [1.5] The Runic Dust Mod [Mar14]
    My God. I didn't realize this mod was compatible with 1.5. I saw Direwolf's first spotlight on it, but that was for an earlier release. I was so disappointed that I couldn't use it in my current world! I've been going by this site's list of 1.5 compatible mods:

    http://modlist.mcf.li/list/1.5/1.5.2.php

    Might be a good idea to get your mod on that site. I'd like to see your mod gain some more recognition. I should have just done a search in the first place!!!

    I'm so stoked I can start using this once I get back into playing Minecraft more. And I'm STOKED about the addition of the hammer and chisel. Like...the decoration options are limitless now. I noticed you posted about people asking for vertical runes. I think it would be neat, but I understand your dusts aren't coded to actually go on walls and ceilings, and getting them that way would pretty much be an overhaul. Would it be possible/much easier to accomplish this by coding dusts to be placed in ruts that you make with the hammer/chisel? Because it looks as though the ruts can be placed on walls and ceilings, judging by that one screen shot with all the lava ruts. Maybe I'm not seeing that correctly, and those aren't ruts...are they ruts? Anyway...Even if this didn't allow functionality, you could make a lot of stuff look cool, and that's all I'm concerned about, personally :D
    Posted in: Minecraft Mods
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    posted a message on Glowstone Wire v1.0.2.113
    Quote from JamaicanSoup

    can it run along ceilings? that would be cool if it could!
    Quote from LORDMcDERPLES

    Could you make it run on walls, and perhaps ceilings too?


    I'm pretty sure it's a repurpose/tweak of redstone, which means it uses redstone's code, which means (I think) he would have to pretty much entirely rewrite the code for glowstone wire, because the only way redstone works is if it sits on top of a block and occupies that block. Maybe. I could totally be talking out my ass on that one. I don't know a whole lot about coding. That's just what makes sense to me.

    I think a neat addition to this mod (or the camo lights mod) would be to make it so that you can craft glowstone with armor to make it glow when equipped. If that's even possible. Mining helmets, anybody? Or, uh...have you ever heard of the Runic Dust Mod? You could make it so that you can draw, pixel by pixel, on blocks with glowstone. Like maybe create a crafting recipe for a "Glowstone Chalk" or something, so that regular glowstone dust would still place a wire. You could make some really intricate decoration like that.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    The idea about having to find a "mana rift" generated in the world is worrisome to me. Minecraft, at its core, is really about being able to build wherever and however you want. If you find a really amazing spot in the world and you absolutely must build your house there, but there's no mana rift for miles? Ars Magica instantly becomes less fun. I do like the idea of there being more to a nexus than chalk and bricks, though, so maybe the player should have to use some kind of ritual involving spells, reagents, crystals, and things of the like, in order to create a mana rift. Ooh! And with that mechanic, you could require different materials to create different kinds of nexi! Like, as part of the ritual to make a dark mana rift/nexus, you must sacrifice creatures on an altar or lead them to their doom. And to create a light nexus, you must charge a crystal with sunlight reflected off enchanted mirrors. And even if you don't include the light/dark nexi in the sequel, nexus rituals are an interesting idea to kick around. I like the idea of them spawning as part of world gen as well, so you can make a nexus a little earlier in the game, but...only with world gen? Ouch. Right now, I have a light nexus set up inside one of the gigantic redwood trees from the Natura mod. It's pretty glorious. It kinda makes me feel like a druid. I would be pretty broken-hearted if things like that were just impossible from now on. Check it:





    I also really would be sad to see the world-gen go. I understand if it would make it easier on you, though. There are a lot of errors with the current added world gen. I think Faranae has a really neat idea with a separate world gen pack, but...that's just another entire project you'd have to undertake. Still, though, I think the exploration opportunities that your world gen has added has definitely made me put on my travelin' shoes, when I otherwise would have found something a little closer to home to work on :)
    Posted in: Requests / Ideas For Mods
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