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    posted a message on Tinkers Construct
    When watching the video, at first I was all "Hmm. Flowers. And dimensional doors. I dunno how I feel about where this is all going". But then I was all "Spinning things! I want a spinning thing! I want to put giant windmills everywhere!"

    I like where that is going. And I do wholeheartedly agree with almost every single point made in the video. Most technology mods are annoyingly modern. I don't want factories, I don't want pipes or electricity or anything else that was thought of as voodoo in the 1700's. I like the low-tech approach. Windmills, watermills, those things make sense. They fit in with the natural and slightly magical world of minecraft. I wanna keep minecraft in the middle ages.

    Now, the centurion dynamo is a nice little thingy, and I want to be used somewhere. But, energy portals? That's a little too thaumaturgical. How about we just put up windmills everywhere? Wood and wool are both easy to replenish, and they seem like the primary ingredients in the awesome mill of spinning goodness. Put up bases anywhere you want.
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Ah, I see where you're coming from. Your way makes sense, too, so it's really just a matter of personal preference. But a list of a dozen separate downloads might be confusing to some people, so I guess the less downloads the better.

    Alternatively, and I honestly have no idea if that would be easier or harder for ya, but you could just make it one huge download and then have a config file where you could enable or disable each mod one-by-one. I know some mods that include several features do that.

    Keep up the good work, can't wait for 1.7.2!
    Posted in: Mod Packs
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Convictvx

    where can i find the 1.6.4 thread ? i have crash report on a custom 1.6.4 modpack and seems like i can't find the 1.6.4 thread of the Biomes o' plenty mod.


    This is the Biomes o'Plenty thread; the 1.7.2 indicates the current version of the mod. There are no threads for every single version of the mod, that would be silly. So just go ahead and post it here, and remember to use the spoiler tags.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Sorry if this is a silly question, but for Better Villages, would I have to manually add each biome for biomes o'plenty?
    Posted in: Minecraft Mods
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    posted a message on Waypoints
    This is a very useful mod, and I don't want to see it die.

    Also - maybe make the recipe a tiny bit harder? Once you get iron armour and diamond tools, endermen aren't an issue, and once you beat the ender dragon, eyes of ender are pretty easy to acquire en masse. Maybe add a piece of obsidian, or even a ghast tear.
    Posted in: Minecraft Mods
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    posted a message on NATURA
    Quote from TheEnlightened

    But that disables the mod in the nether, or more specific, it disables naturas decoration of the vanilla nether biome


    I remember that being different in the past, cause Natura's nether override used to heavily conflict with BoP's Nether biomes, but the trees and bushes from Natura still spawned in the nether.

    Could it be possible to add spawning controls for heatscar spiders and imps? I currently have the spiders overrunning me on the first night, and all I can do is make them spawn no baby heatscars. Thanks!
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    mDiyo sure loves teasing us with awesome stuffs.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][Forge]Project: Arcane
    Can we have a description of what's in the mod, maybe some pictures?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Can someone tell me what is wrong with my setup ?
    The only way I have been able to get essentia into the jars was by having only one kind of essentia in the jars. Otherwise it would just stay in the arcane alembic.
    And I do not think that that is the way it is supposed to work

    I am working with direwolf v1.0.19 on minecraft 1.6.4
    This is my setup http://i.imgur.com/ow6Pjw4.jpg


    The pipes can only suck one type of essentia at a time. If you look at your picture, you can see green gas escaping at the uncture with the two jars; that means that that's the problem point. With the newer versions, you either have to be really meticulous with your pipes and use all the advanced pipes, or switch over to golems.

    Hope that helps.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Is there somewhere we can check on the progress of the mod, like the changes for metallurgy 4?
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Good to hear you're back!

    Would it not be easier to offer each mod as an individual download, and then the other option be the Complete Modpack? Because then if someone wants just one of the mods, they don't have to delete everything else from the pack. And all the individual mods would have a space for you to provide a description for what it does.

    And yeah, most mods do not have ID conflicts in 1.7.2.

    Keep up the good work!
    Posted in: Mod Packs
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    posted a message on NATURA
    Woah, that was fast. Yay for being able to gorge myself on berries again! Thanks for keeping the mod alive.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from NiGHTS4life

    Flux and taint are one of the reasons why I think this mod can damage the world you're playing if you aren't careful.


    Thankfully, both are highly configurable.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    TC4 is compatible with almost every other forge mod out there. It's very rare for forge mods to be incompatible.


    While that is completely true, it's always a bit discouraging to have no aspects for another mod's blocks or items or mobs. But given Thuamcraft just updated, modders will have to take their time. for example, the mob aspects mod (http://www.minecraftforum.net/topic/2090604-16x-thaumcraft-addon-mob-aspects/) adds compatibility with a lot of mob-adding mods.

    Hope this helps.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from SixOnTheBeach

    So, I really want to use this mod, but I don't fully understand it. Why would I use an ore thats either rare, or only found in the nether, for something as good as a stone or iron sword? I'm not hating on the mod, this is an actual question.


    Well, some people try to survive in the nether with nothing from the Overworld. For such cases, these nether ores replace stone and iron tiers. And all ores have a use via the machines - such as turning the ores you don't need into experience with the abstracters.

    Alternatively, there's what my personal favourite - use the configs to completely remake the tech tree, and make all the ores have their use, such as being better than average for armour or weapons or be more enchantable or have high durability.

    Hope that helps. Can't wait for an update on Metallurgy 4. Go Glassmaker, after your work on ExtraTiC, I have complete faith in you making Metallurgy 4 amazing!
    Posted in: Minecraft Mods
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