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    posted a message on [16x][1.6.2]FeatherSong (Updated 7/25)
    Is there any chance of seeing this pack updated to 1.6 and rehosted?
    Posted in: Resource Packs
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    posted a message on Where to branch mine?
    I usually set up the mine near my house if I am going to branch mine. Typically, I only mine like this if I am not finding any deep caves. I have been finding that mining in caves is netting me WAY more iron as well as still giving me access to diamonds, gold, lapis, and redstone if the caves are large enough/get deep enough. As an added bonus fighting monsters if fun, and once you have iron armour and a supply of food it isn't terribly hard to do either.

    That said, unless you are in need of iron badly, always strip mine around y level 10 (I usually stand on 10, but ymmv and 11 is probably a safer choice), and I find that iron isn't super easy to find by this system.
    Posted in: Survival Mode
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    posted a message on I Wish I Was a Minecraft noob Again.
    Quote from WUZZUT

    I mean like. Now, I know how to do everything in the game. It doesnt feel the same anymore. I wish i could just Forget about minecraft, And then play it again. Wouldn't that be awesome?
    Whatta You guys think?



    I don't know if it has already been said, but try out TerraFirmaCraft or Better than Wolves if you haven't already. Both of those change things so much that you get to relearn Minecraft. ;)
    Posted in: Survival Mode
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    posted a message on My Survival World (w.i.p) 4 (Real) Days In :D
    Quote from Cresanthimum

    Depending on the horse breed. I had a horse before that could jump about 5 blocks. Horses can jump anywhere from 1.2 - 5.1 blocks.


    Vertically?!

    Back to my scheming and horse breeding!
    Posted in: Survival Mode
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    posted a message on Most legit time in the nether
    I've spent a few hours in the nether farming blazes when I was playing FTB once. Of course that ended in tragedy because of a fire bat. :P

    I don't spend much time in the Nether. I find it to be rather unpleasant to look at, so usually I go in, get what I need, and get back out again.
    Posted in: Survival Mode
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    posted a message on Minecraft Rarities
    Earlier today I found a dungeon right near spawn with diamond horse armour. Right after having gotten out of an abandoned mineshaft (that I didn't even finish exploring) with a 13 disc, a cat disc, 3 iron horse armour, 4 saddles, a diamond horse armour. No enchanted books, but that is still a pretty good haul for one evening's work.
    Posted in: Survival Mode
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    posted a message on My Survival World (w.i.p) 4 (Real) Days In :D
    Looks awesome!

    As to what to build next, this probably isn't very time consuming if you don't want it to be, so how about a race track for the horses? You can put in obstacles as well for jumping. Horses seem to be able to jump 2.5 blocks when you time it right.
    Posted in: Survival Mode
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    posted a message on I believe that Jeb has ruined the game
    Quote from Chaos

    Minecraft is adding RPG elements. Not everyone likes RPG elements. That's why there are mods. Mods are good, they give people choices, and don't force anything.

    But the community? It was already bad, I feel we could at least come to an agreement about that. :P


    Generally I don't wade into these sorts of threads, because the collective whinging on both sides of the argument gets to be intolerable. However, at least from what I have seen in my extensive lurking within the Minecraft community, the community is pretty good. Especially when I look at other gaming communities. Minecraft is one of the better ones. ;) (Yes, I get you were teasing, but I felt this still needed saying.)

    With regards to the actual topic: I really like the new features, and, unlike 1.5, 1.6 interested me enough to jump right into it before the mods were caught up. With the new launcher letting people have any version they want, I might go back to revisit the versions for early beta, but I really didn't get much enjoyment out of the game until 1.7.3 and onwards. (Nostalgia time: I remember being excited and even liking Jungle biomes when they first came out. Now I just delete the world if I spawn in one. Still glad we have them though!)
    Posted in: Discussion
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    posted a message on Wow- Dinnerbone musta really like UHC, despite dying so fast
    I don't particularly like the change to golden apples. Mostly on the basis that I have never felt an incentive to use them outside of playing with Ars Magica, and making them more expensive to make isn't creating incentive to use them.

    I'm not too keen on seeing them cater to a specific group's interests, but I won't judge the changes to vanilla play until I have had more of chance to toy with them. I'm just leery about changes designed to appease a specific small group.
    Posted in: Recent Updates and Snapshots
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    posted a message on Ars Magica 2 - Ideas
    Exploration was one of my favourite parts of this mod! Though sometimes it was hard to get into some places (so far, I can think of one structure I couldn't get into, two if you count ones where I knew how to, but needed the spell). Honestly, I love finding the world gen, and I love being rewarded for exploring with new thigns to do. I think the idea of having research notes is a good one.

    The way I would work this is to have a craftable book akin to the spellbook which functions as the research journal. The purpose of this is to prevent research notes from jamming up inventory space (similar to how spell recipes can be learnt to clear up inventory space). Research can be aimed at "known" combinations of effects (functionally, pre-made, named spells) or towards specific elements (to improve affinities or specific aspects, ie. projectile).

    With regards to affinities, don't get rid of magma! Or if you do, please find something else to fit into that role. It is really cool to have the cardinal elements, and their accents. I don't have a real solution off the top of my head for what would make Magma a useful affinity, but the symmetry that is currently in place is rather cool.

    How I would approach affinities, is to juxtapose them. So, Fire opposes water, plant opposes lightning, etc. Have it be possible to gain affinities in any of these interchangeably, but have the casting of a spell that would increase fire affinity also decrease water affinity. Consequences for poor affinities could be cooldown increase or mana cost increase, or damage reduction. This encourages people to either specialize or seek a balance in their spell tree.

    Progression wise, having it be based off of exploring, research, and spell use would be awesome. Giving people the option to progress via experience level (perhaps through potion construction of some sort? A potion of affinity could be [craftable item that requires xp] + base potion (as in, anything but awkward potion; there needs to be things that aren't made from awkward potions).

    And lastly, please don't scrape the power system! It's really cool! Magic Fabricator could be balanced by increasing the costs a bit, and rather than the current explosion issue (which seems to become an issue after making 8 of anything) have the essence cost at a rate over time, and decrease at a rate over time. Currently the most broken thing I have been able to do with it is create gold or lapis, but it isn't cheap to do so. I would also require them to have either neutral or dark energy, to prevent a light nexus from powering it and making materials creation absolutely free.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.X]Natura
    I don't know if this has been mentioned already, but in the most recent download Willow trees drop darkwood saplings.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] Wasteland Generator Mod! FINALLY UPDATED!
    Hi,

    I want to get into this mod, and was wondering if there will be any updates in the near future? Will we see a 1.5.X or 1.6 version of this mod? Forge compatibility?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Ragnoff

    Does anyone know what version of forged this will work with? One of my other mods wants forge 710, but I thought I remembered reading that this won't work with anything more recent than forge 688. Can anyone confirm one way or the other?


    It seems to be working fine for me, and I have Forge 712 installed.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Re: the Poll questions

    These are all very cool ideas, but I don't know if I would prefer them because I haven't had a chance to play them. That said, some questions:

    1. How would this affect "concentration" spells, such as vortex or arcane beam? Will this increase the effective "cool down" of spells across the board? ie. If I cast a spell that currently has no cooldown in quick succession, will I still be building up the mana cost?

    2. If you go this route, I would like to see some of the spells' mana costs reduced to reflect the longer amount of time spent at lower levels with less mana/mana regen, or is this a push to get people to use mana potions more in their everyday adventuring?

    3.This is a really great idea, and the one I am most keen on seeing without testing the results first. Would this mean that there is no longer a trade off in affinities? Would affinities still remove the need for essence to cast spells of that type? Or would they just get stronger and cost less mana (which, if we are switching to the system described in question one would be something that makes affinities much more useful than they have been)?

    I'm excited for what's coming next!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Hi Mithion,

    I've been playing pretty much exclusively this mod for the last few months, and I was wondering about the change in magic fabricators. They look a great with the new skin, but I am curious about why you decided to make them explode and to explode so quickly. I've been testing it, and it seems to not handle more than a few uses before it starts to overheat extensively.

    I understand that the device was a little broken at its previous cost, moreso when you use a light nexus to power it, and I haven't played with it enough on the new version to say whether it the power is worth the hassle (either way, the smoke animation is awesome), but it seems like it too readily explodes at the moment despite what it does not necessarily breaking the game.

    With regards to the tower, I like the change, though I find that it can be a little frustrating since blink isn't a guaranteed spell, and thus far we have had little luck in finding it (it's one of my favourite spells :P).
    Posted in: Minecraft Mods
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