• 1

    posted a message on New Stefinus 3D guns mod!

    Calm down. Let the mod author work at his own pace. I get it this is is cool especially for younger mod users but still, asking people to hurry up with mods makes them feel more pressure and competes with their day-to-day stuff. You do that and you may end up forcing the deadline back just because they feel stressed instead of inspired.

    Please ease off on the constant demand for update. He'll do it when he can!

    Posted in: WIP Mods
  • 1

    posted a message on The Fallout Mod - | Guns | Mobs | Foods | Chems | Booze | 200,000 DOWNLOADS AND COUNTING!
    Quote from LuciusVenatius»

    So I have another concern. Legion recruits are spawning but they're hostile. Could you add an option in the config that makes them friendly?


    But you are a profligate that gave them cause :c

    Posted in: Minecraft Mods
  • 3

    posted a message on New Stefinus 3D guns mod!

    Can we give the man some room to breathe, a couple of these posts seem awfully demanding. I understand English might not be your guys' first language, however what you might want to do is post some screenshots of what's not working or an error code in the spoiler tags.

    Posted in: WIP Mods
  • 1

    posted a message on New Stefinus 3D guns mod!
    Quote from CreeperXephos»

    Glitches:

    When mobs hold guns it glitches out and has my arms on the handle and weird stuff.


    Ideas:

    Minigun

    Dragonuv

    No need to reload when in creative

    Berretta 50 cal

    M9

    Desert Eagle

    Spas 12

    Different Zooms (e.g. 20x, 10x, 5x, 15x)

    PPSH


    You mean the Barrett?

    I support different zooms, Dragonov, and PPSH. Seriously though I'm kinda tired of seeing Desert Eagle. If we put it in, same with the Barrett, those should be a bit more resource-intensive than your run in the mill firearms.

    Allow me to suggest a few then:
    Here be a WWII/Interbellum Set -
    - Kar98K
    - MP40
    - MG34
    - Gewher 43
    - StG-44
    - Walther's pistols ( PPK, P38, ect)
    - Luger P08
    - Mauser C96
    - Mannlicher M1895
    - M1903 Springfield
    - M1918 Browning Automatic Rifle
    - M1928A1 Thompson
    - M1 Garand
    - M1 Carbine
    - Colt M1892 (The revolver the US used before the M1911)
    - Lee-Enfiled No. 4
    - Webley Mk VI
    - Sten
    - Bren
    - Lewis Gun
    - Type 99 Arisaka rifle
    - Type 100 Sub machinegun
    - Type 14 Nambu Pistol
    - Type 11 Light Machinegun
    - Type 99 Light Machinegun
    - Mosin–Nagant 91/30
    - PPS Sub Machinegun
    - Degtyaryov machine gun
    - SKS Carbine
    - SVT-40

    There we go. That should suffice for a well-rounded World War II/Interbellum pack

    Posted in: WIP Mods
  • 1

    posted a message on New Stefinus 3D guns mod!
    Quote from Cloudyroach»

    You should add an AK-47


    So basically another Galil? Why not an AK-74 or a more modern one? Would be visually different too.

    Posted in: WIP Mods
  • 1

    posted a message on Chocolate quest. Mods for the adventurers
    Splendid news! I can't wait to try this out and fiddle with NPC economics and such. This adds a whole new layer to Chocolate Quest, not just including the Better Dungeons!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Just to be certain, how do you disable mobs of a certain type from spawning? I frankly wouldn't mind disabling the spawn of things that explode or burn down all my crops. Especially trees. Is it '0' disabled? If so, why do I keep seeing roboghasts? Is it 200? If so, why would HHH keep spawning so infrequently at '12'?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Enjoying this mod, it's just a pity that those bloody robo-ghasts blowing up 'my' villages. It's like I end up building bomb shelters for the testificates out of the whole ordeal.

    That said, I like this mod quite a bit. Tons of replayability.
    Posted in: Minecraft Mods
  • 1

    posted a message on Metallurgy 4
    Quote from Kilyle»
    Glad you've added Fertilizer back to the mix, but I really wish you only had to use three of the four ingredients instead of all four. It was one of the recipes I liked most, for a number of reasons:

    • You weren't screwed if you couldn't find the fourth material.
    • You weren't limited to the amount of material from the least abundant one you found so far.
    • You didn't have tons of extra stuff lying around waiting on that one specific mineral.
    • You could easily arrange the recipes to get rid of your most abundant mineral and keep the extra stock down to a reasonable and balanced amount.
    I've never seen a recipe do that before, and it made so much sense in the case of fertilizer (gardeners know how many distinct kinds there are for all sorts of plants, yet it's perfect as just one item in the game). I really wish you'd go back to that original recipe scheme.

    P.S. I've got mixed feelings about the new crusher recipe. There doesn't seem to be rhyme or reason in the materials required, except to place it in the tech tree at a level higher than stone (good). And I almost feel like a piston should be involved, though I'm not sure how much that'd push the recipe up the tech tree, maybe too high (is redstone too high for this? Should a machine core work without redstone? Should they normally require redstone, but have alternate crafting recipes for worlds in which redstone is intentionally restricted? Hmm).

    Interestingly enough this is something along the lines of my thoughts as well. Though I do sincerely appreciate the update and wish to make it very clear it's still at least in my opinion better than the previous version. Also the experience from the ores is delightful!
    Posted in: Minecraft Mods
  • 2

    posted a message on Chocolate quest. Mods for the adventurers
    I have been playing this mod for a very, very long time and would like to say thanks to Chocolatin and rest for what has gone into the challenge and struggle of dungeon after dungeon in the hopes of those wonderful items the likes of which I can only want to see more of once the 1.7.10 version comes out of beta. I see a lot that isn't there yet that has been alluded to (such as the pistols not taking ammunition again, I'd like to note) and whatever else may come.

    I always check on this mod every week or so at the least in the hopes that at least discussion has lead it along to something new or better.
    Posted in: Minecraft Mods
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