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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from 007crafter»
    Can You Add Realistic animal butchering the only mod that added this that i could find was the meat hooks mod wich was for 1.6.4 and looks abandoned

    it would go good with the meat rotting physics

    Quote from Funwayguy»

    Just no for a very large number of reasons... if that's the kind of mod you're looking for then go find a developer with few morals.

    Well, not exactly the profile of this mod for that type of feature.

    Onto something that actually fits the theme. Would you guys consider adding the falling tree physics of the older Fysiks Fun mod? It seems like that would really fit Enviromines' style of physics and believability.
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    Really, they turned that off now? How unfortuitous...

    I can't legally distribute or give you a minecraft jar, be it outdated or not, but I think there are some tools handling versioning in that way. You might have to look a little longer if you want to try it out.


    MultiMC offers that functionality.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from GotoLink»

    Didn't i say it had been done already ?
    Anyway...that feature is in the latest LevelUp! download.

    My bad than, I thought you were just considering it. Thank you though that will really help a great deal!
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from Sigma85»

    Have you tried the MC+ Mod's Cart ? Its not as cool as Simply Horses, but it can be horse drawn and can hold a chest or you in it I believe. Until the future at least its something...

    As for the XP situation & LevelUp. I agree, but there's doesn't seem to be a viable option at this point. If you use Minetweaker to make options for hoarding XP more difficult, it could be a reward for making it that far into the games progression. Starting with 4 hearts when I die and losing most XP is already punishment enough for me. My pack has no stone or wood tools, iron requires having a TiCon smeltery built and tools from it. Stone take almost 60 seconds to mine one block, health regen is off, thirst is a thing, hunger overhaul is on, ore is setup to be much rarer and spawns only in certain biomes, okay, thats enough, you get the idea. What I'm saying is I guess in my pack, I have enough other difficulties I didn't really think about hoarding XP.

    I'd LOVE to see an entirely new RPG Levelling mod with a new system, more like Goki stats where you have to SPEND XP, that way hoarding isnt viable. And you'd have to decide if you want to spend it on enchanting or that next perk/stat. And I'd love to see health incorporated in this so you can gain hearts if you choose to put points in it rather than using More Health Enhanced and just get hearts at certain levels without SPENDING any XP.

    EDIT: I can't seem to disable the class display text in the top left for LevelUp despite the config settings set to false. And I'm using B3M, and it doesnt have an option to move is' text so they're overlapping quite annoyingly with no fix atm...



    I currently use MC+ Carts mod as it is the only thing out currently that offers an even similar functionality to what I am looking for. I do suggest it to others since it does work alright in the meantime.

    I appreciate you taking the time to offer your opinion on the balance situation on LevelUP however you are missing the point a bit. I will refer to my initial post with the request I had:



    Quote from DeskPop»
    Hey Goto, currently LevelUP! has a bit of a tough choice as far as penalizing death is concerned. You can either have have no skill points lost which is not desirable or lose all of your progress which is also pretty rough. Would there be any way to have a middle ground of a config option for losing a percentage of your skills? For example if the death penalty was 50% and ExampleMan has 10 points in Mining and 4 in Athletics, once he falls into lava cutting that to 5 Mining, 2 Athletics upon respawn. The penalty shouldn't affect your class based bonuses but since it scales in difficulty the better your character gets the more challenge you would have provided. Right now with no penalty death is almost a nothing for a powerful character however I also don't want to punish server players for slipping of their roof while building and being back to ground zero. The ideal setup for this would be a configable percentage change so .5 would lose half and .2 would lose 20% while 1.0 would be the original setting with all skill points lost.


    As nice as it would be to see a greatly expanded version of your concept, that is a tall order for a maintained mod. I was basically asking for an inbetween feature of the already existing death penalty mechanics that go from too easy to too harsh. I don't think that is asking to much, like you said earlier but I defer to the modder himself for that decision.
    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks
    Excellent! Thanks Cuchaz, going to put this through the ringer as soon as possible!
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Quote from andre21802»
    the point is about crafting that no one can remember all the recipes and constantly checking a pdf is time consuming and not very fun so a Nei integration would be helpful

    Believe it or not most people get by without NEI just fine. Integration is a positive but it no different than any other type of inter mod support, a simple bonus. Many that I hear who are clamouring for some type of NEI functionality seem to have no ability to retain the framework of an item regardless of its make. Now I can understand a bit since I host a metric ton of mods on my server that it can become taxing however I would not be willing to sacrifice a better overhaul crafting system like MF solely to cater to that convenience. Also once you have crafted an item once or twice it sticks in your memory just fine, if the player needs to have a recipe in their face literally every time they make an item than I doubt this type of mod is for them.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta

    Oh you speak retard? that could be useful for when one comes here, can't read a word they say.

    Anyway... Id imagine you mean something like throwing something in a forge until it breaks and drops base components... the crucible thing may be better, anyway Id look into it later on. Not really sure why gold armour is so common on mobs though, (well because they made it higher chance) but it seems silly.But salvaging would be a nice thing to have,, Id probably want it to be a hard side thing that only some players do, rather than it being a regular means of doing stuff.


    I attended a public school in the north east, Simple-Speak was our mandatory second language.

    Salvaging is certainly a major bonus, it really cleans out some of the junk chest and gives you something to do with those used up items you can't afford or need to fix. Certainly a system of diminished returns though, you don't want people getting an almost full sword worth of steel from an old battered piece of garbage.



    Yeh but implementing the thing would be hard... it would allow the menu system without sacrificing the ingame grid interaction though.

    Quote from Eruraion»
    well the way i see it, if it is the easy way to do it, it will force the player to learn the recipes, but if it get done faster then there will be more things to come, in addition to being able to update faster, apposed to a menu? don't see much of an advantage to a menu of any bit of one. other then stroking my lazy of course.


    Yeah, frankly I do not see any serious utility to the menu idea. It is something that is ever present in every damn pseudo-creative tech mod and it is nice to have to rely on a bit of know how to get things done. Sure it might make things a touch easier on the extraordinarily new or mildly learning disabled but catering to that crowd opens a whole other can of worms. The current system is excellent as is and has been able to figured out with the extremely limited amount of information on the mod out there now. Once you hit a public release it is as simple as watching a five minute tutorial.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] [Forge] Lively Animals - 0.01
    Very interesting idea, although I would love to see support for systems like HerdCraft and Hungry Animals mod assuming it wouldn't work out of the box. Things like that really sell the idea that mobs are actually living creatures and not just static item pinata's.
    Posted in: WIP Mods
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    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    I just requested that GotoLink update it with the rest of his revival mods. If you want to see it go to his thread and support the idea.
    Posted in: WIP Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from Sigma85»

    Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...


    Thanks for mentioning this, I was actually using a method very similar to this mod to help even the discrepancy on my server. Unfortunately this concept is at best a half measure since it doesn't cover two major flaws with how experience and LevelUp are related.

    The first problem is more a matter of balance, being that either you can select classes being lost upon death or not. If you choose no than the player can powerlevel a higher class after they get back xp on death since levels and SP are unlinked. If you choose yes than people will also use death as a soft class "reset" and avoid going through the rather high hoop of crafting the item necessary to remove your classes.

    The second problem stems from the fact that your levels of experience are actual usable ingame. Due to systems like enchanting most players want to actually use their XP and levels on weapons and armor or if you have a lot of mods like we do other systems like Thaumcraft and what not. What I have found is with our current system of getting a return portion of experience after death most players will end up hoarding their XP out of fear of starting over again. This ends up hampering the game a bit since certain things become actually impossible to find since they need high levels to be made.

    I do appreciate the suggestion though, it is a clever bandage for the current death system as it is now.

    Quote from GotoLink»

    You can always come back for the vanilla xp, though i admit it isn't much.
    I'll try to do that.



    It would certainly be appreciated, LevelUp is a really cool mod that has added a ton of depth to mine and I am sure many other servers.

    I also wanted to take a minute to ask you about looking into Simply Horses again. The mod has been dead for over three years with its creator being gone equally as long and nobody has shown any real interest in picking it up. Frankly it is a shame since the mod was a perfect example of what vanilla horses should have been before we got the half featured 'addition' that we ended up with. The few horses it comes with are diverse but balanced equally with each type having their strengths but none being the best or worst in general. The taming and raising system is a immersive and fun to use while the actual divided nature of the three breeds makes tracking down the others a worthwhile pursuit. Finally the cart and carriage system alone would be worthy of the mods revival. It is incredible looking and adds purpose to the horses since they are the ones you are raising to haul cargo, especially the creation of long wagon trains. This is a feature that has been unmatched and fills a gap that has been left completely empty in the years since the mod fell off. I know this mod would be a bit of work, but I know myself and plenty other people would be eternally grateful to see this mod risen from the dead.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    I suppose... Gold is used in making red steel anyway. but you can bet some random is going to complain about their other-mod items not being deconstructible because their thick and can't see a config / api means of doing that.. etc.. etc... But maybe i will... even then coming up with the process for it and how exactly it would work is a problem to overcome.

    Sure but you can't really filter out useful content because some mouth breathers can't figure out how to read, you are always going to have some mongoloids jumping in the thread shouting "HOW DER I MUK STEAL!!1!". Speaking for the in game process is concerned you could maybe add some kind of time based check for items placed in the forge that if it passes begins to smelt, that or make a small dedicated crucible for that purpose only as nobody can confuse the process. As far as the actual coding of it I am no help to you there and I know it is adding more onto your plate, I just think it would be an simple and elegant solution to the problem of ending up with leftover metal crafting materials and junk armor and weapons.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    ehh.. still seems like something id want to avoid anyway. there's a certain kind of emotion created purely for the purpose of finding rotten flesh, spider eyes, and crap you don't want. it goes somewhere between anger, annoyance, and the urge to break something.

    Recycling gold... well since gold is just slightly more useful than a ball of hair found in a drain... it's not really much of an improvement.. and ofcourse there's mod support and all that crap to consider.

    I am not entirely certain what you are getting at in the first portion, I am suggesting adding a system to cut down on the waste. Extra mail, beat up armor, mob found basic swords, all things that would be nice to be able to turn into something useful for a price. You wouldn't have to add any additional structures to support it either just use what is there. Frankly this is a system that should be in vanilla given the common sense of its implementation.

    There are plenty of other mods that make more extensive use of gold, turning it into a useful commodity. As far as mod support for the other metals simply handling MF's metals is fine, maybe thrown in some hooks for the community to add their own support.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Well Id want to minimise inventory clutter, random junk you end up incinerating is never a good thing to have clucking about. and balancing recipes with the overall cost of ingots and leather mixed with having the components fit together is hard enough, let alone trying to make each individual piece round off. you may notice this effect with hound armour, is that if you only want a mail torso, you end up with 4 unused chain sheets since their made in sets of 6 and if you wanted teeth and armour your going to have a lot of leftovers.

    Honestly leftovers are really not a big issue. Most people end up leaving their crafting or armoring goods in a side chest either way. More to the point on my server the increased complexity of crafting has naturally created trades so all the extra components will get put back into subsequent work. Frankly the best way to handle leftover metal components would be a smelting system that allows you to smelt the remainder back into ingots or nuggets. This could work at 100% efficiency however it would be more interesting if the process was done poorely you get a poorer return.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Kitsu's ForgeCraft: Blacksmith Style Forging! Porting to 1.10.2
    Looks good man. Cannot wait to take a look after the holidays!
    Posted in: WIP Mods
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    posted a message on MagnumOpus
    Quote from KagenoKitsune»

    Can you throw the stone shards?

    There is a pretty cool small mod allows you to do just this. A degree of functionality like this would be great, a bare bones or last ditch low damage ranged weapon.

    I would also mention 'stone shards' suggests a very different image than what is actually presented, somewhat like shattered shale. Perhaps something simple like 'rock' or 'stones', a simple but not

    The forum is giving me trouble, here is the throwing mod
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289779-renkin42s-stuff-worth-throwing-mod
    Posted in: Minecraft Mods
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