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    posted a message on Standalone Cave World Dimension

    Lack of Java experience is why I tried it out. Didn't take me too long to realize that it's not worth the effort with that program.

    Posted in: Requests / Ideas For Mods
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    posted a message on HarvestCraft Expansion: Sushi Mod

    You could possibly use Custom Stuff 3 to make these food items and the recipes, or at least the items, then use Minetweaker for the recipes.

    Posted in: Requests / Ideas For Mods
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    posted a message on Standalone Cave World Dimension

    Been looking at trying to find a neat way to generate a cave world (much like the ones seen in MystCraft). My only issue is that a lot of the mods that support either the actual cave world or a way to generate it don't really line it with what I have in mind. I've been trying to expand the "underground" into a higher tier area, but every method I've used stated above has either crashed my modpack or has caused undesired load times.


    This is what I am trying to get out of it:

    • Works with forge
    • Uses Nether Generation (other similar generations would be acceptable as well; if something similar can be used, perhaps going higher than the 128 nether cap would be nice)
    • Water instead of lava (If the generation height stated above can be raised, a way to set the water level would be beneficial)
    • Able to integrate modded ores (not ores specifically from the mod)
    • Able to integrate flora and fauna (I know a lot of the cave worlds won't generate trees because they're coded to always be in direct line of sunlight)
    • Able to integrate with mods like Underground Biomes Constructs (to have different stones generate)
    • Able to change the dimension ID
    • Have a custom way of getting there and back (Originally I had planned on making a specific block and using an item on it to form a "portal" block)
    • Either set specific biomes to take over parts of it (Like MystCraft) or have Dimension specific biomes (Like Biomes O' Plenty with the Nether)
    • It doesn't need to have any mobs, items, or ores specific to the dimension itself (I have this taken care of already)

    I've been wanting to use MystCraft's version of a caveworld, plus what is stated above, but I do not desire the dimension creation itself. I can already add my own mobs, items, and ores to the dimension; I'm basically looking for the generated "blank slate", except with what's been stated above.


    Mods I've looked into in regards to this:

    • MystCraft (No desire to deal with dimension building, looking for just a caveworld)
    • Cave World Mod (Has too much "Extra" stuff and the caves are not exactly what I am looking for)
    • Dimensional Control (Causes the modpack to have 2-4x the loading time; caused issues with other mods [Still determining issue on that])
    • RFTools (Basically the same reason as MystCraft--don't want to deal with the dimension building)
    • Actually creating my own with MCreator (Doesn't provide enough of what I want; crashes with modpack [Still determining why Apparently MCreator is garbage as far as "mod making" is concerned])

    If anyone has ideas on how to tackle this issue, I would love to hear from you.

    Posted in: Requests / Ideas For Mods
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    posted a message on Blood N Bones Gaming's Mods
    Quote from Blargerist_»

    Some mods attempt to contact servers which no longer exist to check for updates.


    Are there plans to actually remove some of these checks to servers that no longer exist to improve load time? Or are they required for other things to not break?


    Specifically, Dimension Control itself doubles the load time of a modpack, slugging the entire 2nd stage of 7.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016

    A manner to disable heart containers from dropping from Ender Dragon / Withers, mainly due to farming capabilities. Modded server I have players are able to farm withers effectively and this is starting to become a problem for the RPG aspect of the mod.

    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    Not sure if this was mentioned, but are there manners to change the values of parts? I'm looking to try to balance the metals against Enderium, which has retarded stats compared to the metals from Metallurgy and isn't as hard to acquire.


    Durability / Damage / Etc. for different parts are what I'm looking to configure. Am I looking to make things seem a lot more powerful? Probably. Then again the modpack I have formulated runs a few difficulty mods like Difficult Life, so making the metals better or at least up to par with Enderium would be what I want.

    Posted in: WIP Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016

    Not sure if this has been made as a suggestion, but what about having
    separate hardcore modes for each type of advancement? For example:


    -Say you gain 1 Heart for every 5th Level (so one at 5,10,15,etc).

    -Say you also have Heart Containers spawn in your world.

    -You're about Lv 26 and have found and used a total of 4 Heart Containers, so your Heart Total is 19.

    -You die (how unfortunate!).

    -You spawn back at Lv 0 and drop down to a total of 14 hearts.


    You only lose the EXP ones and not the heart container ones.


    Also, more so a bug, if you have both systems on, and you use a heart container when you have hearts from levels, it resets it as if you got no hearts from your EXP.


    -Lv 25 (+5 Hearts) [15 Hearts Total]

    -Find Heart Contrainer!

    >Use

    -Total Hearts go down to 11.


    Something is resetting the EXP tally.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    I'm getting this for the cave levels on generating the Deep Dark (below the cavern open area):

    http://puu.sh/cz4Bq.jpg

    Is this normal? Every part of where the caves are supposed to be generated are filled with this strange pattern instead. Using the latest version of EU.
    Posted in: WIP Mods
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    posted a message on The BigTrees Mod
    Quote from SimtropBuggi»
    Any progress on the major chunk glitch this mod introduces? I'm getting large areas not working right. The chunk is there, it's just something in your pipeline bugs it out.

    This is just outside my home base. I went out of the area for a bit, came back and the these chunks glitched out.

    Are you sure it's BigTrees? I run a private 1.7.10 server and I see these from time to time, and I don't have BT installed at the moment.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    I remember back with TropiCraft the weather aspect had many parts, such as tornadoes, wind, water sounds, and such. It's good to see them all up to date, but I was wondering if it were possible to split them all up? I love the wind and waterfall aspects, but the weather not so much. Is there a way to just have the wind/waterfalls toggled on and have all other aspects "vanilla default"? Or as a separate mod in itself, perhaps?
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Quote from Marsupilami»

    I just checked it and the download at the top on the first page works fine. Are you trying to download an older version or the latest for 1.7.10?

    The latest version from the link from OP. It works now; media fire may have just had a moment.
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    Seems that when I try to download the latest version, I get an error from MediaFire saying that the download is blocked due to violation of their ToS.
    Posted in: WIP Mods
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    posted a message on The BigTrees Mod
    Are the config files for BoP compatible for the 1.6.4 version as well? Trying to setup a personal modpack for 1.6.4, but I'm unsure if they can work with any version earlier than 1.7.2.
    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Does the 1.6.4 version have a different config setup than the others? Seems my config looks slightly different from the one on git:

    levelRange=100
    levelMaxRooms=25
    spawnFrequency=20
    dimension=0
    preciousBlocks=false
    levelScatter=10
    generous=true
    doNaturalSpawn=true
    looting=0.035

    (Obviously I changed some of the default values)

    Not sure if it's just me, supposed to be like that for 1.6.4, or unintended.
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Started up a personal 1.6.4 mod pack for various reasons. Been wanting to try this mod; for alpha it runs pretty smooth. I can see the later stages of this getting much better.

    One thing I have noticed is that, though this may not be the place for it, the mod has a conflicting problem with More Health Enhanced. Seems with both of these, I get either auto death changing to ANY dimension, or free max health after 20 health is surpassed. How are you handling health changes switching dimensions? Also will be a way to toggle this? Any input would be helpful. Thank you all for your time and dedication to your work.
    Posted in: Minecraft Mods
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