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    posted a message on Ars Magica 2 - Ideas
    add underground ruins made of unbreakable blocks, the only access point being a door which needs to be unlocked via some kind of magic. Add new hostiles that can only spawn in darkness on the floor blocks inside of those places. Also inside would be a random selection of various blocks and stuff in your mod possibly in a broken unusable form which can be reverse engineered using magic somehow to learn how to craft them yourself. There'd be many different types of ruin, large and small, underground and above, some more rare and difficult to access than others. Oh and add a guidebook somewhat like the Thauminomicon because looking up info on a wiki instead of just playing is annoying. In the Ars magica case, id say it would be better if each page of the book needed to be earned somehow.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Well for me one of the fun things about Highlands is searching out those areas where the biomes come together in a logical way. I figure most people look for those sorts of places. If it was really feasible to fix the way worlds generate someone would have done it already Im sure. One thing ive mentioned before that I think would go a long way to alieviating the 'problem' is more subbiomes- especially in a large biomes map. Im thinking that you could just add smaller versions of the already existing biomes.

    As much as I love this mod I admit that Ive disabled a few of the biomes. Not because I dont like them (well ok I dont like the autumn forest) but because I just dont want to spawn there. With a little extra modification I could easily create a winter or tropical world. If there was some way to enable/disable biomes according to how far in a certain direction you travel...(theres a fascinating asian mythology themed adventure type mod that increases the difficulty and adds new stuff the further from spawn you travel which is a great idea) for instance the game could randomly choose that this particular seed will start out tropical and then as you move north it disables those and enables colder biomes. I dunno just an idea.
    Posted in: Minecraft Mods
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    posted a message on What Should I Make Mod On?
    Please make a mod that interacts with mods like Mo creatures and Atmosmobs that allows you to CRAFT animals by digging up fossils and combining them with stuff like soulsand and something expensive. I dont want them making noise, trampling crops and generally being nuisances, I want to build a zoo not entirely comprised of animals that spawn out of control everywhere that Im tired of seeing.
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica 2 - Ideas
    Well, I only dabbled with Ars magica so I cant give a lot of specific feedback as to what mechanics should be changed. I did not stick with the mod for long due to various reasons namely too much world gen. But one of the things that interested me about it in the first place was that it gave you a reason to explore and fight. Most big mods dont do that so when you talk about replacing it with analyzing items (which is exactly what thaumcraft already does) then I become sad. Id rather ars magica be different from the rest. Instead of research or whatever you want to call it, why cant we just get most of the materials we need from mob drops and dungeons?

    Speaking of dungeons, the things in the first one were way overdone and obvious. Perhaps you could look into formivores structure generator mod which does a better job at generating structures in a logical way than any other Ive tried. The underground city is especially interesting. One thing that seems to suit minecraft well and has hardly ever been touched on is archeology.

    Its really cool how the tech mods out there interact with one another like one big happy family and is almost the only reason I use tech mods at all. Id definitely like to see more of that attitude coming from the magic and adventure side of things.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5.2][Forge][Discontinued] Metal Mechanics [Metallurgy 3][Universal Electricity]
    Definitely appreciate the motivation behind this mod. You should add some asthetic uses for the metals because nobody needs that many ingots, but it still takes too many to make metal blocks a viable building material.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    I know many people here dont appreciate criticism but really. Trees in the nether? Doesnt seem appropriate at all.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Household Gods [Forge SMP][Forge/Modloader SSP]
    I actually had an idea like this occur to me in a dream. Something about doing rituals and building altars to various gods.. Rituals as in tossing certain items onto the ground or burning them (the cauldron has already been coopted by thaumcraft) and the altars could be multiblock structures like railcraft tanks that need to be built in a specific pattern of certain blocks and the larger, the more powerful the effect (which would affect a radius around the altar). Would give people incentive to build structures for something other than living in. Perhaps different altars would need to be connected with other certain blocks to create even more powerful effects and in the process make complex builds that are useful and good to look at.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    I know you are busy with Highlands, but I too would love to see you take on the nether in a seperate mod. The place has always been so dull and uninteresting and if anyone could make it look better, its sdj64. While Im always a bit hesitant with mods that add new blocks to the overworld generation, Im completely open to new stuff in the nether so maybe that could be the place you really go nuts with new textures. im thinking new building materials, definitely with a evil lair type of feel but maybe also some to create that sleek and modern look that would go well with tech mods.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from wiiv

    Hello, I have a suggestion, can you change the title text on your tabs from "Info" to "Information". I think it looks better. Thanks.
    This mod is fantastic, great work!


    Oh good grief, get that ocd in check please lol.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Thanks for the reply mdyio, good to know why the 1.4.7 version isnt available.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    I know most people start with coal, but thanks to liquid transposers and the fact that oil almost always seems to appear very close to my spawn area, I like using that. Its a quick, fun and easy way to clean up the surface oil just by manually filling a stack of cans. I only wish there was a TE combustion engine equivelent that DOESNT explode like the buildcraft ones do. Also Id love to see some handheld tools and perhaps even a jetpack because those are pretty much the only things Id ever build an IC2 power system for.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Taigore

    *rant*

    Now, over with that, if you are aching that much for the 1.4.7 version I've got it on my PC, just PM for it.


    After the way you just talked to me in that wall of text I only skimmed you can keep it.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Podimann

    Are you talking about one (or several) of the FTB packs? Because you should realize that most mod authors that contributed to the pack have already moved on to 1.5.X and barely anyone supports 1.4.7 anymore. The only mod I can think of that got a update to 1.4.7 still was Thaumic Bees. Otherwise they all move on as quickly as possible. The packs could be updated if not for mods like Red Power 2 that take a long time before they get updated. Tbh pretty much no one expects Eloraam to update to 1.5.X versions even, RP2 probably won't come back before 1.6. But just because of that all mods should halt their developement on new versions? I don't think so. And keep making updates for two different versions, keeping track of different code and having two different development environments is more trouble than it's worth for most mods, as they can't just copypast all the code, with changes in MC and Forge.


    I know about all of that and I never asked anyone to update an old version, just make it available... I install my mods manually and it takes a good while to get everything stable especially considering I use Optifine and theres no way Im going to do it all over again already just for one mod. some people on this forum are so quick to leap to the defense of hapless modders who arent being apprieciated enough that they dont even bother to read entire posts before judging someone. this attitude of persecution is like a disease and causes modders to do pointless, spiteful things like remove old links and generally be grumpy.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Ive tried them but I struggle with frames although at the very least they make some pretty good decorations to add that industrial feel. And yeah, railcraft is pretty awesome but steves carts is more minecrafty if you ask me. :)
    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]
    Quote from Nathan2055

    I don't understand. What makes you believe Electrodynamics isn't as good as other mods?


    I'll have to wait until I actually play it to judge that one. Is it fun or just tedious like gregtech? man, the blocks sure do look cool though.
    Posted in: Minecraft Mods
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