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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    There was mention of his using a piece of code that looked for light [from torches] and stopped spawning his mobs in that area, but I do not know if that was used.
    His night mobs won't spawn regardless, but is there a problem with, say, Centaurs spawning in the paddock? (If the code is not in, that is)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Apparently I cannot read. It was the electrum rod thing, not the gold one, in the top slot. My apologies!

    EDIT:Oh how I love mod interactions.
    All I need to do now is move my stone creating setup over here and I can have basically free energy. This is going to be much more fun to set up than a industrial coil chained to my steam engines, but basically can give me the same end result: extractor!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Plasma! Whee! Let's hope it can melt our faces.

    I have a small concern I have just experienced, using 15b RotaryCraft- It appears that the Magnetostatic Engine worktable recipe is not using the ore dictionary properly. Since I am using all sorts of mods crammed together, I have something like 4+ different copper/silver/lead types available, and whatever types RotaryCraft's flakes melt into would not be accepted. Looking at the ID numbers used in the recipe, it looked like it wanted Factorization silver and lead, but Forestry copper.

    In hindsight, I should have gone to Creative and handed myself the exact ingots to test with, but I shut down Minecraft for the night right now and don't feel quite like waiting 2 minutes for the thing to load again. Sorry. Can someone see if this is repeatable, or if I just screwed something up?
    Posted in: Minecraft Mods
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    posted a message on How to make an entity avoid target when health is low.
    A little rusty with modding but... I don't think DamageSources count as entities? Not sure what EntityDamageSource is or if it does count. But I would imagine that you have to put an actual entity class, like EntityMob, for it to work.
    Posted in: Modification Development
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    posted a message on Tinkers Construct
    Quote from mDiyo

    Let's say you wanted to light up an area. You're tired of torches though; you want a miniature sun. I would be happy to oblige your request, but it comes at a price...





    Holy crap! Antiglowstone! I've tried to make darkness blocks before, and always thought it'd be impossible. Today, I have been proved wrong!
    Posted in: Minecraft Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    These Railcraft issues... do you have the tracking aura block enabled? (Is this problem still a problem with updated Railcraft versions? I'm a couple behind)
    The tracking aura is basically invisible blocks that has interfered with other mod blocks in the past; I wonder if it's causing issues here?
    Posted in: WIP Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Minor point: Ender Eyes seem to inflict Blindness too. I've currently got Modular PowerSuit armor on, so I don't know how horribly they hit when in Iron, but the little buggers are a right pain once they've teleported away and you've still got Blindness going. Not to say that I want it removed, mind you- maybe just decrease the mount of time it lasts for?

    In regards to fighting Anubis while Blinded, I have not yet died fighting them, and have been hit a number of times by their effects, so it's not as if they are impossible to hit while Blinded. There definitely is enough time between seeing them coming inside your viewing area and when they hit you that you can successfully hit them back, if you've got the timing right.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Duckstepper

    It's just a smeltery with liquid iron in it


    No, no. Further right.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Hmm. That is going to change somehow, I would expect. Right?
    It can't behave like lava, where it keeps it's heat forever, because we know it doesn't do that when we pour it into moulds! Will it harden into multiples of 1/8 block sheets? =)

    That there liquid is flowing interestingly.

    What're the stained glass things in the middle right?
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Why does it look like there's molten Cobalt flowing in the overworld, in the bottom right hand corner of that picture?

    I think the Aggregators and the new block stackers need even more differing textures, if the above comment is anything to go by.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Hmm, yes, that would explain things. Alas, that a single bad world start has put you off an otherwise enjoyable mod. I would suggest to anyone to remake worlds until they find a Plains Biome to start in or near, or almost any Biome-adding mod's biomes.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Out of curiosity, how does one get killed immediately by ANY mob when you start a new world? The spawning system is supposed to not be able to spawn any hostile mobs within something like 24 blocks of your spawn point.
    I can understand being killed within a couple of minutes of starting, as I had that happen to myself (albeit in a Mystcraft age, but it's similar enough), but theoretically that should give the player enough time to wet their metaphorical pants at the sight of a level 3 mob and then dig a hole to safety.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Actually, something for you to test/look into/report back for me is: what level of saturation did you give "Meat"?

    Since my base is currently located in a Plains biome, I get quite a number of Centaurs spawning nearby, and they are providing me a large quantity of foodstuffs and valuables. The thing is, if I only ever kill 1 Centaur at a time, I can survive long enough with that 1 or 2 pieces of Meat that I usually end up never needing to eat anything else. And I usually end up with more and more Meat as well, since that one piece of Meat I ate 15 minutes ago has still kept my hunger bar at full.

    So this isn't quite a complaint, but hopefully just a heads up that I personally feel the Meat item to be, perhaps, a little too useful. If you could list it's saturation, I could compare it to other vanilla foodstuffs.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    I can understand Lava not being a Vanilla renewable resource, but Water? =)

    My current mod set gives me at least 2 machines capable of creating Lava: Forestry allows Bees to produce Phosphor, which can be combined with sand to make Lava, and Thermal Expansion allows Blaze Rods/Cobblestone to be melted down.
    Still, the idea is good.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    I can't remember which ones I had exactly on my hotbar at the time of the crash, but the following are 90% likely to be there:
    Cactus Head, Cobalt Rod Hatchet, modified with a Necrotic Bone and 3 'stacks' of Nether Quartz. This is my main weapon.
    Stone Head, Manyullyn Rod Pickaxe, modified with Diamond and 100 Redstone. Speedy tunneler.
    Cobalt Head, Paper Rod Hatchet, modified with 3 Mossy and 450 Lapis. Speedy Tree-destroyer.
    Posted in: Minecraft Mods
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