• 0

    posted a message on Modders Wanted For Bleach Anime Mod
    bounts and quincies were killed o.o
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    Quote from Twisted Master

    Octopuses and cuttlefish.
    Cuttlefish can change their color and pattern depending on their environment and mood so they can be tricky to spot. Both MOBs can squirt ink when threatened to temporarily blind the attacker, but this is optional depending on the doability of it.

    Let us not, dear friends, forget our dear friends, the cuttlefish. Flipping glorious little sausages. Pen them up together, they'll devour each other without a second thought. Human nature, isn't it? Or fish nature.
    Posted in: Mods Discussion
  • 0

    posted a message on DrZhark's Mo' Creatures (mod suggestion thread)
    First of all, I love this mod and i think it adds an enormous amount of fun and creativity to the feel and play of minecraft. As for my suggestions I think these mobs should be added because they are pure awesome:

    Eagar: - body of a bear (with a eagle talons), + winds of an eagle

    *eagar is neutral but attacks with 2.5 damage is provoked. drops anything from fish, feathers, leather or big claws*

    Platycore: - manticore + platypus [face and hair of a human (with a duck bill) + body of a lion <the mane but not ears or tail> (with a platypus tail {beaver tail with poison stabby thing}) + wings of an eagle

    *platycore is hostile and attacks for 3 damage. drops anything from leather, feathers, or big claw*
    Posted in: Mods Discussion
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    um, I got this o-o


    Generated 3/18/12 12:48 PM

    Minecraft: Minecraft 1.1
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_29, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GT 430/PCI/SSE2 version 4.2.0, NVIDIA Corporation

    java.lang.NumberFormatException: null
    at java.lang.Integer.parseInt(Unknown Source)
    at java.lang.Integer.parseInt(Unknown Source)
    at mod_HeroesGuild.ReadProperty(mod_HeroesGuild.java:250)
    at mod_HeroesGuild.load(mod_HeroesGuild.java:153)
    at ModLoader.init(ModLoader.java:824)
    at ModLoader.AddAllRenderers(ModLoader.java:189)
    at afq.<init>(afq.java:80)
    at afq.<clinit>(afq.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at net.minecraft.client.Minecraft.run(SourceFile:648)
    at java.lang.Thread.run(Unknown Source)
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1] Slimes Extended Mod! [1.0]
    I like it xDDD
    and it makes it easier to get slime balls without making it OP
    but are the slime ores just, randomly anywhere? like all other ores?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from TyberAlyx

    Dwarven Kingdom/Elven Kingdom/Orcish Kingdom/

    Okay I decided to make the kingdoms be placed in the 4 directions being the guild in the middle. North = Elven, South = Dwarven, East = Orcish, West = your kingdom?


    Thoughts?

    anyways this is all after
    the nether reficule infestation update which is after troops organization, which is after tier 4.

    I love this idea and it would give the game a great feel, and hours upon hours of gameplay to keep people interested and busy for a long time, until the next update, you could do so much, like do quests and just awesome rpg stuff
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    So we will be able to continue, when this is updated, with our existing game, yes? :laugh.gif:

    also, is this compatible with the finite liquid mod?
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    recently the blacksmith and guild master are spawning a few blocks in the wrong direction and...dying
    the black smith spawns in his fire furnace thing and the guild master spawns under a single wooden block on the wall, and the farmer is also out of his little area, and inside the farm, I kinda fixed it but why does it happen? o. O
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Pallefidusen

    Hello Alyx i hope you will see this because i got a great idea for the mod:

    You need a "Magican" soldier it will be very nice first are it "Magican" then "Wizard" then "Skylord" or "Overlord" it will be cool if you will take you time to read this i will be very happy if you can use it. If you can PM me about the idea you are welcome to PM me about you cant use it but bye for now!

    -Pallefidusen

    why would you want an overlord or skylord? you're the master of your kingdom, if someone else comes along and tries to cause mutiny thats just a hassle and a half, why want that?
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from RaRaRaBoy

    I need help!!! Once i install mod loader in the minecraft.jar file (i deleted meta-inf) and put the mod zip in the mods file i get black screen!!! WHY DOES THAT HAPPEN.

    make sure your minecraft jar file is 1.8.1, make sure the modloader is 1.8.1
    open the jar file and mod loader with 7zip or winrar, move the files of modloader to minecraft jar, then put the tale of kingdoms zip into the mods (if theres a sub folder, forget about that, put in the actual mod folder) and then run mincraft
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from BrooksP

    Just so you don't get your hopes up Tier 4 may or maynot be in the next update. I'm not positive on how he is going to release it, but tier 4 has not yet been confirmed to be in next update.

    oh, I just assumed, well either way it will take some time
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from MPRO_TITI

    When will the mod be available for minecraft 1.0.0 version?

    when he finishes re-doing the code currently, and codes the code for tier 4 and fixes some bugs currently
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    it keeps going to black screen
    after making a stupid mistake of trying to use a texture pack while playing I went through 2 hours of hell and have come to the latest of the 1.8.1 jar file being patched with mcpatcher and I patched modloader and tale of kingdoms, but it goes to black screen, I also tried using winrar and drag and dropping both into the jar file but it also goes to black screen after the mojang logo and I have no clue what to do
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from BrooksP

    Your using 1.9 p5/6. This mod is for 1.8. Also for modloader make sure to delete you META-INF folder in the minecraft.jar.

    Thank you so much
    Posted in: WIP Mods
  • 0

    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Can someone help me, I am thoroughly confused, I don't know if I'm this right, I downloaded mod loader and I open it, and the minecraft jar file with winrar and I moved the winrar stuff in the jar file and I tried loading minecraft, it first didn't load, it went to black screen, then I went and thought, maybe I'm using pre release 6 so i downloaded 5 and did the same, and it crashed, and I tried moving the stuff in the kingdom folder in as well and it crashed, and I have no idea what I'm doing, or if I'm doing it wrong, can someone explain this or help please >.<
    Posted in: WIP Mods
  • To post a comment, please .