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    posted a message on [1.11.2] Geomastery: A new mod for more difficult, realistic survival mode - now with JEI support!

    Quote from SigurdCole >>
    Last I played, poles drop from log blocks, just like logs and big logs.


    Yeah, but before you have iron, those logs are useless and there are never enough poles. A chopping block would be great for that part.


    Also, sorry about formatting. This site is completely broken on mobile.

    Posted in: Minecraft Mods
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    posted a message on [1.11.2] Geomastery: A new mod for more difficult, realistic survival mode - now with JEI support!

    I've been playing this mod for a few days now, and it definitely has a slower progression! I set the spawn radius to a few thousand blocks, so each time I died because I couldn't figure out how to craft something, it would leave a lone campfire or a half finished wall for me to find later. After checking the wiki on a few things I couldn't find though, I was wondering a few things.

    • Is there any way to turn thick logs and logs into poles, like a chopping block? So far, I've only made pole houses, but they seem pretty expensive.
    • I could have just missed something, but it seems like I can only actually build a roof over my head when I have a woodworking station, which means I've got copper before I've got a home. Wouldn't it be better to remove copper from the woodworking recipe or something, since better woodworking requires timber, which requires the sawpit anyway?
    • I wasn't sure how drying off worked. If I fall in a lake, it seems like I then need to stay next to a fire all day, else I'm not going anywhere. Does fur clothes take longer to dry or something, and if so, would it be better to throw them in a drying rack so it doesn't take as long?
    Posted in: Minecraft Mods
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    posted a message on Need Help Setting Chunks as Nether Fortresses in MC Edit

    Sorry about reviving an old thread, but I need to figure out how to do this too. Nether fortress data is stored in the Fortresses folder in the data folder of a world, which you can read more about here:

    http://minecraft.gamepedia.com/Generated_structures_data_file_format

    Even with this though, I cannot figure out how to get any change to work. Deleting a fortress in the data just adds it back. Changing the bounding box works, but I don't see any effects in game.

    Posted in: Minecraft Tools
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from Draco18s»

    I'll take a look when I get back home on Monday. Could be that Taiga is just that cold, but I in should be able to adjust it so there's a melting period.


    cool, thanks!

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from Draco18s»

    I'd have to know the base temp value, bone types, and if it is a mutant biome.

    thermometer + waila (turn seasons off in the configs) and the vitometer mentioned recently


    Is it that snow should melt at some point in a taiga, but my little blob of taiga is colder than others? That would make me sad :(

    Temperature is -4 degrees without seasons

    The vitometer says biome is Taiga, types are forest, coniferous, cold


    EDIT: Also, thanks for helping me, and thanks for the help on the tree thing before!

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Hello again! So, I've been playing with this mod for a while. I recently added in the wildlife addon with the tree regrowing disabled, I already had a nice home in a taiga (not snow taiga). I was very happy to see it snow when winter came, but by the a year passed, the snow had never melted. Is there any way I can adjust season temperature changes? As it is, my taiga (not snow taiga) will remain snowy, I just want it to be a bit warmer to melt in the summer.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Hey, i'm using this mod with some others that add structures to terrain generation. Is there a way in the config to disable tree decay completely? I've got a few forts that are automatically generated with log walls that soon turned into goo walls.

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from EthanGold60»

    Except that is not exactly secret XD


    I mean that the cave would be made of the secret stone block so that it cant melt, and a fairy that is following you around goes "DING DING DING" around secret stone blocks.

    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»

    What will you do about flint + steel, or buckets of lava, or buckets of water being poured all over the fields? Are these not equally destructive? How are you preventing unwanted consequences of using these items, and why doesn't that work for ZSS items?


    Yeah, as I was typing, I realized there are many other things that can destroy a nice field besides a deku leaf. I've decided for my own adventure map that I may make to just split it into many small zones that will regenerate when you enter them.

    Ice in warm areas should melt naturally, and water in cold areas freezes naturally.


    While this is true, and is not a huge problem with the zone regeneration that I will be using in my map, this can still break something like an ice cave, where the walls are made of ice. I suppose I can just use the ice secret stone. Sadly with that though, my travelling fairy companion will go insane with all the nearby secrets.

    Thanks for a quick response by the way! I understand what you mean with the hookshot list, and since I haven't built any of my villages yet, I can design it with this in mind.
    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)

    Hello! I've been playing around with some of the features of this mod in creative mode, because I am thinking of making an adventure map, but I noticed some features of the mod are not exactly adventure map friendly. In the config, there are some options to make some parts more friendly to adventure maps, but there are still things that cannot be changed in the config. Here's a small list, I may add a few more things I find as I play with the mod:


    The hookshot either attaches to too many blocks, or only a very small amount of blocks, and the description on the item is the same regardless, which could be confusing in an adventure map. A list in the config that blocks can be added to would be nice, so that chests can be hooked onto like in the game, but not every part of a wooden town.


    For the rest of the issues, its just a problem that a certain effect can permanently change an adventure map that a player may not be able to or should not need to fix. Some config that allows these changes to revert themselves after a certain amount of time would be amazing, but I completely understand if this is not possible or has some logic issues that I didn't think of. (The creator of the mod not wanting to make this is understandable as well!)


    Wind related items like the tornado rod and deku leaf, and the boomerangs will always destroy crops, tall grass, and flowers. The revert option mentioned above would be great, as crops, grass and flowers would be destroyed and not drop anything (except for special drops from grass!), but would regenerate after a certain amount of time. But a config to disable their destruction completely would work as well. A lot of things could destroy grass completely though, with precious rupees to never drop again... so it may just be better to have grass regenerate on its own regardless of how its destroyed, but this is a different feature entirely.



    Fire and ice related items can affect the terrain but do not have a config to prevent it. Any snow or ice used in a cold area can be permanently melted away with fire arrows, fire rod, and dins fire, and a fire rod can still burn a city down with no config. Any water in a lake hylia can be permanently frozen with ice arrows and ice rod. A config option to disable griefing of these items would be great, as it seems some of them already have config options for similar occasions.


    As a side note, quite a few things can destroy grass, and some other features like freezing or melting should be possible in adventure maps, but the only problem is the map is permanently affected instead of temporarily. I will probably fix this in my adventure map by regenerating an area using command blocks when the player enters it, using the fill command.


    Also, I realize with the large wall of text that I'm making that this could seem like an attack or huge criticism on this mod! This is not the case, and I only mention these issues because I want to play (and make) awesome adventure maps with it!

    Posted in: Minecraft Mods
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether

    I hope somebody could remake an aether mod. The first aether mod was okay, but it was very different from the original suggestion. What would be amazing is if somebody who wanted to make an aether mod made a version that just stuck to the suggestion, and then a version with the features they wanted. If this happened from the start, the current aether mods would probably be very different because they couldn't get feature bloated.

    Posted in: Suggestions
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    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    This is a great mod, I use it whenever I'm playing a modded game just because it adds enough to not change the game, just make it better. If you're looking at compatibility with different mods, could you consider Enviromine? It would be great to have some extra animations for going insane, getting hypothermia, and the other status effects that enviromine adds. Even just making the animation that activates when you are hungry activate when thirsty/insane/hot/cold would work too, it could be a better indication to others than the annoying particles.
    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Quote from coolAlias»

    You need to make a scarecrow out of it, not just one hay block with a pumpkin.

    How do you make a scarecrow? Is there a crafting recipe I cant find? Or do you mean like an iron golem with hay for a body?
    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Anybody know how to learn the scarecrow's song? The instructions say to use a hay and pumpkin, I've put a pumpkin on top of a hay block but nothing is working.
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers

    no 1.8 Forge yet, so no mods for 1.8... :(

    Yeah, i know. I think I read your earlier post as "want larger rivers in vanilla, regardless of mods"..

    EDIT: and Archimedes Ship MOD is a mod... um.. I'm having trouble thinking today :(
    Posted in: WIP Mods
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