• 0

    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Omg! I just watched the "behind the scenes" video and the complexity of the machinery is staggering. At that point you should take up Java coding and make a random dungeon generator mod that actually generates those in a regular Minecraft world :P . Your rooms are much better than anything I've seen so the result would be great.
    Posted in: Maps
  • 1

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    This looks interesting! I was reading the Enviromine bit about air quality and thinking that actual gases would be cooler. Then I remembered GasCraft. Then I realized it's not up to date and I found your take on gases. Cool stuff!

    I like how you made coal mining and obsidian farming dangerous. The invisible Black Damp is pretty cool as well.
    I would be interesting to play the role a coal mine penitent, crawling on the floor holding up a torch or using a pet owl to detect (read: blow up) gas pockets without dying yourself :P . This novel is a pretty powerful inspiration.

    EDIT: Oh god, the sound of the electric gas in the nether is annoying and loud. I can see the idea, but the sound needs a fix.

    Also, have you thought about making one of the nether gases act like upward-flowing lava? I think the visual effect would be pretty cool... maybe the gas can emit light if it's not too much in addition to the lava light.

    EDIT 2: Bug report: gases don't seem to reliably blow up at all. I've seen them blow up occasionally, but I can place tons of torches in the middle of green and red gas and nothing happens. Also, isn't red gas supposed to blow up in contact with lava? I just saw a large quantity of it flow over lava without blowing up. (All this using 1.5.2 for Minecraft 1.7.2)
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Nozgo»

    I honestly hope he is not waiting for these goals to "motivate" him to update... that is what this site implies.

    And what if he was? Is he somehow obligated to work for free for you? Everybody gets tired of ingratitude eventually.
    Posted in: Minecraft Mods
  • 0

    posted a message on Storage Drawers - [1.7.10 - 1.12]
    Great mod, great license. Nothing more to say!
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from HeartsNstars»
    I Cant Seem to download the mod i have the right forge and downloaded the custom mob spawner Thing and i click on the link For the mod its self and it brings me to the download page i click the download link on that page and it brings me to the Proper download page and i dont see a download button

    Yeah it's a bit confusing. With the main download link you end up on the page with the elephant picture, then you click the name of Mo Creatures below, then it takes you to the Uppit page and it forces you to wait for a few seconds. Then you click "Generate link" and it will make you a download button.

    If all this doesn't work go back to the beginning of this forum thread and try the "mirror" download link right next to the one you clicked, it will make you go through adfly but afterwards you get more directly to the download from what I remember.

    Also welcome to the forums.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Great, thanks for the info. I'm starting to understand the config files better, as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    This mod looks pretty interesting, but I'm not sure why its installation is recommended along with project Zulu? From a brief reading of the config files, dropping this in without customizing the configs will break Zulu's customized per-biome spawning of creatures, isn't it? Even with the config pack linked on the wiki, I thought I only saw settings for creature/monster/etc groups as a whole, and nothing to assign creatures/mobs to specific biomes.

    Also, I was wondering if this mod correctly overrides Mo' Creatures spawning correctly? Has someone extensively tested it or proven it? I seem to remember that mod overriding the vanilla spawn lists pretty late in the forge boot process, and messing up Mob Spawn Controls because of that, among other problems.
    Posted in: Minecraft Mods
  • 2

    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated
    Several people have already mentioned Just Another Spawner (explanation / download). The advantages of that mod even though from what I can tell it has no GUI, is that it actually overrides the vanilla Minecraft spawning system with a more configurable one. You might want to use it as backend for your mod instead of just changing the vanilla parameters.

    Has someone tested Just Another Spawner with Mo Creatures, does it succeed in overriding the latter's settings? Because if so that would be a very compelling reason of using at as backend. EDIT: I've asked the mod author, and yes, JAS uses a completely different spawning system, so as long as the Custom Mob Spawner is turned off it can spawn MoCreatures however you want. Awesome!

    Another thing I've discovered while reading the JAS threads is that vanilla Minecraft keeps the chunks around your spawn always loaded, which means the creatures in it always count vs the spawn cap. Meaning a lot of creatures in your spawn area lead to seeing almost none elsewhere, no matter how far you go. That would explain some puzzling spawn results people have had no matter how much they tweaked their MSC config. JAS implements a different method of computing the current amount of spawn mods and checking it against the cap, that only checks the chunks around your player, solving this problem.

    So yeah, it seems your GUI + JAS spawning tech would be the best thing since sliced bread.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival
    Wow, I'm really happy that someone took the torch and decided to maintain this mod, one of the best worldgen mods in my opinion.

    Is there word of any modpack that integrates this mod with proper configs for mod interoperability, or would someone like to share his private or public modpack with me? My dream would be a modpack that has this, Biomes o' Plenty, Ruins and Walled City, and some of the magic and low-tech mods, all properly tweaked for a good end result. I tried around 1.4.7, but realized I just didn't have enough free time for a project of that scale.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Decompilation or reverse-engineering is strictly prohibited.

    People who rely on decompiling Minecraft to make their mod, and then believe they can forbid others to do the same to their work, always struck me as big hypocrites.

    (Unless, like Notch, you tell people they can't to protect yourself legally but then close your eyes or even help them out discreetly when they do. But judging by the hissy fits I've seen modders throw, few of them are as good-natured as Notch.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Ideas
    Personally I'm a big fan of the Roguelike style, i.e. make the best of what you find in the face of often overwhelming odds. So skill trees and the like don't appeal to me at all, unless they're the stable counterpart to a healthy amount of weapons, scrolls, potions, abilities that appear into the world in procedural fashion. Bonus points if you have to play the ID game with stuff whose properties you have no idea about until you use them. "Oh noes the cursed sword welds into your hand", and so on.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    You allow the inclusion of your mod in modpacks while Dr Zhark doesn't. This in itself is enough to keep me interested in this mod as it means that I might find it some day in my favorite modpack, and I'll get plenty of example configurations for various biome mods if I ever want to make my own pack (again).
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.2] Custom Mob Spawner
    IMHO Dr Zhark, mc modders really needs a community-made custom spawner. This could be the start of it, if you put your Custom Mod Spawner on GitHub and let people fork it, submit pull requests for your official version, publish their own versions, and so on until something that fits everybody's needs emerges.

    It might even be integrated in Forge if it becomes mature enough.
    Posted in: Minecraft Mods
  • 4

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Thistlewhistler

    Finally, I frankly support the team's decision not to add config support for mud, amethyst, skies, gemstones, and jungle spiders. Each of these things are unique to BOP, and expand your experience with the mod.

    This I definitely don't agree with. Adding a new tier of tools/weapons basically screws the balance of any other weapon or tool overhaul that one might want to install. Forge allows us to take tons of modular mods and customize our experience, why actively try to get in the way of that? Do one thing and do it well, I say.

    You guys should really make anything that's not scenery a modular, optional-addon. If it ever evolves to the point that it adds so much to the game that it looks preferable to other, more specialized mods, I'll gladly use your addon. In the meanwhile I'd appreciate if you didn't complicate my work when trying to make a cohesive private modpack.
    Posted in: Minecraft Mods
  • 0

    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Great mod, furniture is something I always felt lacked in Minecraft... tables made out of a fence and pressure plate just don't cut it.

    However, modern fridges and ovens or faucets don't mix well with medieval-ish swords. Is there any way I can disable objects that are from the 19th or 20th century, or could you make the mod modular/configurable to allow it?
    Posted in: Minecraft Mods
  • To post a comment, please .