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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    If they are giving level IV, you are using an old version.

    Righto, I'll get that updated then.

    Quote from Reika

    People already scream about how the pendants are overpowered.

    Meh, my opinion on that: Just because it's available doesn't mean you HAVE to use it ...However... perhaps maybe a future version to allow a config file set what tier each thing can give? (IE: lamps grant tier 1, potions tier 2, etc)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Mod in question: Geostrata
    Item(s) in concern: Enhanced <color> crystal pendant

    First: they do not show what effects they give on mouse-over (with or without shift), you'd have to remember which color does what, or back-track to see.
    Second: they all grant Tier IV of the buffs, which is all fine and dandy, except that the Strength IV does not work for me (sword I'm using does 10 damage normally), While the effects from the potion crystals themselves is Tier III .... With strength III, I'm doing 20 damage a swing with the same sword.

    Same mod, Next is the fact that the regular pendants, the recipe calls for the crystal cluster (found in the wild). I have not attempted to silk-touch a crystal with a pick to see if it is possible to pick them up that way. Is this the intended recipe? Being unable to gather those crystals to make those pendants, makes them harder to obtain than the enhanced ones, so, I'm hoping maybe they either are better... or are on par with the potion crystals?

    Lastly, if there were a way to combine the pendants into a single item, that'd be spiffy, or maybe a bag that could hold the pendants and still give the effects from within that bag?

    All in all, Loving the crystals in general, and the Opal awesomeness is ... well ... awesome :D
    Posted in: Minecraft Mods
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    posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]
    Quote from wideload

    **snip out of well said stuff**


    I'll add, to all the people that STLL wish to pester for an update and want to know when it will come... remember this: Not everyone that does mods is a young individual that has only school to worry about. Some individuals are doing this in their free time away from family, friends, and work. Not everyone is focused so dearly onto a java game that they immediately pop on every moment of every day to see when an update will come around. I myself haven't played since a couple days before the update...when I saw the update came up yesterday after work, I went to the forums to see if all the mods I'd had before were updated, so that I know what worlds I shouldn't update yet.
    Posted in: Minecraft Mods
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    posted a message on Little Blocks Mod [2.2.2.1] Creation contest! [770KDLs]
    Quote from augerotw

    We are going to ask about it because we love this mod.All of risugami's mods have been updated to 1.2.3 why not this
    because risugami probably plays around with the test-build versions and starts doing stuff with them then... Also, he probably gets tons of donations to help him keep the desire to keep it up to date... not to mention that his stuff is basically needed for all others?
    Posted in: Minecraft Mods
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    posted a message on Help, vertical circuit from button?
    Quote from pasky13

    Ok, I read the guide and I found how to send power down, but now I have to make this very bulky structure to hide the wiring:





    Is there a more compact way to hide this? I just want a button 2 blocks above floor level that sends power down vertically.

    try :

    Where the glass is your ground?
    I realize that this isn't exactly what you asked for (2 blocks above the ground) but it'd hide all the wiring totally
    and in case you can't tell, just below the block with the button on it, is redstone dust on that block with the torch on the side.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help, vertical circuit from button?
    if you're trying to go upwards, torches above each other are an easy solution, however, to go downwards...

    :--+: :cobblestone:
    :RedShroom: ::
    :cobblestone: :--+:

    where the torches are attached to the side of the stone, and the red shroom there is redstone on top of the stone below it, it's a 2x1 method instead of the straight UP method of 1x1

    ((

    ))
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Snow Golem vs Snowman
    Quote from Trenix

    Countered? This is a passive mob that idiots on the server will make to purposely annoy the hell out of people. Whats worse is that you can't even figure out who caused it. So I'm going to be forced to clear up all the snow because Notch decided to implement a joke into the game? What's funny is that he nerfed Endermen because they were annoying, you honestly think snow golems wont be annoying?

    someone already stated that the snow trail they leave behind degrades over time unless of course they are created in already snow lands.
    Posted in: 1.0 Update Discussion
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    posted a message on Found a new mob!
    Quote from coolsirjohn

    Blaze rod can hit mobs VERY VERY far away. Not sure what right click does.

    more than more than likely, you were in creative mode to give you that blaze rod, and thereby, are able to hit far away even with fists
    Posted in: 1.0 Update Discussion
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    posted a message on ? for those of you who like void fog...
    Quote from nokili

    Forced tiny viewdistance is atmospheric! Is everybody here insane?!

    nope, only you. The way you decide to play is on you, this isn't a matter of "what is the RIGHT way to play". Notch made this so that you can play however you like to play...this is why there is no real objective in the game, and you can do whatever you like with your world and how you play it.

    If you decide you want tiny view distance, never break a block, punch every monster in the face with your bare fists, by all means, have at it ... I however will have my view distance set to far so that I can enjoy the beauty of the random world generation when I'm on the surface, and enjoy being able to see from one side of my 100+ x 100+ x 4 strip mine to the other.
    Posted in: 1.8 Update Discussion
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    posted a message on Piston Elevator issues
    I had not attempted to make one of these before, and when the SMP server I usually hopped on was started up to 1.8 world, we found a town, and I built a lookout tower based around the spiral piston elevator type of thing. It works SOMETIMES at best, and others well... not so much. I'd tried adjusting timing and getting each piston to be on longer than I had them set to before (had a pulse limiter in the line) to no effect.

    Sometimes it would get me up all the way (something like 40 or 50 upward pushes), sometimes it would stop pushing me around the 4th or 5th level ... while looking down it seemed that the piston below me would fire, but the piston would just shoot through my body, rather than actually pushing me up, I'd then see the side pusher go through my head. Luckily I didn't "hide" the pistons with sticky pistons, and just used regular ones ... or I may have sufficated.
    Posted in: 1.8 Update Discussion
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    posted a message on Official 1.8 Bug Thread!
    Quote from Killgore32

    Same problem as before. Using the /time set 0 command causes it. Restarting the server will fix the problem. Was supposed to be fixed in 1.8. I guess not.

    ah, so that's what it's caused by ... guess my lengthy little thing above is useless... guess I know better than to force daytime anymore until this is fixed.
    Posted in: 1.8 Update Discussion
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    posted a message on Official 1.8 Bug Thread!
    Version of Minecraft: 1.8
    SSP or SMP: SMP (recreating the same build in SSP creative mode, glitch does not happen, and everything operates as intended)

    Can you repeat this bug?: Random

    What issues does this bug cause: Redstone circuitry goes stupid or does not reset states properly

    Conditions when it occurs: Redstone torches do not reset on when fed power is taken away.

    Example: :--+: :Red: :GP: :--+: where the torch on the left is a redstone torch attached to the block (red), with the redstone torch on the right feeding through redstone dust to the block, normally the torch on the side would toggle off properly, however, when power is taken away from the fed block (removing rightmost torch) the torch that was off, does not reset to on.

    Another example of the glitch is that I made a 3x3 block of buttons, with redstone torches on the opposite wall, all of them are on of course when placed. When pressing each of the buttons the redstone torches will go out (as intended), but at least in the one build I was working on in a SMP server, the top left most torch would not return to on state. I tried moving the torch to the side or top (or having all 3) resulted in the same thing, having those torches not re-light after the button was pressed.

    In that same build I have lines fed from that button array to long lines separated by a gap, on the side of the blocks that the line is running across, torches are put on the side (to trigger the torch to feed a line below), the last row in the line (coincidentally the same one linked to the top left button) the torches on the side do not relight when power is taken away.

    Also in the same build I am attempting a small RSNOR gate with repeaters torches, and blocks, but it sometimes does not reset, nor does it trigger properly in some cases.

    :_: :Red: :_: :--+:
    :Glass: :--+: :_: :Red:
    Where where the :_: are repeaters mounted facing each red block. when reset (redstone on top of one of the red blocks to feed the torch attached to it) the torches do not behave properly, and when triggered from the redstone dust (gunpowder in the "image") both torches go out. Attempting to send a reset signal (to redstone on top of lower right red block in example) does nothing to the system, as neither of the torches are lit, when at least one should always be lit.
    Posted in: 1.8 Update Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Suggestion: Find a way to make areas that are currently being built be a no-go area for other villagers (namely the woodsman) Flipping guy kept walking into a new building area for a first gen house, and was planting saplings ALL over the place, on top of the walls and everything, granted, it'll be wiped when / if the builder builds over that spot.

    Perhaps also have him able to see the bounding areas for buildings and not plant saplings there? keep from having trees pop up and block paths to the existing buildings if a short-tree spawns?
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from UnicornCow »
    ...


    Anyone?

    get 7zip, it'll handle all kinds of zip formats, including 7z, .zip, .rar, and many many more.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from momentandroid »
    Quote from Kinam »
    ...

    install gui api...

    bah, I'd installed the spawner GUI thing, thought it was the same... got it working, thankies much.
    Posted in: Minecraft Mods
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