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    posted a message on AlgaeCraft - Ocean mod for Minecraft - Sponges, Seafood, Coral, and More! Uses 1.8 Sponge Functionality!
    Quote from Azaka7
    I tried the seed and I'm not seeing any problems. Are there massive air pockets at the bottom? If so, you might've opened the world accidentally in a version/profile without AlgaeCraft, even for a moment, or you might've installed a mod that overrides a biome with the deep ocean ID. Do you have any world-gen mods that might impact other mods?

    Nope, no air pockets. I generated the world with the mod installed. Currently the only mods I have installed are Forge, Algaecraft, and Fog Clarity API.
    Posted in: Minecraft Mods
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    posted a message on AlgaeCraft - Ocean mod for Minecraft - Sponges, Seafood, Coral, and More! Uses 1.8 Sponge Functionality!
    Hello! I discovered this mod pretty recently and finally got a chance to try it out.

    I love the size/depth of the deep oceans; I'm trying to build a personal modpack for deep space exploration and mining, and I want an ocean lab and city as my main base of operations. But the Deep Ocean biomes I'm getting are pure clay at the seabed, no pelagic sediment or aeros plantae. I can spawn both in Creative and they work just fine... they just aren't spawning in the world. D: I thought maybe I was just using an outdated version, so I updated to 1.4.x.1 and it's still not spawning anything but clay.

    The seed I'm using is 'Mythic Earth' with Normal world type. Go southeast of spawn through the desert to find a moderately sized deep ocean. Am I the only one who's getting the clay problem? D:
    Posted in: Minecraft Mods
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    posted a message on Better Anvils! Removes the level limit
    Ew... I'm getting that out of bounds error too. I'll keep my eyes open for an updated version, at this point I can't sacrifice the mod adding those enchants.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Consistent Glowstone Drops
    Finally someone makes this. I get so annoyed when my Fortune III pickaxe fails to yield 4 glowstone dust. I always Silk Touch my glowstone unless I need the dust for something, but let's face it... the more mods you have (I have a lot because I'm a wizard and that's how we roll), the higher likelihood of needing the dust.

    Also,
    The conversion of mass into energy would eventually cause the glowstone to disappear, or stop emitting light altogether. Neither of these things ever happen, so it can be assumed that glowstone is either: A. A source of infinite light that never converts mass to energy. B. A source of finite light that does convert mass, but the conversion rate is so slow that we'll never see it lose enough mass for a whole pile of glowstone dust to disappear, especially if the block has just been placed and still only drops 2 dust. Let's calculate that conversion rate. To estimate the amount of mass one block of glowstone has, let's assume it has a specific gravity of 2.6 (about the same as crystalline quartz). Using that number, we can estimate that a single block of glowstone (1 m³ = 1,000,000 cm³) is 2600 kg. Now that we have the mass, we can calculate how much energy that mass contains using the equation E = mc². c² = ~9 × 1016 m² / s², so that multiplied by the mass of the block equates to 2.34²⁰ joules of energy in a single block. These calculations (if approximately correct) reveal that, if a block of glowstone emits 50 watts of light per second, that it would take 148.4 billion years to convert one block of glowstone into energy, or 37 billion years to reduce its mass by 1/4 (one pile of dust). Even if it emits a blinding 500 watts per second, it would still take billions of years to convert that mass to energy. In other words, your point is invalid.

    SCIENCE!!
    Posted in: Minecraft Mods
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    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    There was a natural stone texture on the pre-1.5 customizer (you could copy it from the sprite sheet and create a new stone texture file from it for the 1.5/1.6 format). No such luck with the ores, though. If you have needs like that, you're better off ripping textures from another pack for private use. Of course, then you'll also have to change the ores, and it just gets messy from there as things stop fitting in with the lore properly. Nah, I think it's fine as-is. If you use the 'Subtle Dark' texture for stone, you can hardly tell it's there when looking at a distant cliffside! That's why I brightened the 'Dark' texture in the first place.
    Posted in: Resource Packs
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    posted a message on Better Anvils! Removes the level limit
    Thanks for continually updating this, and adding new features. I just can't stand those vanilla anvils anymore, they don't even work on my best equipment and I get annoyed with constantly replacing them (the cost is negligible, but having to replace them is like a thorn in my shoe).
    Posted in: Minecraft Mods
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    posted a message on Anti Plant Virus Mod
    I think the Virus biomes are the perfect size. They're a spreading corruption, deep and dark and full of nasties, you don't want them to end up one or two chunks wide like a vanilla biome, do you?

    But then I always loved Kaze no Tani no Naushika. That's why I want to custom-generate an almost-wholly-Virus world with no iron or diamond ores. Bug-tech would be the high-tech equipment, and humanity would be in a desperate fight for survival against the horrors of the Virus. :D
    Posted in: Minecraft Mods
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    posted a message on Anti Plant Virus Mod
    I want to see a Virus world type, where the entire world is that biome except for small safe zones with vanilla plants, and no iron or diamond ores generate. Players would have to hide underground and make bug traps in order to advance beyond the stone tech level. >:D
    Posted in: Minecraft Mods
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    posted a message on [Challenge] The Darkness Beyond
    Well, I was horrified to learn that the John mod is being updated again. D: Maybe I should just settle for Slendy.
    Posted in: Survival Mode
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    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from AtomicStryker

    @Zombie bug
    If it was barbaric mojang would have hotfixed it, or even Forge

    Mojang hotfixes things? Sir, from what alternate universe do you hail?

    I did hear, though (but this is only hearsay at this point) that a recent Forge build in some way fixed Mojang's idiocy related to 1.6 and zombies. I was kind of enjoying the advantage, though... my game's ticks would slow down to such a crawl that the nastier infernal mobs couldn't even keep up with me as I ran away! :D
    Posted in: Minecraft Mods
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    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Quote from frightmare44

    I thought thats what the chicken was meant to represent

    The '3M' on the egg texture stands for Mobile Munitions Machine. They were made prior to The Event as resupply units for wartime.
    Posted in: Resource Packs
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    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Heya,

    So I never snagged a copy of the 1.5.2 texture/sound files. Since 1.6.2 is a lagfest of death every night (and sometimes during the day, if enough cave zombies are staring through solid earth at a village 100 blocks away), I'm still playing with the majority of mod users in the previous version. But now that I want a gritty futuristic world, I don't have LD to support me. :( Could you put the 1.5 version back up? All OI's horses and all OI's men don't know how to turn a resource pack back into separated 1.5 texture/sound packs again.
    Posted in: Resource Packs
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    posted a message on Anti Plant Virus Mod
    I wish I could offer feedback on the original thread, but I'm not even as fluent in Japanese as a child over there. :P The mobs in this mod are a great deal of fun to fight, but...

    I'm a bit disappointed by the risk vs. reward. Things like the night (knight?) armour and the stackable healing potion require so much effort (and probably enchanted diamond gear), and then you look at what they actually do and think, what's the point? I'm still enjoying the heck out of the battles this mod provides, when combined with guns and follower mobs who can use them it really turns into a sci-fi bug war. But I wish the drops were balanced better. At least the weapons are unique (and in some cases pretty powerful), and their special attacks are very useful against not only vanilla mobs but also the full range of enemies in the Virus.

    Maybe people have pointed this out on the Japanese forum thread? I can't read a thing over there. :v
    Posted in: Minecraft Mods
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    posted a message on [Challenge] The Darkness Beyond
    Still too much of a pain having to manually aggro them all. :\ I want something that creeps up and kills me before I can react. :D

    Edit: Also, friends? What are those? Do they taste good?
    Posted in: Survival Mode
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    posted a message on [Challenge] The Darkness Beyond
    I was thinking about what to do next in Minecraft, since I've been getting bored of recent gameplay. Then I remember this challenge, and why not get back to it? :)

    However, I just don't ever see enough endermen in my world to justify the basis of the challenge, as far as mobs are concerned. (It's also much too easy to place a little dirt and get the endy to noob-rush you while unable to hit you.) I would rather make all the mobs scarier and keep the construction rules as a protection against all the Things That Go SSSsss in the Night, or add something so deadly, so horrifying to the game, that I'm legitimately scared to leave my tower or go into a cave. Slenderman seems obvious, and there's a mod for that, but I've just never been a fan of Slendy. Anyone have other mod ideas?
    Posted in: Survival Mode
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