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    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    just waitin on this to set my server up!
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    when i first saw these screens i was interested, the mushrooms look great, and i love the idea of ice caves and sand caves. biome specific caves are great. however i felt there was just something wrong with the stalagmites. i identified what that was. the 2d criss cross texture thing works for things like spiderwebs and grass tufts and plants and flowers, but i dont think it works for solid rock objects like stalagmites. is there a way to turn those off completely?

    also, does this work with the bukkit mod 'giant caves'? and does it change the way the caves are formed and generated, or does it just change the blocks theyre formed with and add the new shrooms and such? thanks
    Posted in: WIP Mods
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    posted a message on a mod that makes exploring underground more fun?
    anyone have any suggestions? for our server right now we are adding Plenty o Biomes and AtmosMob, to make exploring the overworld more enjoyable. ive been searching google for something that would make the underground more entertaining, but havent found one that seems suitable to the minecraft experience. the reason plenty o biomes and atmosmob are acceptable is because i can use a customizer to choose which animals can spawn in which biomes and i can remove the mobs that would break the game and cause bugs if they were in.

    ive found a bukkit mod called 'giant caves' which seems customizable but i dont think it changes the way actual caves are created, it seems to just add random huge rooms.

    id like something that allows for a more interesting generation of caves but still keeps the feeling of minecraft, and still allows for stuff like mineshafts and what not. more dungeons would be nice, or maybe some kind of mobs that live underground that arent just created by spawners.
    something like more ores (that actually have a reasonable purpose and dont break the game or overpower you)
    maybe some underground biomes that would add glowing mushrooms and a purpose for them

    i dont know. but the balance of the game not being turned into something completely different or being broken is important. i like to keep the original feel, but just add to the immersion and enjoyment. any suggestions are appreciated.
    Posted in: Requests / Ideas For Mods
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    posted a message on [32x] [1.6.4] Derivation RPG
    it would be sweet if you could just post the update with the new cursor and proper red leaves and witch skin because then we could all enjoy while youre taking your sweet precious time on the GUI
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    so be it
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    have the updates been added yet? ive been using my own cursor which is just 5 dots, 1 in the middle and 4 around it. it looks good and isnt distracting and asymmetrical like the default derivation.
    also have birch been fixed yet?

    yes and the witch
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    has this been updated with the birch leaves and new cursor yet?
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    i didnt see a problem with them when they were working. they looked great
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    so wait. why were the birch leaves really cool looking this morning and now they are just normal? this is still a mystery to me and its causing me grief

    also if i could make a recommendation, the only two problems i have with the pack other than the birch leaves not being awesome any more are with the GUI, the cursor is distracting and gimpy, and the thing that shows which item is equipped in the quickbar requires too much attention to see which one is selected, especially when using the mouse wheel. its easily fixed by adding either a bright or dark translucent square the same size and shape as the inside of the boxes, which i did but yea, just something to think about
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    this morning the birch leaves were really cool looking. now they look normal. what happened?
    Posted in: Resource Packs
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    posted a message on good 16x16 packs with CTM and animated textures?
    are there any good packs with coherent themes (not themed outside of minecraft or anything, i like fantasy vibes and not too dark or fluffy, and not made of grid squares) if you guys know of any post them! thanks!
    Posted in: Resource Pack Discussion
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    posted a message on looking for server host in seattle
    there are too many threads and not enough posters
    Posted in: Server Recruitment
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    posted a message on looking for server host in seattle
    every server host i have found that has a server option of seattle is way more expensive than other servers with more features.. can someone please tell me of a server based in seattle which is under 15 dollars for 1gb ram? thanks
    Posted in: Server Recruitment
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    posted a message on THE REALMS OF GRIGNARNIA
    this is a 16 player server so far theres about 7 main players and the servers been up for a couple weeks so its relatively new
    looking for people with similar ideas on what minecraft is as a video game
    and people who are all around cool



    do you agree that minecraft is a RPG game where instead of playing to become all powerful you play to build awesome things, and that flying and spawning items and teleporting ruins the point of the game:

    if yes then you can join the server
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Biome Palette Template (Outdated--Working on new Template for snapshot.)
    Quote from Misa

    Edit your color.properties file to include the line:
    drop.water=XXXXXX

    Where XXXXXX is put in a hex color value. On mine I went with a light grey since it combines the biome water color with this color. If you want it to call up the color directly from the water biomes without any intermediate set it to FFFFFF.


    Yes it works for every biome palette used by the vanilla game and Custom Colors.

    For swampgrasscolor.png you can probably just fill in the whole thing with the color you want. All I did was duplicate my normal grasscolor.png. The reason there's a separate palette was due to the way Swamp grass's special color parameters were added into the game on the old biome color blending system. It's kind of redundant now, but it was the best workaround at the time.

    I'll ask Kahr if it's possible to make swampgrasscolor and swampfoliagecolor obsolete now and just have it draw the values from the default biome palettes so long as Custom Colors is installed.


    when i do the color.properties thing it only works for the bubbles, the water droplets are still bright default blue.
    Posted in: Resource Pack Discussion
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