• 0

    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)
    Quote from jochuan»

    that is a good idea

    I'd personally find that kind of annoying, but if it's optional I suppose I'd have no reason to object...
    Posted in: Minecraft Mods
  • 0

    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from malcolmhooi»

    it doesnt work,i have both the mod and the animation api but still doesnt work and its stays with regular vanilla animation,here is the list of my mods:
    the lord of the rings mod
    pistronics mod
    animated player mod
    animationAPI
    archimedes ships mod
    better HUD
    Bibliocraft
    Carpenter blocks
    Chisel mod
    Codechickencore
    craftheraldry
    damageindicator
    description tags
    dynamiclights
    fastcraft
    lunatriusCore
    notenoughitem mod
    optifine
    reis minimap
    schematica
    tall doors
    updatechecker


    Quote from utkabobr»

    Optifine is conflicts with it


    However, do note that if you install Bspkrs core, it (for whatever reason) fixes the conflict.
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival
    Quote from tehFoxx0rz»

    You just encircle your substitution with:
    <IfCondition condition=':= dimension.generator.class = "ChunkProviderGenerate"'>
    </IfCondition>


    Thanks much! I'll see to that straightaway.


    Edit: It worked! Lovely! Now I'll just need to rig it up with the chunk provider for the Nether when I get to that part, and I'll be all set. The transition between the Nether and Overworld will feel much more seamless now.

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival

    Okay, so I have a quick question...how exactly would I go about using the dimension properties to define a substitution? I would've thought it could be used similarly to biome definitions, but apparently, something like <dimension.id='0'/> causes an error. That's how it's listed it should be used here, so I'm really at a loss here. Unless, of course, I'm missing something stupidly obvious, which could very well be the case. I'll experiment further in the morning, if no answer comes up here.


    The reason I'm asking is because I'd like to have Netherrack generate at the bottom of the Overworld, and I'm not entirely keen on the idea of having to list every single Overworld biome, or make a blacklist of every biome not in the Overworld, to do so. I'd rather just specify "only in the Overworld," and have it done with.

    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from OswinOswald1»

    Can You Update It To 1.8 Please.


    Please, use the search bar or just check back a couple of pages before you ask questions of a mod author. They've already answered this several times.
    Not to mention, the code of conduct explicitly forbids making a post just to ask a mod author to update their mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from NikkeiZX»

    Sure thing...err.. how exactly should I go about getting that to you?

    Edit: So on a hunch, I took Optifine HD D1 (for 1.7.10) out of the modpack and now the world is playable again. It COULD still be a thaumcraft problem, but the other problem I had (when it didnt crash) was that when I enter the world, the screen would go black to the point where I couldn't even see the menu when pausing the game.. the buttons would be functional, but I wouldn't be able to see anything. The only way around it would be to guess where the "Save & quit to title" button is and click it blindly. But yea, I'll still send you the playerdata.. I just don't know how to get that to you lol


    That's a bug with Optifine D1. Switching back to C1 should solve several of your issues.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development

    Played this version of the mod for the first time yesterday. So many lovely things have happened since I last touched Metroid3. I especially love how the HUD actually works now, instead of just being a nice-looking overlay. And as for the morph ball model and its glitchiness....stay tuned.

    Posted in: WIP Mods
  • 0

    posted a message on Metroid Cubed 3 | 0.3.33.1 (Beta) | Metroid Cubed 4 now in development
    Quote from Grisham4life»

    Registered so I could comment on this awesome mod. Honestly, I have many many mods installed, some of them are completely epic, but none of them bring back my childhood or make minecraft so enthralling as this one. The power beam, varia suit, morphball etc is just totally insanely badass.


    Now a question for dark Aether (and i noticed that you had a tallon IV dimensioin id in the ini file) I own the Metroid Prime Soundtracks and and wondered if you could add drag/drop support for custom soundtracks for those planets. Or add blank .ogg files for them that we can browse to in the .jar file and replace so that i can convert my soundtrack to so I can listen to those old epic tunes as I explore the new planets (dimensions/biomes).


    Also any chance of you adding a Prime Series Save Station as a craftable "bed" so we can use it as a respawn point?




    Quote from FirEmerald»

    Drag-n-drop support would be extremely hard, maybe even impossible, to do without making significant ASM changes to the base code - something that should be avoided at almost any cost. As for the dimension sounds, I have yet to decide what I will do for those. The save station willl exist, but not as a spawnpoint. It will refill energy tanks, but require Redstone Flux to do so (as a consequence, you could power it with the wave beam)


    You can just use Music Choices to add the music to the biomes everything sits in. It's an absolutely wonderful mod. You could even set it up to play the save room spawn jingle when you enter a world, if you wanted.

    Posted in: WIP Mods
  • 1

    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from Godzol»

    I am back after along time when are you updating this mod to 1.8 or 1.9?

    Its because I want to play this mod with the latest version of minecraft and other mods.


    I'd honestly prefer everything be ironed out in 1.7, first. With the rate Minecraft is going, by the time the mod is fully updated to 1.8 or 1.9, Vanilla will have updated to 1.10.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from BrandonPotts»


    I've been out of town for months until a few weeks ago, it's a minor fix that we won't push an update for until we're ready to push a few more fixes. More details as we figure that stuff out, no time frame for now other than soon, sorry.

    This kind of patience is why you're the CM.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Fluoxie»

    Everything about this mod is perfect and I thank you for it. But, can you or anyone please please make the dragon not try and safe you when it's sitting down? When you have the ability to fly yourself and you descend the dragon thinks your falling and keeps leaving it's spot to try and safe you which is super annoying :(.


    That was reverted too? Sounds like more and more bugs are still cropping up that shouldn't be..
    Posted in: WIP Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Chaos2341»

    It's my name so I should be able to change it how I feel or the name can't be changed (new account then is required).
    But changing the name after a 30d period is bad because of such things and it can be that the new name isn't that name
    which you wanted. So you went back and try another one ... oh wait, I've to wait 30d for the next change? No, not with me!

    Well, I think wie can discuss over this a life long but I think we should stop at this point. I've my meaning and you hav your ones
    and all is fine ;).


    The thirty day limit is in place to stop people from changing their username constantly, which prevents trolls from being able to constantly assume a new identity to pester other players. They're forced to keep their new name for a certain duration, which leaves them accountable to it for that long. It's also designed so that your old username is still only usable by you for a few days after your name change probation is up.
    And yes, Mojang has every right to tell you what you can and can't do with their game features on their account servers. So they want to say you can't name change? You can't name change. Be grateful you get to do so to begin with - for the longest time, you were stuck with what you made when you started.
    And if the owner of the server you're playing on seriously can't figure out how to rename a file, you should probably go find a different server to play on, because that's downright frightening.

    As to the ongoing topic of multi-dimensional Flux, I think it would be most practical to simply have it affect things more violently in other dimensions. Consider this fact: the Nether and End are, inherently, far more magical places than the Overworld. They contain many mystical properties which leave them saturated in magical energies, so much so that they both have a unique "flavor" of magic all their own (Infernum and Alienis respectively). Doesn't it then make sense that Flux, which is magical potential gone wrong, would react more violently and catastrophically when exposed to the increased magical potential of those two dimensions? And, furthering that, if someone were daft enough to cause Flux in the Outer Lands, I imagine it would have even more terrifying consequences. That realm is quite literally as close as a Thaumaturge can get to the very source of magic without becoming an Eldritch being themselves.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Chaos2341»

    Thats not possible because I playing on a MP Server without access to the FTP. I can ask the server owner but I think it's not possible.
    Well, the other way I have choosen was to contact mojang and now I've to wait for their response ...

    Or, and I'm just going out on a limb here, you could just re-do all of your research.
    Really, it's not tough. If you're in TC4, you can just use crafting benches in a deconstruction table to mass-produce aspects for your research. In TC5, just find a spawner, turn it into a grinder, and farm a ton of XP that way. Either way, you rarely have to leave your base to complete all the research you could possibly need.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Quote from superminekid»

    Looks like 1.9 is coming on the 29th of February instead of the 25th....

    Either way, we're an entire Minecraft version ahead now, and we still don't have any signs of an update to this mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Music Choices - Gives you more options for your music - Now in 1.8!
    Quote from jochuan»



    someone ?

    Patience is a virtue, friend.
    Posted in: Minecraft Mods
  • To post a comment, please .