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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Laughing_Man16

    You want a gargoyle? Why? we already have iron golems that can kill mobs just fine.

    The obvious reason is to shout "GARGOYLES" in a bad accent
    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 Brehok

    I suggest for the next version griffins, if you did fairy horses why not griffins?

    Because gryphons hate horses and would eat all of your horses

    All of them

    Also because he's adding wyverns
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from MehfromMinecraft

    Why not have one of you (pahimar/xeno) work on this mod and keep updating it, and the other one work on EE2 and get it up to date, and please everyone instead of creating a fan war?

    Because they don't want to update EE2 and want to work on this one instead

    I do not understand how this is a hard concept to grasp. You are not "customers". You are "People downloading a free modification off the Internet"

    Anywho, to people who say the mod is useless: It isn't. It just isn't all that useful at what you want it for, endgame resource generator and mass-conversions to power other mods. But at midgame, or just decorating? Then its stupid useful. Being able to convert gravel en-mass into Sandstone or something else useful is great. And if you have bad luck with iron but tons of gold, just switch it over

    It just isn't your endgame resource generator you were expecting it to be. Seriously, I cannot blame them trying to go as far away from that as possible, given that resource generator was clearly not their intention from the mod at the start
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Laughing_Man16

    Um... What?

    The Homunculi in FMA are basically immortal monsters, with insane powers. So you can keep your mentally deficient undead hoard. I'll stick with my small group of near immortal beings.

    Good for FMA. The writer's great, but that's one of the things that is very much not accurate to the mythology

    Homunculi means basically artificial human. FMA is not the norm and deviates considerably here as most homunculi were created as tiny servants. Hell, I can tell you vaguely how to make one. It needs a mandrake root and bodily fluids

    Still interested? Because that's not the only horrible humanoid monster I know the folklore way to create

    Actually, that's a thing. Mandrake as a harvestable material, or some sort of sonic defense system because having a garden full of screaming plants is a Good Idea
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    In regards to Flux, one of the good ideas I saw somewhere was that each aspect of it would have a very distinctive effect. I know some of them did cause things to happen, like spawning witches, but maybe just each have completely different effects, going from relatively harmless (Like mushrooms sprouting) to oh no this was a terrible idea and I am now dying (Horrible undying magic zombies or the like)
    Posted in: Requests / Ideas For Mods
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    posted a message on What mods add penguins?
    Did you rearrange the Twilight Forest and BoP biome IDs?

    Do note the way they're set up causes the Twilight Forest biomes to spawn in the mainworld

    If it wasn't for that bug, I'd say Project Zulu, but it looks to be that bug
    Posted in: Mods Discussion
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from BluObsidion

    Hey zharky, the Wyverns look cool (or dragons, whatever.)
    But are you going to add Hippogriffs and gryphons? (or planning..)
    Btw, heres the link if you want to see the discussion.. i guess.. or whatever it is..
    http://mocreatures.e...yphons-mythical

    Also show us pictures of all the new mobs your about to add :D

    Just going to mention here, as filling in gaps in mythology is kind of my thing:

    Gryphons hate horses and hunt them fairly exclusively. Hippogryphs are the crossbreed of a gryphon and horse

    So yeah. Adding a monster that eats horses by the truck load may make people a bit uphappy

    (Zhark if you add gryphons and they do not eat horses I will be forever disappointed in you. Just saying)
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archaeology :Fan Renaissance (SUGGESTION THREAD)
    Dunkleosteus

    I feel this is all I need to say on the subject of armor plated murder fish
    Posted in: Requests / Ideas For Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Quote from Azanor

    The list grows very quickly and some concepts are hard to capture like Spirit. Ghostly? Or a combo of dead and something like mental? Not sure.

    Entropic

    Plus, well, entropic is just a fun word to use
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    Quote from Gibea

    I wonder, which biome should the Polar Bear belongs to? Ice Plains or Frozen Ocean?
    (also the Seal should belongs to Frozen Ocean too?)

    Anywhere seals spawn, as polar bears love the delicious taste of baby seals

    Speaking of chainsaw shark, turns out they figured out how it worked. Huh. Right after I mention it in this thread
    Posted in: Minecraft Mods
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    posted a message on Anyone know of a realistic looking flower mod?
    There probably isn't a flower mod out there like that

    However, all you'd need to do is have someone design a texture pack for the flower mod to bring it up to a similar standard. So more of a texture pack thing than a mod
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    That is good

    Going to be a few variants of the bear? I could see polar, brown and black at least. Plus, well, polar biomes

    Also, as for the sharks, the answers are "Goblin shark", "Whale shark" and "Sixgill shark". And maybe "Oh my god that is some terrifying prehistoric shark that has a chainsaw for a mouth"
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.1? (not 4)
    Still totally think mercury pools should be a thing. Plus could work for a hypothetical earth/water mix
    Posted in: Requests / Ideas For Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from nukularpower

    Not really clear on what sense any of that made, but I'll take the bait. Mob farms are pretty much the ONLY productive reason to build huge, cool looking structures in Minecraft (at least, without certain mods.) Why you would want to take that out of a game based on building is beyond me - this is not a combat sim here.


    I build giant structures to have a crazy roller coaster running through my base. Which is why I have railcraft. Can't be a roller coaster without flinging carts everwhere

    If I need blaze rods, I go, kill a blaze, and use them without any extra. We have different priorities in playing
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from nukularpower

    Personally, I would just rather not use Soul Shards at all. The whole concept is ridiculously OP and imo, only serves to remove the gameplay involved in building a normal mob trap (which I find way more rewarding, once I see that huge structure I worked on for so long.)

    Mod farms themselves are metagaming as hell anyway, and the reason iron golems don't spawn in the world any more. Blaming you for everything

    Someone just make a "Mobs only drop the good stuff if you kill them" mob to crush all hopes and dreams and keep soul shard's use being weaponising chickens to take out enemy bases
    Posted in: Minecraft Mods
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