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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10

    Do we really know that?


    *Plays X-Files theme*


    There are some mods that do develop a live of their own^^


    Quote from MarioBenjamin»

    Does this mod have any plans of updating to 1.9 or is is to stay on 1.7.10?


    First rule for Mod-Updates:
    You don't ask about Mod-Updates.

    Would anything change if you got an answer to your question? Would the devs suddenly work a little bit harder/faster if they know you expect an update?
    Just relax and enjoy the current version. Nobody likes being asked about updates. Unless stated otherwise, the devs are working it.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    Well, not everyone knows that.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Quote from Sundaysmile»

    That's the thing, I never really used the books. And I still didn't use the agricraft book even to look up what mutations I had.

    Because I used NEI.

    As a redundancy, some in game documentation is pretty much needed, at least to explain the mod or how it all works together, afterall any mod must surely work vanilla and not be dependent on other mods or plug-ins in order to function effectively.


    Thaumcraft had a very exploratory approach to it's research system, where you had to scan objects to learn what they were made of to catalog what you could break them down into via alchemy. It was a very interesting system.
    Until you had to go through that system 10 or so times, then it just became a chore. A rather tedious barrier which had to be climbed in order to progress.

    Considering how many different materials there are in Tinkers to play around with, plus the number of different tool/weapon components, AND the number of potential materials added by other mods or mod authors who may likely want to make material add-ons for Tinkers2. I don't think the manuals need any unnecessary steps in order to simply see what's available to the Tinkerer. It would just take too long every time you wanted to "research" what a material is.

    I say, keep the manuals as reference material, and not a hurdle that gets in your way.

    The idea was to redesign the "journal" as some kind of quick look-up tool. If you need to find a material that offers Underwater-Mining for example, using something like that would be faster than alt-tabbing out of Minecraft to open your internet browser. You wouldn't even need to fill that book if you don't want to, so unlike Thaumcraft you don't have to...
    You get a tool that allows you to see what kind of materials you already crafted, and which of the materials available to you has the biggest durability/damage/handlemodifier.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Did anyone actually use the books? I mean, I read them when I played with TinCon for the very first time, but after that I just used the FTB wikia since it was easier to look things up over there. The books are helpful when you want to try out TinCon and know nothing:
    It teaches how to make smelteries (If you're not just lazy/lucky and find/steal one in a village) and how to use the smeltery to produce the parts.

    But I can't remember ever using the Material guide to look up the stats of a specific material because the one page per material interface was too unwieldy.


    Something I would like to see would be a journal like the one in Agricraft. For those that don't know about it, you need to "identify" seeds to see their stats, and if you have a journal in your Seed-Identification-Table, it will remember everything about the seed: The growthstages,how to mutate this seed and which seeds it can mutate into.

    The Tinker's Journal could "register" the materials and alloys you made with the smeltery, and then offer a search-function so I could quickly find a material that offers a specific Trait, or tell me which materials have a handle-modifier of x1.2. Or a durability of 300+. Or sort them in descending order according to how much damage they deal.

    (Sorry for the blurb)

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I agree with the shortbows, but the javelins should just get a damage boost and/or a knockback/stun effect. If you use the right materials/modifiers in the 1.7.10 version you can already slow the creeps down. Adding an inherent effect like that seems superfluous to me.


    Personally, what disappointed me the most was the paltry aerodynamics of the throwable weapons. I get that stuff made from heavy metals shouldn't fly that far, but these weapons are designed to be thrown. If the metal is heavy, I should just make it thinner to retain what allows me to throw it that far. If the weapon would be "too thin", this can be regulated via breakage. I still remember playing with various metal-mods and making my first throwable weapons for fun. I still remember the excitement, wanting to see how the creeper hunting would be like if I could run circles around it with Shurikens in hand... and then I was disappointed that I didn't manage to hit anything with it until I was very close, or aimed in ridiculous directions to compensate the downwards drag. And most of the time I was so close that I didn't have to bother with throwable weapons

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Cannot wait to see what new features ranged weapons will have.

    I would like to see some stacking: Durability used to translate into the amount of arrows one had at their disposal, but I would like to carry more than that... If I had a quiver, I wouldn't just put 15 arrows made of a fragile material in there: I would fill that quiver to the brim.

    One way I could see that being implemented, would be to add a quiver, and make the ranged weapons get their ammo from there.
    I craft one from Leather or other materials, and then "fill them" by putting the quiver into a crafting grid with some tinker-arrows. Or I would simply clone/use the knapsack and base the quiver on that. It would be like a portable chest for ammunition.

    In any case, looking forward to it no matter how it ends!
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I just wonder how Metallurgy will deal with the new way metals work in TinCon2^^


    (Also supporting the new material trait system.)

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    You mean in 1.8.9? Shields were added in 1.9 for vanilla, idk if it was ever added to TiCon.

    Whoops, sorry, I meant the "signs".

    In my mind, they are basically that, a big piece of metal I lug around to blog stuff. Apologies for the confusion.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I just wonder why the shield is still in there... I mean, it was a joke weapon in the first place.

    It has no real use, and I have never seen anyone use it. At all...

    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    I googled around for a bt and this seems to be an older Issue:

    Playing with Agricraft 1.5.0 and Harvestcraft 1.7.10Lb, the Sesame Seeds do not drop their fruits when harvested from Agricraft-crops.


    One possible solution suggested to me was to downgrade, but I am reluctant to do so because I like the newest additions... is there a fix for the missing Sesame out there? Minetweaker apparently can't solve the issue, and it also doesn't seem to be able to work with harvestcraft seeds in general: Whenever I try to add something I get an error saying "invalid Seed".

    And if there isn't a fix, would it be possible to release a hotfix Pam? (^ ^)'

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Well, let us assume you want a specific metal to have a "Modifier+1"-modifier. Right now, there are two versions of this, "Thaumic" and "Writable"... does either one really fit when you look at the tool and it's description?

    Imagine adding "Debuffs" to specific metals: "This material is very brittle" [10% to use additional durability], aka the opposite of Reinforced.


    If we were to get full customisability of the materials and their effects, it would also be nice to specify what the description says. Without the ability to change descriptions, just adding the existing modifiers will quickly reach the possible limits of tinkering with the config



    Besides, changing names via ressourcepack doesn't really feel like a solution to me and more like a selfmade-fix. What if you want to share a modpack but everyone has to add your "Ressourcepack" which changes a single line first? Sounds like a hassle to me... but that's just me.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I would love to see some kind of configurability concerning modifiers.


    For example, a config that changes which materials have which effect, and what the effect is named/displayed as. Or if a modifier like "Redstone Flux" requires that no other modifier exist on the tool. Something to allow more balancing.

    Or maybe just a way to cleanout all existing modifiers on a tool... maybe dump it into a vat of slime?

    Posted in: Minecraft Mods
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Darkrai2003»

    Make it so I can use cheats in my single player world. I was looking in the world save, found the NEI config for it, and all the cheats were set so only OPs can use them.

    Also, in case you didn't know, in the world creation, you can not do anything except make the world. You can't change the world setting like in normal minecraft. Such as set it to creative mode.



    If they decided to lock world generation, maybe it has something to do with the player spawning in that "spaceship" from where they teleport down to the planet.

    The planet seems to be more like a custom map than a randomly generated one. If you suddenyl create a new world, who knows what would/could break?

    Posted in: Mod Packs
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    First Rule of asking for ETA:
    You don't ask for ETA. ;)


    It will be done when it is done, and people generally don like being asked when they publish the next release.

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    I usually set the values for unwanted biomes to 0 and so far, I didn't encounter them again. If you really want to test if it is working you could set almost all biomes to 0 or give one biome a very high weight.

    Posted in: Minecraft Mods
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