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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)

    Hey, this is absolutely one of my favorite mods of all time. My friends and I started a server using it recently and all agreed all the furniture fits the minecraft style better than any other mod, and adds lots of cute, balanced, and functionally really cool things! very very few mods meet all these criteria so well, imo.


    However, I can't find an updated list of crafting recipes anywhere on the internet; the mrcrayfish wiki seems pretty outdated. :\ it's sad because we really want to use all the great new items but have no way of making them. I've even tried giving them to myself through creative mode, but somehow this doesn't trigger the "new crafting recipes!" popup in 1.12.


    Is there something i'm missing?

    Posted in: Minecraft Mods
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    posted a message on [1.7.2] [16x16] [Animated] Vanimation vPre1.7 resource pack - Vanilla Textures, Animated! - Over 12000+ downloads!(updated Decem
    Wow, what a great texture pack! and I'm so glad you're still working on it. Is this the kind of thing you want to do yourself, or would you accept some help from others? I've been itching to do some texturepack work again.

    Have you thought about animating mobs? it won't be worth it in most cases, but if a villager were to occasionally blink, glance to the side, or even show a facial expression now and then, it could give them a lot of life. same for dogs. The blazes or ghasts could have some really cool things done with them too.
    Posted in: Resource Packs
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    it might be a bit too complicated, and it may already be planned, but may i suggest villages using the stone(s) underneath them in their buildings instead of cobblestone? it would look really cool!
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    This is such a brilliant idea! a game about mining with one kind of rock seems pretty silly in retrospect. This is going to become one of my permanently installed mods, and i look forward to new additions in the future!
    Posted in: Minecraft Mods
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    posted a message on Community Creations - The Banner Contest
    CorruptAngel, definitely CorruptAngel!
    Posted in: Minecraft News
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I don't have any complaints and important issues or anything, I just wanted to take the short amount of time it takes to say thank you, thank you for this wonderful, highly important piece of wonder, and thank you for being so good about keeping it up to date and helping users with problems. it really means a lot, to the whole minecraft community, I think.

    and all the new stuff you're always adding?? amazing. it's just always great.
    I saw the "animations for anything!" thing and nearly had a heart attack from the awesomeness. if that works with mob skins too... I.. the... I think... I just don't think I'd be able to handle that. as a TP artist who tries to find the most creative ways possible to use retexturing, I don't think I'd be able to handle the beauty of the potential of that ;_;
    Posted in: Resource Packs
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    posted a message on [ADV] Eronev Mansion Adventure [1,000,000+ Downloads!] 1.9 Verified. The Classic Pumpkin Adventure.
    Warning, oversized positive review ahead!

    This is quite easily the BEST MAP I HAVE EVER PLAYED at the very least, but I think I can say that this is also a prime example of A 100% PERFECT MINECRAFT CUSTOM MAP, and what EVERY custom map should shoot for in terms of gameplay. I've never written any sort of review for a custom map before, despite having played ones which are supposed to be the best and most popular, but I realized partway through playing this how much this needed to be written. I thought so even more when I noticed what some other people wrote, whose reviews, at least to me, translated to "I am kind of bad at video games and understanding how these things work". something with this much work put into it needs a bit more appreciation than that.

    The level designing was COMPLETELY AMAZING in how perfectly sculpted it was and how much detail was put into it. this is on par with the quality of levels designed for actual video games. The little blocks here and there stopping you going from outside the boundaries without being eyesores was great, the chests were hidden in ALL the perfect places that chests are supposed to be in games, and all around had the exact feel of a classic sort of game that one learns the secrets to and never tires of. there were 2 or 3 borders I managed to get over with a lot of complicated parkour, but for the most part it was useless to be there, so I just jumped back over. The pumpkin NPCs felt a little silly at first, but that's really the best you can do without custom textures or other such gimmicks, and I grew extremely attached to the people and their antics after some time. (in a future map you could probably spawn normal, nosey NPCs in one place and give them signs, but not in the sequel to this! Eronev 2 needs our same pumpkin friends!) which brings me to my next point,

    THAT STORY WAS RIDICULOUSLY GREAT. it outdoes the large amount, no, MOST of ACTUAL professional games I've played, and ALL custom maps. Because of the Multiple Endings thing, I worried for a good part of the map whether or not I'd have to replay the ENTIRE thing, running back to all the same chests, but I found there was in fact a "BEST ENDING", and not one that was tricky to get on your first try: you just had to make good life decisions! it gave you not only the satisfaction of beating the game, but beating it the RIGHT way. there are actual video games I've played that try to pull this off, and end up failing horribly. the "BEST ENDING" made me go all D'X but then I was all :'D and then I was all :0! seriously, that was just the BEST MOMENT EVER. and the sort of "ending line" was all "GASP" and now I'm ranting *shooshes self*.

    I thought the Parkour as a sort of side-quest was GREAT. I thought at first "oh sheesh that sounds hard I probably won't do that" but I found it extremely reminiscent of classic platformers in the way the player would be all "I almost made this jump last time I almost did it I was almost there CRAP CRAP I FELL AGAIN I HATE EVERYTHING SO MUCH BUT I WAS ALMOST THERE NOW I *HAVE* TO TRY AGAIN." did you say there were 10 bedrock pieces?! I only got 6 or 7, and I was still able to get to the top of the obsidian tower with strategic placing :\. But that's probably for the best, the cobwebby chain floating near the mansion, and the viny one behind it, I NEVER got to, and I spent WAYYY too much time on the icey one because it was basically impossible to get up speed on the ice blocks to jump on. if you needed all ten, I probably wouldn't have liked it, but all-in-all, it was pretty satisfying :biggrin.gif:.

    I noticed you have a poll thingy! I can't do it, I liked almost everything, and hated nothing D': I'll comment really briefly though on each one:

    like I may have said, the open world was perfect! awesome! wonderfully made!

    The upgrade system of breaking blocks was AWESOME, also a thing seen in classic games I wouldn't think of ever incorporating into minecraft! It did get a little confusing trying to remember where older logs and clay was, but it didn't take much time to just poke around before riding the Soul Train.

    I thought the redstone puzzles were VERY well done! I was afraid they'd be too complex and make things slow and boring, but they were always simple enough to be solvable, and it was in my opinion balanced pretty perfectly with the mob-fighting going on there. (side note I just though of, I didn't die once, except when I failed the ice parkour for the 30th time and fell)

    the art was very nice, there was nothing that blew my mind, but there was not a single ugly house or hill, which can ruin an otherwise good map. oh, and the bubbling netherrack effect was super awesome.

    the ending score was ALSO AGAIN VERY COOL LIKE EVERYTHING ELSE AND YES THIS COMPLIMENT IS *ALSO* IN CAPS WHAT HASN'T BEEN SO FAR? It really just added that little extra bit of satisfaction to getting to the end. then I beat up an enderman that spawned in there, woo :biggrin.gif:
    MY ending card is a little bit weird, as you probably didn't think it was possible to get as many pumpkins and gold as I did.
    I didn't cheat though! promise! it's right here:


    (heh, yeah, my villagers were a little creepy, but I grew attached anyway.)
    If you'll let me explain:
    when I dropped off all my gold in the Save Cart, it was, if I remember, 4 stacks and an extra 59. so, 315 ingots! how much is that? did you put in 5 stacks total? short by 5, dammit! DX
    but when I crawled out into the "best ending" zone, with the bubbly netherrack and such, I ended up accidentally finding a way to parkour myself outside the area I was supposed to navigate! (I won't say where, publicly.)
    I then hopped a bunch of nether-bubbles into the open top floor of the mansion, where I found you had just basically cloned the entire inside of the original, so the chests still had gold and stuff. so that extra 28-or-so gold wasn't COMPLETELY legit I GUESS, I suppose it'd be considered a "bug" or whatever, but who knows? maybe the bedrock-brother decided to hide a bunch more in the same chests because he was bored!

    BUT WHAT ABOUT THE EXTRA VILLAGER GUYS? YOU'RE OBVIOUSLY CHEATING!

    nope! as you can see, one of them survived the explosion he was in. the other I found with all the extra cloned gold, up the waterfall in his little cave. so he's only half-real also. in the picture I decided he was reincarnated, or a ghost or something, with floating hands, but I suppose as an afterthough the old man locked up that guy's twin brother in the same exact cave at some point after I freed him? haha, improv storytelling, yay!
    I kind of hope you DON'T remove that, it was a really cool easter egg in my opinion, but it's your map, and if you REALLY want it fixed, PM me and I'll tell you where the one problem spot was.

    also that other pumpkin isn't made of birch, he's just wearing hospital robes. I mean come on, he was just in an EXPLOSION.

    but yeah, best map. goes way above Kingdom of the Skies and Questworld: Shipwrecked, in my book. *awaits sequel*
    Posted in: Maps
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    posted a message on Biome Palette Template (Outdated--Working on new Template for snapshot.)
    thank you so much! you've made this VERY easy to understand. Do you know anything about biome colors in the Nether or the End, though? I remember someone saying once that the nether used desert grass and foliage, is that still true?
    Posted in: Resource Pack Discussion
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    posted a message on Biome Palette Template (Outdated--Working on new Template for snapshot.)
    thank you so much! you've made this VERY easy to understand. Do you know anything about biome colors in the Nether or the End, though? I remember someone saying once that the nether used desert grass and foliage, is that still true?
    Posted in: Resource Pack Discussion
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I'm simply blown away by the animated block texture options you've given us TP authors, the possibilities it gives us are ENDLESS. seriously, this is ridiculously awesome. thank you.
    It would be REALLY helpful to know, though, what's the exact FPS (frames per second) of animated blocks?
    Posted in: Resource Packs
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    wow, I see a lot of errors and people asking for help and such. good luck with that.

    Thank you for making such an amazing, mind-blowing mod. This is the kind of thing someone suggests and you go "no no, that'd be WAY too hard, nobody could EVER do THAT" and whaddya know, you've done it.

    I thought I'd point out, if you didn't know, that Dragon Eggs seem to be using one of the controller block's textures now. will you be able to make that compatible any time soon?

    also, I noticed you have a "compatible mods" thingy on the front page, and assume you might want to know about any other compatible mods, so I thought I'd tell you that my zeppelins and such are working perfect with the Shelf mod, and looks really awesome. (and tmi, but you probably knew that)
    Posted in: WIP Mods
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    posted a message on Risugami's Mods - Updated.
    Are other people getting Spawner GUI to work in 1.0.1? I can't at all. I've installed ModLoader in the exact way specified for macs, with no sign of anything going wrong, and being able to launch MC. I've installed SpawnerGUI the exact same way, with all that fancy terminal-typey ****, and even though I can see the correct files in the .jar, it is having no effect at all in-game. I also deleted everything in the mobs folder, got nothing, and for good measure deleted the folder itself, but that did nothing also so I put it back. anyone have anything helpful to say? at all?

    EDIT: I've actually never gotten Modloader to work before. not once. I've posted here before, and still haven't gotten anything figured out. I'm using Mac Os X version 10.5.8, and after looking some stuff up, it seems a large amount of people using the same version are also not able to install modloader properly. which is good because I know I'm NOT just stupid, but bad because, um, am I ever going to get this to work? ever?? I can get mods like MCpatcher, TMI, and zombe's pack to work.
    Posted in: Minecraft Mods
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    The animated textures are really cool, but, erm, not all of them are working right! Redstone wire, repeaters, and brewing stands aren't really animating, they're just scrolling down repeatedly like lava or water. It's probably because MCPatcher isn't programmed to animated those textures properly, all the other blocks and items are working fine, and again, are REALLY COOL. someone should try making an animated Ghast fireball next! (Ghast fireballs appear in the items.png near the slimeball)
    Posted in: Resource Packs
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    posted a message on [8X 16X 32X 64X 128X 256X 512X] [1.0.0 & 1.0.1 Pre-release] Texture Pack Templates
    Thank you so much for making these! They are so incredibly helpful! can I just point out one small error? in the 1.9 terrain, you have a texture labeled as "cauldron liquid, unused". it's actually not unused, or a cauldron liquid, it's the base for the brewing stands.
    Posted in: Resource Packs
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    posted a message on [32x][1.8.1] Sonic Vintage Pack [WIP][4100+ DL's!]
    I keep checking back to this pack to see if it's updated, and am disappointed that it hasn't been. I understand if you want to wait until after 1.9 to release a 1.9 update, but I was hoping to at least see some mushroom textures or something. oh well. I await the next update eagerly.
    Posted in: Resource Packs
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