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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    This is MIND BLOWING. But, I have a problem. The textures for the bottoms of birch, spruce, and jungle wood(not planks) are the default textures. I am on 1.6.2. Can you help me?


    actually Misa's pack does support them with their own textures from even before it was supported in vanilla minecraft ,
    but that by using CTM (which requires MCpacher/optifine) either install one of those preferably MCpacher if you want to enjoy the full features of this pack,
    or wait for Misa to change the way they are set in the pack to utilize the native support minecraft recently added.
    Posted in: Resource Packs
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    isn't using raw potato in a salad kind of weird ?
    maybe adding another vegetable beside wild carrots, or making it a soup
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    SimpleOres with TreeCapitator
    for anybody who had problems with making SimpleOres work with TreeCapitator
    here are the lines that you need to add to treecapitator config

    for the normal ores:
    simpleores {
    S:axeIDList=<tools:Adamantium Axe>; <tools:Copper Axe>; <tools:Mythril Axe>; <tools:Onyx Axe>; <tools:Tin Axe>;
    S:configPath=SimpleOres Configuration/SimpleOresIDs.cfg
    S:itemConfigKeys=tools:Adamantium Axe; tools:Copper Axe; tools:Mythril Axe; tools:Onyx Axe; tools:Tin Axe; tools:Tin Shears; tools:Onyx Shears; tools:Adamantium Shears;
    S:modID=simpleores
    B:overrideIMC=false
    S:shearsIDList=<tools:Tin Shears>; <tools:Onyx Shears>; <tools:Adamantium Shears>;
    B:useShiftedItemID=true
    }


    for alloys:
    simpleoresfusion {
    S:axeIDList=<tools:Bronze Axe>; <tools:Sinisite Axe>; <tools:Thyrium Axe>;
    S:configPath=SimpleOres Configuration/Plugins/FusionIDs.cfg
    S:itemConfigKeys=tools:Bronze Axe; tools:Sinisite Axe; tools:Thyrium Axe;
    S:modID=simpleoresfusion
    B:overrideIMC=false
    B:useShiftedItemID=true
    }


    if you can please add a mcmod.info file to your mod
    without one I had to dig through forge's logs to find the mod ID
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    you did a good job with those textures, I'll add the texture pack to the mod page.

    10x, btw the link you copied to the first page got messed up, and you may want to replace my old textures link since they don't work with this version of the mod.
    Posted in: WIP Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    very nice mod,

    a few problems with it though,
    when generating on non-vanilla blocks the towers become a nether tower, i figured it must be your "case default" or something but it is rather annoying when playing with a biomes mod.
    also the actual nether towers in the nether sometimes generate too high, leaving the tower boss to suffocate in bedrock
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    made up-to-date version for the textures from before for latest version
    http://www.mediafire...9w26nokzlhb6qjm

    also I think I found a little bug:
    when changing "Chance for a fossil node to generate" in config
    the only thing that seem to generate more often is skulls.

    few ideas for the future:
    * red glowing mushrooms - generating near/above/below lava (possibly with a chance of dropping blaze powder)
    * crystals - rare crystal version of stalactites/stalagmites
    * moss patches - like a thin layer of snow (only in jungle-type biomes maybe)
    * glowing mushroom spores - can grow the glowing mushrooms on mycelium/moss
    * actual fossils (the ones that are there being bonepiles) - rare and only generating on lower levels - drops fossilized bones / dino skulls that can be made into dino tools / dino armor >:3
    * ancient seed - drops from fossils/bonepiles very rare, can be grown into a new plant/tree with fruits that give buffs
    Posted in: WIP Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from SnatchNL

    - snip -


    I did actually manage to go to the nether with this mod installed,
    and also work together with too many plants and simple ores that also add content to the nether.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    any chance on making the glowing mushrooms obtainable in survival ?, silk touch maybe ?
    Posted in: WIP Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    sorry for all the posts but I have found another (a bit critical for me) problem,
    when trying to go to the nether with both this mode and wuppy's peaceful pack my game says "server disconnected" and I can no longer enter that save.
    can you please check if this is a problem on your end. I asked the same from him.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    really awesome :) ,
    I made a x64 textures from the x32 that was in here, you can add it to the page no credit needed.


    Posted in: WIP Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Lavatron65

    I have an idea for a new biome, a tropical ocean. Going down about 30-40 blocks of water with coral reefs glowing at the bottom, and deep sea fissures and stuff. Including some 'mountains of coral' surfacing, proving easy access to this wonderful seabed blocks.

    I strongly support this the ocean in MC always looks way to blank for me, maybe some seaweed too.

    also, seeing everybody now suggesting biomes I might as well drop a few ideas:

    EDIT: alright I choose this one

    subterranean hidden paradise (fantasy):
    dry/desert/rocky surface with large caves underneath that have some grass, ponds, waterfalls and rich foliage in them and some sun light from holes in the caves ceiling.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from calebmanley

    Ill have to fix the empyrium core...
    Ill see if I can find a way to make it not destroy anything registered with the ore dictionary maybe?


    this apply to the tier 3 gauntlet as well,
    and I didn't actually expected this to work with other mods ores, what seemed like a bug was that it destroys vanilla emerald ore and the ores from this mod.

    also two more (minor) bugs:
    1. the prometheus chamber doesn't use the "burning" textrure when active
    2. the tier 3 gauntlet still uses up gunpowder when in creative
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    just finished checking, and wow this is awesome

    I think you should lower the default rarity though, it may only be a bug on my end but I searched for islands for about an hour in creative and I even 4 in the middle of the ocean, but they ware completely empty of anything but grass dirt and stone.
    after changing the rarity to 5 and another pretty long search on creative I was finally able to find islands with woods and empyrium in them.

    also the explosions that supposed not to destroy ores works, but not on emerald ore or any mod-added ore including the ones on this mod. it would be nice if you add the ability to edit what is treated as "ore" in the config.

    anyway well worth it and have a huge potential, i'll defiantly keep this mod :D .
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    looks really cool I'm going to try it now, a bit OP though...
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] [Forge] TooManyPlants - 15 new plants, 19 new items!
    very interesting mod,

    any chance on adding biome support for mod-added biomes (extrabiomes xl, biomes o plenty, etc.)
    or simply option in config to list biomes id's for the plants ?
    Posted in: Minecraft Mods
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