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    posted a message on Poll: Would you still play on 1.7.10 modded server?

    Yeah, I would. Most major mods are still adjusting to fit into the 1.9 environment, some STILL haven't left 1.7.


    If MC is going to keep coming out with new versions quickly, it's going to be pretty tough to maintain a good, up-to-date server.


    I think 1.7.10 is going to go down in history as a golden age of mods for Minecraft 1. There's a huge number of great mods, they're stable, and they're documented.


    I still haven't made the move off of 1.7.10 for my SSP. Just not ready to give up all of my tweaks and I like Thaumcraft 4 a bit better than 5.

    Posted in: Mods Discussion
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    posted a message on Blood Baubles - For the traveling Blood Mage

    I was just pondering, what kind of baubles would be great for a disgusting, soulless blood mage?


    Howzabout: a bauble that allows you to charge your soul network whenever you deal damage with a weapon?


    A bauble that could be "bound" to one of your rituals and then activated to create the ritual effect, centered on yourself, at a higher cost? (That would be game-changing with some of the rituals, like the high jump ritual.)

    Posted in: Minecraft Mods
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    posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!

    Calclavia's MFFS was a work of art, aside from the GUI. I'd LOVE to have it back.


    And great work on bringing ICBM back! I can finally build that thing with the stuff. You know, the one.

    Posted in: Minecraft Mods
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    posted a message on Electric Advantage: Light-up your world with electricity!

    Looks great. I'm always looking for stuff like this. I'll be giving it a good run once I start playing 1.8/1.9 more.

    Posted in: Minecraft Mods
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    posted a message on Totem Defender (Updated 2018/17/06)

    Looks awesome! This is definitely something I would use.


    Any plans to include more native American-style content? That would make the mod pretty unique and interesting, IMO.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    I hope my comments are useful. You're creating a fantastic mod.


    Update: my sword did in fact evolve the Frost effect. Huzzah!


    I think the Frost effect is a bit more balanced than I thought. The "stun" effect doesn't completely prevent mobs from acting, just from walking. So creepers will still explode and skeletons will still shoot and spiders will still leap at you. It is really, really good against zombies and endermen, much better than the other abilities in the tiers near it.


    Poison should probably be replaced with Wither, since the most common mobs are immune to poison (except the creeper, and usually you don't have time to wait for the poison damage on a creeper.) That makes it pretty weak compared to the other similar abilities. On the other hand, if the poison duration was increased, that could help it balance out.


    IMO having some abilities be good in some situations and worse in others is a good thing. It gives us a reason to develop a set of weapons and keeps the mod from having a "one very best combination". Instead, we get different weapons for different tasks.


    Idea: Now, when a weapon levels up and it tries to gain an ability it already has, it just loses the chance to gain an ability. Instead, it could get an enhanced version of that ability. So poison would get a longer duration, strength could become strength II (or longer duration), etc.


    And I like your sig.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    Just wanted to say I'm really loving the mod. It's added a lot of fun and flavor to vanilla weapons. May I offer a few thoughts?


    The "frost" effect is pretty OP, since you can just keep hitting the same guy over and over to stunlock them. It's the most powerful of all the abilities IMO.


    Idea: All weapons start at basic rarity. Once you max out their levels/reach a certain level, you can combine two weapons of the same type to get one of a higher rarity. That would also add some better balance to the "more rare = more damage" part of the mod.


    Idea: Restrict the higher-tier abilities to weapons that match that grade. So, basic weapons can only get basic abilities, and so on.


    Idea: Let weapons pick abilities in growing levels of power. So, a Basic at 3, an Uncommon at 7, etc.


    Idea: Some way to reset a weapon's level and abilities. That would be useful for some mod weapons like Thaumcraft weapons that can be very expensive and time-consuming to create.


    Idea: Armor effects: % chance of invisibility for 4 seconds. % chance of teleporting attacker randomly. % chance of reflecting projectiles. % chance of a lightning bolt hitting the attacker. % chance of forcing all nearby mobs away. % chance of not losing a bubble of underwater breath per bubble lost. % chance a mob will walk away instead of going aggressive on the player. % chance a wild wolf will appear and attack the player's attacker. % chance to spawn a random resource from a list. More...?


    EDIT: I'm using this mod with Balkon's Weapons mod, and it's working pretty well. Only problem is the ranged attack on some weapons, like the boomerang, that use right-click to attack won't gain xp with ranged attacks. That's kinda how you'd expect, though.


    Right now I'm using a katana (reduced knockback, high attack rate) that gained the Strength buff. So yeah, that's pretty strong. I'm hoping for the Frost attack next for the ultimate OP broken weapon. :D

    Posted in: Minecraft Mods
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    posted a message on Looking for modelers and assets

    Can you be a little more specific in what you'll need? I'm guessing airship-specific blocks, like balloons, and some ship-type blocks like helm, mast, masthead, etc. You also seem to want armament like cannons.


    To make it easy, maybe roughly describe how you imagine one of your airships looking. Something like a blimp or more like a Final Fantasy-style wooden ship that flies? Maybe decide what kind of theme or atmosphere you want it to fit into.


    And BTW, I've been looking for something like this for a long, long, oh-so-long time.

    Posted in: Mods Discussion
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    posted a message on Micromod: Rail Bridges
    Quote from Badcholo»

    created feb 2 and i didn't say it wasn't popular. It just doesn't fit my tastes of futuristic.

    What i mean by that since you don't seem to understand is that i don't want it to look like the old western days.

    Every mod with rails seems to want to push that. I was looking for something that looks and acts like Remote Io, Ender Io

    AE, I was hoping for a mod that would bring rails that would teleport cause seriously with servers that have warps, spawns, sethome,

    Stargates, who or why would anyone really want to mess with rails? or even yet, place rails all thru the world to get from one location to another.

    I understand in vanilla minecraft maybe that is useful, but on my and may servers is just a toy to play with.

    I was kinda looking for something you can get into and teleport to your home or location stations.

    I was looking for something that mines for you as such.

    I was looking for something that looks like the future.

    Thanks but no thanks


    Railcraft now has electric trains. Is that what you mean by modern? And you mentioned Ender IO, which has a teleporting rail that can teleport entire trains across dimensions.

    If you're looking for "something you can get into and teleport to your home" then you need RFTools. RFTools has a base-to-base teleportation system as well as a portable item which will teleport you from anywhere to the receiver you bind it to.

    Trains are very good for long-term builds that take up a lot of space where chunkloading isn't a good option. Also, I get really tired of the overly-simple tesseract + quarry setup that everyone seems to use. It's such a poor challenge that I lose interest.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Today I learned:


    TC 5 taint can spread across the bottom of lakes and oceans. Yay. (Actually I really like the more aggressive taint.)


    And +1 to the suggestion for Crimson Cult shirts.

    Posted in: Minecraft Mods
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    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)

    Instant download. I only wish I'd known about it back when it launched.


    I'm always looking for good mods that add nice atmospheric effects like this.

    Posted in: Minecraft Mods
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    posted a message on Ships Mod - Build sailable ships out of blocks

    Saw the front page mention for ships mod, congrats!

    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from gustavowizard»

    lol man this look like Abot and Castello, i dont see the moon from galacticraft from your 'space', i dont see nothing on your space because there is nothing on your space now lol, so how i will 'land' or 'move my ship above' it if i cant see it? And if want to go to Mars? i would apreciate if you point me to some video on youtube (if there is none plz help me when i undestand i will def make a tutorial for this mod, it really need it)


    The Texture Pack is 60% btw ;)


    About recipes; there is none on the wiki nor i can see them on NEI. Are you plannning to add them to NEI ? (i need to see the recipes to make the items textures, to make them 'realistic')




    Looks like you figured the first part out, but you have to manually add each dimension to the config.


    You're probably missing recipes in NEI because your config is set to use IC2 and other mods' items in the recipe. I had that problem too and went looking for it on a hunch. :) There are four options, and all but one require IC2. Lem's are probably the best set but require several specific mods. I'll be working on a Thermal Expansion set next week, and maybe that will be included in one of the next versions.

    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Sorry for double post...

    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Glad I could be of help. I've done some bug testing myself, so I know how it can be. :D I'm pretty excited about this mod, so please let me know if there's anything besides coding I can do to help.



    Just noticed another small thing. The config is defaulting the recipes to "Original recipes based on IndustrialCrat2 by Cr0s" despite the fact that I don't have IC2 installed. The result was no recipes. Your (LemADEC's) recipes look pretty good but also require IC2. Could we get another recipe set besides vanilla that doesn't reqire IC2?

    Posted in: Minecraft Mods
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