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    posted a message on [1.7.10] Hunger Overhaul

    Now that both AppleCore and HarvestCraft are updated, are we going to see a 1.9 and 1.9.4 compatible version of Hunger Overhaul rolling out any time soon? The vanilla hunger and food system may be much more usable than it was once upon a time, but it's still only serviceable rather than great.

    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    Quote from Kye_Duo»

    this forum has a way to hide giant walls of text in spoiler tags.

    there are two was to do this.

    1. use the spoiler button, it is the ! located between the insert image button and the create link button in the toolbar.

    2. put the following text around your crash log within [ ]: spoiler at the top and /spoiler at the bottom.


    That's a slightly confusing way of describing the method of directly writing in spoiler tags. It's much better to make use of the code block function, which would then allow you to actually write it out with correct syntax but without actually making it a spoiler.

    [spoiler]Text goes here. Great for walls of text and posting your crash logs.[/spoiler]

    That's how you write in a spoiler, ladies and gentlemen. If some of you somehow don't understand how to press the button that gives you spoiler tags automatically, use this method.


    This is what it looks like in action.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Hunger Overhaul

    Everything is mostly working as intended, but with the latest version of both Harvest Craft and Hunger Overhaul (the Jenkins version, not Curse version) I appear to be unable to either directly plant edible sunflower seeds (even when turning "B:foodsUnplantable" to false) or craft it into inedible but plantable sunflower seeds.


    Posting this bug report here since I didn't see anything in main post directing bug reports somewhere else.

    Posted in: Minecraft Mods
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    posted a message on Metallurgy 4
    Hello there, ladies and/or gents! I updated the painterly pack support for this mod. It was mostly moving around and renaming existing files made by others simply for convenience's sake so that they'll work with the new version, but I also modified the "iron plate" styled textures in the same way I modified the texture for the iron plate armor for personal use (included in the download as an extra), made painterly versions of the new TNT using the black powder bomb as a base, and jury rigged my own proper precious metal plate armors instead of using leather armor textures like whoever came before me did.

    Credits go to Archdeco, myself, anyone else who might have contributed to painterly pack support for this mod...and Rhodox and friends for the painterly pack, of course.

    Install the iron_layer_1 to the assets\minecraft\textures\models\armor folder of your resource pack (if you want to), install the assets folder into your Metallurgy jar, and enjoy. Everything should work, but if anything doesn't work (missing ore/armor because I'm a dolt and didn't rename a file/renamed a file improperly, for example) reply with the problem and I'll try to fix it.

    Linkage (virus-free unless I have a virus, don't know it, and it infected the file): http://www.mediafire.com/download/xhcog1l1gxj1j3h/PainterlyMetallurgy4.zip

    Oh yeah, by the way, the original Painterly pack support for this mod had it in light stone and meaty Netherrack, if I remember correctly...it's in dark stone and crimson stone Netherrack now. If I receive significant demand for it, I might make another pack with the original Netherrack and light stone ores. I request you just do it yourself if you want it, though. I'm not the only person with the superpowers of "cross-referencing file names" and "right click, rename", you know.
    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Jaiguru

    Now that this has been so thoroughly endorsed and so perfectly laid out, Mojang will add it. But they'll cop out and make ridiculous claims like "we want to do it OUR way" which is Notch-Speak for "We're going to implement a half-broken, watered down version of what everyone ACTUALLY wanted and never fix it."

    Don't lie, you know it's true.

    But seriously, this is probably the single best idea I've EVER seen for this game. With no exaggeration. I predict that the SECOND this mod becomes available it will become more or less standard on most multiplayer servers to the point it will almost have to be added to vanilla just for the sake of simplicity.
    I hope that doesn't happen. It probably won't happen, though, since Notch is no longer the lead developer. Unless, heaven forbid, it was actually Jeb-Speak all along. *shiver*

    And I know that if (and hopefully when) this becomes available as a mod I am going to use it.
    Why?

    I used to use a mod that doubled the terrain generation height. All of it. The sea level was put at 128 instead of 64, the rock layer doubled, the build height doubled before it was so in vanilla Minecraft itself. The mountains were amazing, the creativity flowed more freely, and it was mining bliss when used with a properly tweaked Metallurgy. The best part, however, was (or could have been? It has been so long since I used that mod, I am unsure if Large Biomes were a thing when the mod existed) the synergy between the doubled generation height and Large Biomes further increasing the size of features such as mountains. Alas, last time I checked (which was months ago; perhaps it has been revived or replaced...however, I cannot know as I have forgotten the names of both the mod and it's creator) the mod was abandoned and forgotten. This mod could give that mining bliss back to me, and more.
    Posted in: Suggestions
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    posted a message on Presence Footsteps - An overly complicated sound enhancement mod
    Quote from Teranz

    Forge doesnt not work Optifine, it's stated in the post!
    Well, if that's true, I'm in quite the predicament, since I'm using Optifine and Forge together. Oh, wait...

    Forge and Optifine work perfectly well together, actually. At least, last time I checked. Which was, like, a couple days ago. Only Optifine Light doesn't work with Forge (or Modloader), which is stated in the post. Perhaps you saw that and mistook it as saying all of Optifine wasn't compatible with Forge?
    Posted in: Minecraft Mods
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    posted a message on iPixeli's Gender Mod
    Hmm. Some updates to Smart Moving, Player API (err...I think?) and Render Player API are making me think that Smart Moving compatibility will be easier to do now. Heck, if the Forge-specific version of Gender was working, Smart Moving might be automagically compatible now. One can hope, at least.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from SparcMan

    I may look into that Maid soundpack.
    I don't quite see how they would be seen as "erotic", but I could accept "sulty" because of the somewhat low tone of the voice. I tried to find more anime-like voice SFX, but didn't find any on free sites.



    You could probably ease some of the complaints if you had something in the config to adjust difficulty. Either the ability to set the heath and damage of each of the mobs or some kind of multiplier value(s) so players could tweak it to their own preference.
    I understand that you made the mod to your own liking as I have my own mod that incorporates my own personal preferences into the game, so if you rather not give the option to tweak the mobs, I could understand why.
    I'm pretty sure that config options for tweaking at least the health and damage values are going to be added into the mod once Minecraft 1.6 hits and there is a stable version of Minecraft Forge updated, if the mod author can make them.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Iaintsayin

    Because it's so much work for you to create a new world where valkyries don't spawn at the beginning. Gimme a break...
    To be fair, that is a somewhat valid point. GoG2 mobs are very difficult, almost arbitrarily so. Tier 3 (aka "boss") GoG2 mobs can be so ridiculously difficult that it can be a source of grim amusement at how many times you get steamrolled while trying to defeat them; especially the vampire which, last time I checked (which was a while ago and my memory is a little fuzzy), was damn near completely invulnerable due to summoning a minion and healing 10 health every 15~ damage you do or roughly 20 seconds that pass (by the way, either summoning a minion or healing alone is borderline unfair, both is just mean).

    And it is quite possible for the player(s) to be spawncamped by the mobs. In fact, it's quite possible for the player to get roflstomped right out of initial world load because hostile mobs could be generated with the world, and could very well kill (and begin spawncamping) you before your computer even loads all the chunks. And while there might not be anything we (or the mod author) can actually do about mobs spawning with the world and/or spawncamping the player(s), responding to getting killed right out of the gate by Goddamn Valkyries with what basically amounts to "Well, gg; delete that world and go make a new one, bro." is still probably not the best response.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Khazhor

    No. Here's a list of the mods i use:
    http://imageshack.us...2/xxj.png/?sa=0
    Maybe is the Dimensional Doors mod, because it adds 2 new biomes...

    PD: forgot to say also Microblocks mod
    PD2: What's BoC? xD
    I wouldn't be surprised if the Dimensional Doors mod was screwing up something, because I've heard of that happening before. You could try dropping it and see what happens, assuming you aren't very attached to it. Alternatively, you could try to use a mod that changes the spawning rules like Just Another Spawner or the Custom Mob Spawner used with Mo' Creatures, and see if that fixes it. I can't say for sure, but fixing it up proper might require doing both.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Enbraend

    Is the ender and blaze staff supposed to have a purpose? Also why can't the creeper girl and ender girl etc be tamed to be used for battle? That sounds more fun then having them as merchants.
    So, you're telling me you'd find a one-use explosive or barely-helpful, randomly teleporting, throwaway companion more fun than an infinite supply of TNT or Ender Pearls? Which is what they would be if they were companions, and what they are as merchants. Besides, the maker of the mod is a novice coder, he couldn't even do that, I'm sure. Nor would he want to if he could, I imagine.

    I think (though I cannot speak for the mod maker) that we'll get some kind of companion mob come 1.6. Probably a wolf girl, since there are (were?) GoG mobs with themes of vanilla mobs. Personally, I'm a little against the idea of a GoG2 combat companion; since if it was even as powerful as a Tier 1 GoG2 mob, you could build a militia that could easily roflstomp any mob in the game with the possible exclusion of real boss mobs like the vanilla Minecraft Ender Dragon, or Twilight Forest mod Hydra, thus killing all challenge. Besides, they would have the vanilla wolf's derpy AI, or worse. My suggestion? Leave companion mods to people who know what they're doing. Disclaimer: Preceding mod not up to date; links are only for credit and example, respectively. And don't you dare think of pestering nerd-boy about updating it. He's busy working on another project right now.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    I think mandrake root isn't acting as intended. The tooltip says something about "lose 4 hunger" (What does that even mean, by the way? Restore 4 shanks? Subtract 4 shanks? Restore 4 actual points, AKA 2 shanks? Subtract two shanks?), but it doesn't do anything with hunger (except require you to be hungry to consume it, which is mildly annoying), does heal 2 hearts (4 points) like it says; but it is also never used up when consumed, which I'm pretty sure is unintentional.

    I'm thinking you tried to do something nifty code-wise with it (Subtracting shanks?) but it didn't work. An alternative to what raw mandrake does now, would be to give the player minor nausea (like the mob it's from) for, say, 20 seconds, and still heal some health and restore a single shank (or not). An alternative to the mandrake soup would be to add night vision (say, one minute) instead of restoring shanks (or at least instead of restoring as many shanks). I suggest making them act like Golden Apples, and allow consumption even while full, since they heal health. Also, consider adding a rare drop of a mandrake root to the Cyan Flower itself.


    Edit: With all this talk of mandrakes, I just had an idea for a new item: Spiced Meat, made by combining two GoG2 Meat items with a single Mandrake Root item. Makes one. Heals as much health as mandrake soup, and restores 50% more shanks (and saturation) than a single meat. Edible even while full due to healing properties.
    Posted in: Minecraft Mods
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    posted a message on Atum 2: Return to the Sands
    Well, I was going to finally install this mod, but it turns out it isn't compatible with 1.5.2.
    Oh well, I guess I'll wait.
    In the meantime, though, have some masked versions of the Atum armors that I quickly threw together!

    At least, I think they work. I can't exactly tell, as I cannot play the mod.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from FFShadow

    Love the mod, i've been missing floating islands for a long long time.

    I do have a question though. I've been thumbing through some of this thread and the FAQ section, and i'd just like to know, Do custom ores form other mods, like copper or uranium spawn when using BWG4?
    I'm not sure about other mods, but last time I checked Metallurgy worked perfectly with this mod, if that means anything.
    The latest official release is for 1.4.6/7, but there's beta releases for 1.5.0-2.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from MrBiznich

    Having an issue trying to play this mod in single player after about 10 seconds in I Start to lag extremely hard and then my minecraft freezes no crash reports are given.
    Is your computer able to run Minecraft well normally?
    These mobs have much higher detail than vanilla, so if there are many mobs it may cause issues for your computer.
    Posted in: Minecraft Mods
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