omg I'm loving this~ I suck at building anything nice xD
- Ravage656
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Member for 9 years, 2 months, and 12 days
Last active Thu, Apr, 11 2024 20:48:58
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Bloomi posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016Posted in: Minecraft Mods
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Bloomi posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016Posted in: Minecraft ModsHere is my room! It took all day to complete! My Little Maidy~ I call her Lola. My cat is Schrodinger, the Shiba Inu is Mickey and the Dachshund is Tiny. I just wanted to share this with everyone! \o/
Totally didn't wait until sundown.
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Dizzlepop12 posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Posted in: Minecraft ModsI'm just going to be honest, but I have been sort of drifting apart from Advent of Ascension. I still love the mod, and Xolova is a genius for making such a thing, but I feel like the 2.0 update made me not like it as much. I used to play this every day, but now not so much. Admittedly, I have been "modding" and making textures for some mods, but I feel like, in general, the skills and thermal bar limited a lot of exploration. Similar to when Mojang added the Hunger bar. It was simply unnecessary, and made gameplay less enjoyable. And since I have been put to level 0, after loading in 2.0, I can't use a lot of weapons that I have obtained. I'm not saying AoA is bad, but I definitely haven't been in the mood to play it since the recent update.
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Ariannae posted a message on Lycanites Mobs - Strange and Deadly Creatures!Posted in: Minecraft Mods
Make sure that you're looking under the "multipliers" section, and not under "boost". It looks like there are two separate groups of stats; base stats that are influenced by the multipliers, and then a bonus stat section.
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AnimationWiz posted a message on Kingdoms of the Overworld Mod v1.6 [1.7.X/1.6.4] [SSP/SMP]Posted in: Minecraft ModsBasically it's a powerful golem that don't take no crap from anyone.
You can build it and let it attack mobs around your farm, or you can build it to help you with a boss, or, like Pat, you can just fight it for fun. Your choice.
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christiantx posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]Posted in: Minecraft ModsSome constructive criticism after spending some time playing:
It's been a headache to have to resort to browsing the decompiled source to find information that should be available in game or at the very least on the wiki-- that being said, the wiki has improved about a million percent over the past day or so. Still, when you enter the world for the first time there are things a new player should be made aware of, be it via a book in the inventory or some kind of initial screen that has to be dismissed. Not even knowing of the temperature mechanics existence until you are taking damage is silly. Botania is an example of an in game guide done to perfection.
Without question the icons in the top-right corner used for various game mechanics and skills are well designed, but on their own they have zero meaning. Ways to improve this: describe each icon in that new player book ... provide a game pausing GUIScreen that keeps the UI elements but gives the user a mouse cursor and provides informational tooltips when mousing over items (you could even allow for repositioning of UI elements from this same screen) ... provide multiple versions of the UI with varying sizes and have the biggest version include text labels.
On the subject of temperature... I think it's a neat mechanic with potential to be used in interesting ways but I can certainly see why there are so many asking for a way to disable it because it definitely needs some tweaking. I'd love to see it expanded to have increasingly negative effects at both extremes, hot and cold, with positive effects in the sweet spot. But ways to improve temperature as currently exists:
- The rate at which you lose health once you're "cold" is a bit ridiculous and the amount of damage and the rate of that damage should be configurable and by default much slower.
- The multipliers used by the various ways to gain and lose temperature should be configurable.
- Earlier warning(s) as temperature is dropping instead of only being told when you're at the point of taking damage would be nice.
Limonite vein size and rate could stand to be nerfed considerably whereas Sapphire and to some extent Jade could stand to be buffed slightly. I can't comment on other ores yet, I've only just recently got to the point where the nether isn't instant death and have only just begun to explore it.
All in all the mod is impressive as hell, especially being the work of a single developer so bravo.
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I was also really looking forward to seeing labricon in 1.1, I especially love the eternal theme. I'm still hoping the blocks will be obtainable to use for decoration/construction unlike DivineRPG's dungeon of arcana.
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Soooo... What happened to the needing of a deeplands dungeon/mobs for that dungeon?
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To be honest I think the bomb carrier should only place TNT when aggro'd on the player.
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That's... not a very helpful reply.
So you mean to say that there is a limited number of times I can get the resources to trade in for silvro coins to fight silverfoot...
20 per boss is a bit much.
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There are alot of mods out there that make wieldable oversized weapons. such mods include orespawn, twilight forest (giant's sword and pickaxe), monster hunter and to a lesser extent, chocolate quest.
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Ohh. I thought diamond was nerfed in this mod like Divine RPG. My bad.
BTW Just a little feedback: what happened to mysterium's lighting and sky?
In the newer versions the sky looks mismatched compared to older versions and everywhere seems unnaturally darker than before, making it feel kind of depressing and sort of incomplete. It reminds me of the incomplete Land's End from Witches & More. It honestly looked better in older versions and actually looked like it was night. Please can you reconsider reverted it?
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To an extent this is true. I'll be using colorful portals for my portal room so I can go to some indirect dimensions like the abyss, iromine, etc. without having to go through yet another portal. It also seems to load dimensions faster using that.
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Thanks! Can't wait to see what you have in store. By any chance will you be making a list of which fish are tank-safe, and any incompatible fish which would attack me or each other? The last thing I'm hoping for is maybe a clearer special aquarium glass? Since optifine doesn't do me any favors tbh. Thanks again in advance.
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Its a real shame to see such a mod end up in such an unusable state. Many times I wanted to use this mod but interacting with certain mobs (like breeding fish) always crashed the game, making it unplayable.
The least he could've done for us was pass on the mod to someone who has the time, but they would unfortunately have to recode this from the ground up.
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