• 0

    posted a message on [1.6.4] Witches and More V164DEV12 by Chancebozey (A DEVELOPMENT BUILD - Updated 12/22/2013)
    Quote from Hard_Wire

    To Turn them off u have too set all spawn min max and frequency to zero also I agree They tend to spawn randomly now but not as much even with there spawn option turned to false. But The world generator and structures are spawning as they should so no big deal until we all get spawn camped by the Templare knights spawning randomly all over the place. Then its a mad house to kill them and get back to our stuff before it despawns. :D


    Ah yes, the mobs seem to be NPC's of regular Hostiles and Creatures (like, On the Minimaps they appear Green instead of Red, and that's something normally only my Villagers or things with an Unknown creature type do). If you could, setting them to Hostile mobs that despawn after a certain distance from the player or something would be nice. MohawkyMagoo had excellent points in configurability that would make this mod's amazingness blow out the roof. Like, you don't even need to add more to it (though whatever you do add would still be amazing) but more control over the clustering and spawning would help balance out this mod when playing on harder difficulties.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] Sonic Screwdriver Mod by Darkona
    A crafting recipe:

    :: :Diamond: ::
    :goldore: :Coal: :goldore:
    :goldore: :--+: :goldore:

    Where:
    :: = air
    :Diamond: =emerald
    :goldore: -Gold Ingots
    :--+: = redstone torch
    :Coal: =redstone
    Posted in: WIP Mods
  • 0

    posted a message on Arcticraft - An Icy New Dimension (Maybe we'll release it)
    Can't wait till this is finished! Will there be a 1.5.2 version?
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Zeppelin [1.0] REVIVAL *CANCELLED*
    How are you planning to add compatibility to Milleniare? Like, How would that work? Or is it just so that the game has no ID conflicts?
    Posted in: WIP Mods
  • 0

    posted a message on Mo' Minecraft (WIP)( first mod 1.5.2)
    Huge Underground Caves that are rare and spawn under layer 50. Also may contain Structures.

    As for mobs, Pigmen, like the original idea for Villagers, and they have their own villages and such, but with different trading systems.

    Deep Oceans with Sunken Ships are great. If they had Glowstone and Mossy Cobblestone in them/on them it would make them a little easier to spot. And depending on the size, many chest filled(well not filled, but decently filled) with Gold Nuggets and Iron Ingots/Swords, maybe some Emeralds here and there.

    No Ores. There are honestly enough, and if you add what you want anyway, this mod won't even need them (The smooth Endstone is good by the by, maybe have Chiseled Endstone aswell?)

    If you make other mobs, then food drops from them would be cool.

    Yes to the Colored Wood by the way.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.2 AND 1.6.2] Huge Caves
    Make HUGE caves, like, similar to the ones in Bukkit's Giant Caves mod.

    I can't find that mod for a non-bukkit server, and I'd really love it if someone could either pick it up or start a new one with similar features, maybe even adding in their own custom structures down in the caves. And make them only spawn below 50 or something.

    Oh, and different themed caves as well, if it's possible, per biomes! Like, Cold Biomes would have Ice in it's caves, or some biomes would have lava pools-this is not a must for an awesome mod, I just thought the idea was something worth mentioning.

    The mod that brought this to mind is here: https://forums.bukki...ld-1-2-4.46832/
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from JonnyBrando

    Very true, and the fact that this is your first post (minecraft_go4) is quite sad. You agreed to the terms of service when you signed up, and requesting updates is against forum rules.

    If you read any of the SEUS/Karyonix GLSL threads you could find your answer is the last 3 pages.

    I don't forsee Sonic updating GLSL to 1.6.X. His Java skills are decent, but I can't say whether he'd run into any problems with the port or not.

    Karyonix is updating GLSL to 1.6.X, along with a port to a Forge Coremod, and fixing the TextureNM algorithm bug that arose when the Normal & Specular maps were fixed. If all goes well, Optifine won't be required anymore (although I heard it was porting to a Forge Coremod as well). This will hopefully make changing versions much easier! And the install too!









    You quoted me, but didn't answer the question, I just want to know. If it cannot be modified to work with D5, then I was going to downgrade to D3, but I was really trying to avoid messing with my minecraft.jar again.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Witches and More V164DEV12 by Chancebozey (A DEVELOPMENT BUILD - Updated 12/22/2013)
    Quote from Chancebozey

    I still need to improve this. I either get them to spawn in clumps or not at all. I will revisit this issue soon.



    on an diamond sword max damage is 8. If it is lanite it is 12. You say you are getting 18? Is it enchanted and which material and weapon is it? The biome is laggy. Lots of big trees to generate. When I begin creating the new dimension I will try some ideas out that should reduce the lag for the Median biome generation in that dimension. I will then have a smaller less laggy version for the overworld. :)



    Thanks, it'd be a real help. I really appreciate all the hard work, and when I read that you started this as a little something for your kids, I was even more amazed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Witches and More V164DEV12 by Chancebozey (A DEVELOPMENT BUILD - Updated 12/22/2013)
    Please, in a 1.5.2 update, add configurability to the distance between structures. The structures are great, but they spawn too frequently and too close to each other. I have the spawn chance set to 2 percent for all structures to try to reduce it, but if I could set their min distance from each other, it would greatly reduce this problem.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] [SMP] [Forge] Better Farming [v3.4.0]
    Is this compatible with 1.5.2? I know it says 1.5.1 in the name but sometimes they are and I'm being optimistic cause this mod looks really good, it looks, I guess, neater, than the food mods I have like Mo'Foods and Farm.
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Can this be modified to work with Optifine Ultra D5 as well as D3? If it's not possible, please let me know.
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Will GLSL work with Optifine Ultra D5?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from sdj64

    Now Updated for 1.6.2!

    Not very many changes regarding features. Horses spawn in Meadow, Highlands, Steppe, Savannah, and Shrublands. The stairs config has been fixed, now there is one ID for each stair block (named "Yellow Wood Stairs ID" for example). the "Highlands Planks Stairs ID" config setting will still be there when you update but it will not do anything. If you want to, you can delete it and it will not come back.




    I think there is an easier way with 2.1.0 and up, now that the configs are updated. I'll have to look into it.



    Don't worry 'bout a thing, you were perfect, you took the time out to give us a file and all we had to do was place it. Thanks for that. I updated my Treecapitator aswell, and it's configuration file matched up with what you said. Thank you.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Nevermind. I spent some time actually staring at it and I got it. I'm sorry.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Can someone please show me exactly how/where I need to put the Treecapitator information? The amount of text in the Treecapitator configurations is a little intimidating, and I tried, and got no fruitful results.
    Posted in: Minecraft Mods
  • To post a comment, please .