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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Very well, I stand corrected regarding the dynamos; I apologize. I suppose I marginalized it too much as a stop-gap measure for supplying vis.



    I still stand by my other two points, however. If you enjoy the potion system, I can understand that. I was just trying to put my opinions in constructively.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    I must say, with so many Thaumcraft add-ons in development, this has to be one of the most innovative ones I've seen. Between this and Automagy, I think Azanor certainly would be proud to have such talented mod-makers expanding their project.



    With that said, the few criticisms I'd give is that the dynamos seem unnecessary with the standard Thaumcraft ability to put nodes in warded jars, energize nodes, use vis relays and get extra portable vis storage with amulets.



    Secondly, while making potions with essentia is an interesting concept as an alternative to the standard method, the ease with which one can get reagents with nether wart farms and mob grinders makes it too convoluted in comparison.



    The mob manipulation premise is where I think you really struck gold. Infusing to create new mob variants has so much potential! I can only hope you'll expand it to include hostile mobs and enable cloning mobs en masse. The idea of making magically engineered zombies and skeletons fight in arenas would be mind-blowing!



    Keep up the great work!
    Posted in: Minecraft Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Firt of all, I'd like to say that I love this mod. It truly is a masterpiece.

    However, I do have some comments on the Reficule added recently:

    > I'm sorry, but the structure of their spawning outposts has to change.

    - A column of iron bars extending all the way to the bottom of the world... PAST BEDROCK INTO THE VOID, is just a bad idea. I believe that making these outposts more on the lines of vanilla minecraft dungeons that spawn on the surface would be far less of a blight on the terrain.

    - Additionally, please provide some definitive way to destroy the outpost and to discernably stop the Reficule from spawning locally. Right now, there is no clear indication of when one's managed to achieve victory at their outposts. Plus wouldn't it make more sense to be able to clear the region of your kingdom of these things to ensure your people's safety?

    I do have other suggestions regarding the combat mechanics, but I don't want to bore anyone with an even bigger wall of text.
    Posted in: WIP Mods
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    posted a message on Silent Hill Resource Pack [1.6.4](64x - 256x)
    Quote from Xuchilbara

    think your like is broken..


    My apologies, it should be fixed now.
    Posted in: Resource Packs
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    posted a message on Silent Hill Resource Pack [1.6.4](64x - 256x)
    Quote from Xuchilbara

    Thanks, as far as "Pyramid Head" I was thinking about making the Endermen into him, but we will see.


    Believe it or not, I managed to make some pretty good 32x32 resolution skins inspired by pyramid head for the Humans+ mod (skin for Herobrine).

    I'll post you a download link for them aswell as the source material I used to make them.

    /edit

    Here's the download link: Link to Download
    Posted in: Resource Packs
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    posted a message on Issues with the normal_light.png
    After experimenting in creative mode for a bit after getting the 1.8 update, I noticed that torchlight strangely imposes orange/sepia shading on surfaces at the limit of the light radius.

    I am aware that this is a new feature of the lighting system, and I understand some people having an appreciation for it.


    However, I personally don't find it visually pleasing and was led to believe that modifying the new normal_light.png in the environment folder (which displays the lighting color scheme) would change this effect to something to my taste.

    The problem is, though, that when ever I change this file, either in a texture pack or directly in the minecraft.jar, nothing changes.

    My question is, what function does the new normal_light.png serve, and if it does indeed determine the lighting color scheme, how can one go about changing it to actually effect in-game lighting color?
    Posted in: 1.8 Update Discussion
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    posted a message on Risugami's Mods - Updated.
    First of all, I love all of your mods Risu; they're fantastic.

    I've encountered one rather odd problem with armor stand. It seems that once I've changed my spawn point by sleeping in a bed, the game crashes when I attempt to place an armor stand block.

    Mind you here is a list of other mods I'm also using with no other apparant problems:

    -Minecraft Extended
    -Colored Wood
    -Connected Textures
    -Holy Tools
    -Unofficial Fancypack
    -Unofficial Fancypack Farming
    -Humans+
    -Mo' Creatures
    -Nandonalt's Beekeeping
    -Nandonalt's Dairy
    -Nandonalt's Chocolate
    -Nandonalt's Scuba Diving
    -Nandonalt's More Trees
    -Kaevator's Super Slopes
    -Extreme Paintings
    Posted in: Minecraft Mods
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    posted a message on [32x32] Runesmith's Art Collection - INSANE Edition
    Though I no longer dedicate a forum thread to a full texture pack, I've assembled a collection of art that I couldn't help but share. What's interesting about it is that it's one of the few works out there that support the Insane edition of the More Paintings mod. Please believe me when I say this: that is A LOT of art! Observe and enjoy.

    Notice: I have no concerns regarding the independent use of any material of mine on your part.

    With this in mind, you do not need to ask permission from me to feature my work in your personal texture packs. However, should you publically release your pack, please include a notification of credits.

    Also, the files presented here also contain some works by others; should you use those, please request permission by those artists if you include them in a released texture pack.


    Art Gallery Preview and Download
    Art Preview

    Personal Pack
    Here is a link to download the texture pack that I use personally. It is predominately the work of the old Doku textures, so I cannot take credit for it as a whole. However, it contains numerous images that are mine, including item textures for various mods. I apologize for the organization. Full Pack
    Posted in: Resource Packs
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from PortalMk2 »
    IndustrialCraft+PlasticCraft+Millenaire+Humans+Planes+.....everything is ok now
    but seems not working with HD Texture patch...not a serious problem to me

    :Diamond: thanks for your great work, Mr. Smith :Diamond:


    I've actually found a fix to Minecraft's tendency to no longer respond when loading a world with Minecraft extended installed and HD textures applied.

    The solution is thus: the png images in the ExtraTerrains folder, when installed, must share the same canvas size as the terrain.png as your desired texture pack.

    For example, the default canvas size is 256x256 pixels. If you want to use a 32x32 texture pack, change the ExtraTerrains images to 512x512. 64x64 textures require 1024x1024 canvas sizes, and so on.

    When I managed to play a world with HD textures, the only potential issue I could see would be occassional patches of invisible terrain, but these didn't persist for any longer than fractions of a second. No real problems really.

    And by the way, smith_61, you are truely a great person for developing this mod. Keep up the great work! Thank you.
    Posted in: Minecraft Mods
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    I'm sorry to tell everyone that I will no longer be updating this Texture Pack.

    I'm starting to find that maintaining this pack and its thread has become rather convoluted (what with increasing amounts of mod images) and time consuming.

    There are plenty of other texture packs out there that are, quite frankly, better than mine, so falling back to one of them shouldn't be an aethetic detriment to your worlds.

    Thank you everyone for your support.
    Posted in: Resource Packs
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    posted a message on Apple Trees (Mod)
    The most likely issue you're facing isn't an incompatibility between mods or incorrect install, but the fact that this Tree Drop mod isn't updated for Beta 1.3.
    Posted in: Mods Discussion
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    Quote from DeathAngelsFury »
    Wait, download the mods, then the texture pack? But to install the texture pack, I need to use Xau's patcher, right? And that patches minecraft, therefore deleting the mods. Am I doing something wrong here?


    Xau's patcher does NOT delete mods, it only patches image files. If you install your mods normally, then use the patcher, it will also patch mod images provided the texture pack you're using has images placed in the right directories (which mine does).
    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    Well, I'm sorry about you're problem, but when I've applied it, I'm not getting the same issues.

    To prove I'm telling the truth:



    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    In response to DeathAngel's question, if you want to use the HD mod textures, you need to first install the updated versions of the mods, then patch the game's textures with mine.

    In response to meric and tcm's complaints: I have literally just tested the bed textures with no problems. If you are getting a problem it is probably one of these issues:

    1. You haven't downloaded and patched the game with the latest version of my texture pack.

    2. You haven't used Xau's HD texture patcher to apply my pack.

    3. You are using the Sorted Images Zip archive as your texture pack instead of the actual pack. The Sorted Images archive is for convenient editing of my textures only.

    Please investigate and experiment to resolve your problems more thoroughly on your own before posting.
    Posted in: Resource Packs
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    posted a message on Runesmith's 32x32 Textures: Discontinued
    That entirely depends on whether or not new content is added with the updates of those mods.
    Posted in: Resource Packs
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