• 1

    posted a message on Erebus Update 1.12.2 Beta RELEASED!

    Vadis365, I know there have been pokes about when this mod will be updated and live, but let me say this: In the past few months, I have seen you do more work porting this mod than I have many other major mods in the last YEAR. You sir, are now made of win.

    Posted in: Minecraft Mods
  • 1

    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    You know, my night was slow and dull, but then you threw a wadded up paper-mache' ball with confetti inside, and now it's PARTY TIME!

    Posted in: Minecraft Mods
  • 1

    posted a message on Witchery 0.24.1

    Hm. Might want to check and see if a config somewhere is counting gold weapons as silver. That would explain the huge damage in werewolf form.

    Posted in: WIP Mods
  • 1

    posted a message on Erebus Update 1.12.2 Beta RELEASED!
    Quote from gentleGenera»

    is there a Secret we should be lookin' for?


    ...You might want to take a gander at the upper left corner of the window.
    Posted in: Minecraft Mods
  • 2

    posted a message on Carpenter's Blocks

    "Place a brick, then right click... into a world of pure imagination... You will pass, right through glass ...of your making~" (To the tune Willy Wonka sings)

    Posted in: Minecraft Mods
  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from Bacon_Grill»

    Why hasn't WildBamaBoy updated the mod yet? Seriously, I really want to use Minecraft Comes Alive on 1.11.2, but guess what? Wild isn't updating the mod, and it's stuck in update limbo!



    ....How about you scroll up three posts above yours? It's amazing what you'll find there.

    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    I honestly can't wait to see what is done with this mod. The level of polish this team has displayed in the past and the way things have a life of their own is something I wish was done more often.


    They're not just adding a creature... they're adding one you raise, grows in ability as they age, changes look as it grows, and will have equipment! The only others offhand I know of that come close are Mo' Creatures, and their own Fossils and Archaeology mod.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    If we are able to use wisps, I'd rather have them be able to be bound to an area, and let their whimsical nature carry them around within and perform beneficial tasks. A wisp anchor or tether device, kinda like a specialized totem. The wisp can only go so far from the totem, but has freedom to wander within the boundaries.


    Bound wisps could have beneficial effects depending on their essentia makeup. Having problems with that hard infusion going nuts on you when trying to make x item? Keep a few ordo wisps nearby, and watch as they actively participate in keeping events from occurring. Loving that lamp of growth, but wishing it was just a wee bit faster, covered more of your crops, and was more efficient in essentia use? Keep a few herba wisps in the vicinity, and they'll boost its effects. Crystallizer still going too slow? A few terra wisps nearby randomly zapping it to completion would be a nice benefit. Have some combat golems with ranged upgrades that just don't seem to hit enough? Keep a few Aer wisps about, and watch as they speed up the arrows, making them hit more often, and slightly boosting their damage. That arcane lamp falling just short of lighting an area fully? A lux wisp or two in the area can boost the range of the placed light sources slightly.


    The way I picture it, a tamed wisp is a helper, something that provides a bit of a boon, making life a little easier. And eventually we can research a way to tinker with their makeup, changing their element to obtain wisps for specific needs, or even make them become elements they cannot be naturally, with unique properties.

    Posted in: Minecraft Mods
  • 3

    posted a message on The Betweenlands ~ A dark, hostile environment...

    I will say this has the best overall environment out of any mod that I have played since I picked minecraft up back in the old 1.4 days... That's saying something.


    Also, just a heads up on an odd glitch I've encountered. I found a Ring of Ascent in a Singleplayer game here last week, and have been greatly enjoying it. However, I found out that when I ran out of exp, and accidentally double-jumped while trying to run from a mob... I suddenly had 41 levels. Retested multiple times after emptying out the exp bar, and the same occurrence kept happening, with different level gains. One time I had 142 Levels... The ring started working again the moment this occurred.

    Posted in: Minecraft Mods
  • 4

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    As one of the first effects, all it was meant to do was restrict access. The Lich's tower is protected by a 'barrier' to deny access (Lich doesn't like biome-to-biome salesmen). The other ones are all tied into the respective biomes, such as the dark forest having a blindness effect, or the acid rain for the highlands you mentioned. Each effect makes it nearly impossible to stay in the respective area for long, or denies access entirely until you've met the requirements.

    Posted in: Minecraft Mods
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