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    posted a message on [1.6.4 - 1.7.X] MineTweaker 3: customize your minecraft experience

    Is it possible at this point to make the output of a recipe variable ? I can't think of a way, but maybe a good idea for future versions ? At least variables for the amount produced ??

    Posted in: Minecraft Mods
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    posted a message on Classes of Warcraft [ALPHA] *Become a real Mage / Warrior!* (Powered by Battlegear)
    Quote from Tsavorite01»

    Is it compatible with MB Battlegear?


    Seriously ? dude...come one...the TITLE even says POWERED by Battlegear... *sigh*


    Anyways, idk if I said it already, but this indev stuff looks awesome, I really want some class/RPG stuff in my minecraft, especially with what BG2 already has available...awww man...can't wait !

    Posted in: WIP Mods
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    posted a message on Chocolate quest. Mods for the adventurers
    Quote from ArloTheEpic»

    fixed your comment.


    As always, I appologize for my rudeness.


    I am not even a MC modder and I'm sick of extremely unthoughtful, rude and plain immature comments like this. Not even a "please" just a "hey do this ! Nevermind the fact it would be a ton of work in the opposite direction of what the majority would call progress, not to mention completely illogical; oh and you happen to be on a break from modding..." Pardon me while I shoot off this super rude demanding comment after having not read more than half the op and none of the comments, I'll be back in exactly 38 hours to complain about how shocked I am that you haven't fulfilled my demands yet...

    Posted in: Minecraft Mods
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    posted a message on MZTraders - old good trading NPC's

    How have I never seen this before ? great job, it should be more popular. MC is really missing good NPCs/trading etc

    Posted in: Minecraft Mods
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    posted a message on BetterBeginnings Mod Reborn
    This mod sounds like exactly what I was wishing for in the ftb mod suggestion thread. I'm guessin as I'm not a coder that mods like GregTech and TiCon don't extend the tool class or something and therefor can not break their usual blocks with your mod installed. Perhaps you could add support for adding in tools to proper lists manually ? GokiStats had a good in-game way to add certain tools/weapons to desired skill sets. However with GT & TiCon both having meta style tools, this could be a very VERY long process. Perhaps a GT-like option to "force" adventure mode via config options as an alternative ? Beyond that, I LOVE this mod, it really is exactly what I would make if I could code myself...Without making this a TFC clone, do you think there's any other similar ideas in the works ? Planks require saws, bricks are processed beyond clay in a furnace, clay can do ALOT of dif things in this setting, maybe mud-bricks that dry in the sun, thatch roofing ? just random ideas. My early game is lacking without this mod and with some other mods in place, stone isnt a feasible building material until you find iron and redstone, so mud-brick/adobe stuff would be awesome...ok im rambling...
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tailor Mod - Armor Update.
    Quote from alaude24»
    I can't wear those clothes :/ respond fast please

    That is the rudest most childish post I have seen in some time. To all you other knuckleheads asking about updates, take more than a split second to look and you would notice literally ONE post (or two) above you is the answer you need. Geez people...
    Posted in: Minecraft Mods
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    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle
    Quote from Cytheruk»
    Hey i'd just like to note it seems to have issue in smp when installed on the server causing "internal server error" when clients connect and cant join with it not sure why took me whole day only to find it was this mod i tried alsorts to get around the error, then came across some pages on this thread about same kinda error, it worked fine in ssp, or maybe its one of my mods causing issue with it not sure, just heads up for anyone with that error showing when connecting to a server with this mod, save them a load of hassle trying figure this out lol.

    Also lunatrius, developer of Ingame Info mod of which includes an ingame time digital clock said he can't make it sync with your mod's day/night time alterations from default so wondering if you could from your end make it sync with that mod so it shows proper time according to how you set it in config.

    Thanks!

    That ^ is why I stuck with Timescaler before 1.7.10. I use IGI religiously. I also really like Bibliocraft's clocks which are not synced with your timescale, and I get really tired of sleeping more than once to make it morning. There's also just generally issues with anything that depends on time, Calnedar GUI, rotting mecchanics, crop growth (albeit this one is probably full of many many variables), Project Zulu's Nightbloom's (they're supposed to only open at night and emit light) etc etc etc... Sorry to sound like I am only full of complaints, but I just don't see the point of changing timescale if nothing uses the new scale you've set. Wootguy posted his code, maybe you can take a look at it ? But his mod worked perfectly IMHO for all of the things i've listed above...I cant STAND vanilla minecrafts super fast days, when you have biome adding mods, or world gen adding mods, it seems like you cant even BEGIN to do anything without days and days going by, worrying about night spawns, etc. But having to never be able to use calendars, never having the right day/time show, having nightblooms open at noon, having to sleep multiple times to skip the night...These all add up to make the game somewhat irritating feeling...Its two evils and we have to choose the lesser for now...Admittedly, using your mod currently is ALOT less annoying than vanilla...
    Posted in: Minecraft Mods
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    posted a message on [v1.7.10] Ritual Enchanting Mod [Mod Version 1.3.1]
    Been a while since i checked this thread and since anyone else posted, don't want to see this idea die, I would really like to see this revived for 1.7+ even if only in spirit with a new mod. I think that being able to simply choose and enchantment is OP, but vanillas system is dumb and annoying to me. The whole idea here is perfect IMO, sort of like tinker's constructs modifiers but better...Once you told me how to add new mod items and mod enchantments this easily became one of my favorite mods of all time, no joke. But I have since moved on to 1.7.10... *sigh* Maybe this post will cause some attention for it...
    Posted in: Minecraft Mods
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    posted a message on MC+ Mods - Satchels, Turtles, Quivers, and More!
    Alright, after using the Extra Carts mod, (it lets you place ender chests and all Iron Chest's chests in minecarts. I wan wondering if you thought maybe you could implement something similar with your carts in the future. I doubt you would want a single mod dependent on another (Iron Chests). But I find using the carts with chests is just pointless with so many mods that add a multitude of backpacks, including your satchel. Adventure Backpack, Tinkers Construct, Backpacks, Better Storage, Minefactory Reloaded, Forestry, well you get the idea.

    A cart with a much larger inventory like the ones Iron Chests' provide would actually be useful. And for my ultra hardcore pack, it would make carts the perfect tool I have been looking for. I want "realistic" mining. As in no one is going to mine out a massive ore deposit in one trip, stick it all in their pocket and walk home to build an entire industrial revolution from said deposit. With custom ore gen, and some hardcore mods that make stack sizes tiny on ore (4) and limited carry weight, before your carts, minecarts were a must. But they require ore in the first place. And building an entire track system for each mine is almost silly, not every single vein is worth laying track to. A general central track mixed with your much more mobile carts is exactly what I wanted, but again, its far too tempting to just grab a backpack or box or whatever.

    I feel I have over explained myself once again. Anyhow, if you could perhaps find a way to make either an Iron Chests addon for your carts, or make your own larger chests for carts, I'd be very grateful. If not, trust that I will still be using them anyway. And good job on ALL of these mods. WIsh I had found them sooner. Many are small idea I had myself, thus you've fulfilled very many "ooh, I wish that I could..."s for us all
    Posted in: Mod Packs
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    posted a message on Tale of Kingdoms - The return of a king - Version 1.5 Beta
    This is one of the single best mods out there, nice to see something more recent happening. Its amazing that vanilla minecraft has such derpy trading, when this mod has a much MUCH better system (systemS, actually) implemented. And WHO doesn't want some sort of buddy to follow you around and help fight ? I mean Bethesda added companions to their games for a reason people ! Then there's lil healing priestess chics ? A system of building/upgrading the settlement with purchases ? All the different shops and buildings with all the different functions ? Seriously, like best mod EVER ! I hope all of that great stuff is still here and would love to see it in 1.7.10 someday...
    Posted in: Minecraft Mods
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