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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    I'm following you on twitter. I love the updated Haven look. Also, is the second picture in Iromine?
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Easy to make these changes or not, some of these things in sense of design are just plain ugly. I really don't want just about every block of my house's floor to have torches or glowstone. I do sometimes add glowstone to either rooms' floors or roofs, like my enchanting rooms occasionally, but I'd rather not do this all the time. While I often aim for more utilitarian houses, I'd still like it to look at least a little pleasing to the eye.

    Is it just me or does the the Hunter (Greckon mob) or part of it vaguely remind me of the ship from this Scooby Doo episode?

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Do torches have to be three or four blocks a part with this mod? I can generally place them 6-7 blocks in my mining tunnels on vanilla and with my current mods and often, no mobs will spawn. The main reason they tend to spawn is if I place one a block or two too far by accident. I'd like to know what lightning levels do the mobs on here spawn, because Divine RPG seemed to have that issue. My fairly well-lit tunnel at diamond level would still have cyclops, an occasional dark dramcyx, and roto-somethings in it. I got tired of this crap and rage-quit the mod pack (got it on the technic/ tekkit launcher). I mean, seriously, the only new mob that didn't hit like truck, armor or not, seemed to be the undead miners and I didn't want to place torches every two blocks.
    Posted in: Minecraft Mods
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    posted a message on akkamaddi's Additions, updated for 1.15.2
    Has anybody else ran into a wither skele like this? I found this guy while going through a nether fortress. I ended up using too many items' enchanting feature to make the one of the most op dragonstone swords ever (smite and sharpness 127) and it didn't faze him. I have the slightest idea how I even got him down two health, to be honest. Is this a bug or what? I don't think the armor was enchanted either. (full Black Silver)



    Edit: This was awhile back. I just now uploaded the vid, but yeah. I still don't get how he was so unkillable to this day. I started out legit, but started being cheatsy when it was apparently I couldn't do damage. (I also started recording after that same fact started becoming apparent.)
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    I've been watching this mod. I've been waiting for any news of 1.7.10 or 1.8. I started watching because of interest. This sounds a whole lot better than the predecessor in that stuff isn't annoying op. Heck, if there'd been less op overworld mobs in like every biome, I would of been okay. I don't feel the Overworld shouldn't have too many super strong mobs, especially not super hard-hitting mobs with near Enderdragon health that can spawn in any lightning as long as they're underground. I rage quit'd that mod whenever that thing I forgot what it's name was killed me. I think it's normal counterpart spawned in Jungles. The overworld is where you get your bearings. Additional dimensions is where most of the difficulty needs to be. (That can include the Nether of course. Lava being everywhere shouldn't be the only thing making it hard.)

    I just hope that if I can get most or all my mods working that the ore mod I use doesn't make stuff easy mode. It made most of the Twilight Forest bosses seem too easy. I've yet to try and fight the Wither though.
    Posted in: Minecraft Mods
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    posted a message on New mob: Wizard
    I don't get this logic of we already have witches, that's enough. Witches throw potions at you. The Wizard (which could be a possible Mini-boss you'd have to provoke to fight) uses more literal magic. That's really not the same thing. (Just like Brewing and Enchanting aren't the same.) Perhaps, a few things (namely spawning mobs) could be nerfed or removed and the beard could disappear, but I don't see much wrong with this idea.
    Posted in: Suggestions
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    1.9? Or did you mean 1.8.1 lol? I really don't care for a 1.8 update atm, because of other mods and lag, but thanks for the hard work. It's nice to know at least one of my fav mods is getting there. I played a little bit of 1.8 and the lag was bad, even worse than a non-optifine 1.7 profile, even after I got one of the issues resolved (mob textures were glitching badly and becoming giant and in the ground). There was still the weird water lag and other stuff.

    In other news, will eventually be fusions of netherrocks? I'd love to see a cross between onyx and dragonstone. It would be the ultimate alloy or perhaps dragonstone/ onyx + argonite. (if a metal is needed, instead of merging two gemstones) Honestly, Dragonstone + argonite might make more sense than dragonstone + onyx. Also, there could be an alloy of illuminite and fyrite that reduces fall damage by 50% (not 100%, to keep it from too op), whilst reducing fire damage by 50%. (enchants that reduce that stuff would boost it further, as close to 100% as possible)

    Oh, and if making a new alloy that can make 14 or 15 dmg swords sounds too op, it could take a page from Sterling and Black's Black Silver (using large chunks of Sinisite as the catalyst), unless permission is needed.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    What is the deal with copper? One minute, it doesn't want to give xp for smelting it, the next, it does. I'm not talking about 3-4 or copper giving no xp, but 32-64 (I usually get tons when mining because I almost always take every ore in sight, copper and coal included.)
    Posted in: Minecraft Mods
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    posted a message on The mod adder. the idea that will change minecraft FOREVER.
    There are mods I'd love to see added to Minecraft (Twilight Forest, Optifine, and maybe even Millenaire (would replace Testificate Villagers).. Minecraft Comes Alive would work to), but something like this just wouldn't work. I guess not everyone would want a fantastic dimension you can access by throwing a diamond in a 2x2, 1 block deep puddle surrounded by nature stuff, nice optimizations that fix lag (oh wait), or villagers that are miles better than uhh.. cavemen squidwards, but hey, I got the mods working for myself, so whatever.

    Edit: Also, trollsack, what about Pistons and Horses? (probably more pistons than anything) Just saying.
    Posted in: Suggestions
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    posted a message on akkamaddi's Additions, updated for 1.15.2
    I didn't think you handled the code. I just suggested if there's anyway to fix it, that would be nice. I'm fine if two black silver ingots and a black silver axe have a really small chance of spawning in a dungeon chest, but these zombies wearing half to full sets and having a sword, axe, pick, and hoe (I think I've even seen this wielded by a zombie in partial to full black silver armor.) of black silver is a bit cheap if they drop some of the stuff. Also, I've never seen a zombie wearing sterling, but I've seen a few with half or even full black silver. I'm not sure if it's my luck or what if 0.03 is the chance. I know I've seen at least 3-4 (the one I fought off on the first night, the one I got two pieces of armor from that also killed me, and the one that dropped a black silver sword at the very least) in my survival world and I don't recall seeing more than one or two of any other armor type. I might of saw more armor types on my creative/ superflat test world though.

    Oh, and I might have to test it some more by spawning zombies on my test world, but I'm pretty sure I've seen them wielding non-sword/ armor black silver stuff. I'm not sure if that's supposed to happen.
    Posted in: Minecraft Mods
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    posted a message on akkamaddi's Additions, updated for 1.15.2
    First of all, I love the design for the Sterling and Black additions. (not sure if you added it or the original creator) Second of all, if it's at all possible, is there anyway to nerf the chance of zombies/ skeletons wearing/ dropping this, especially full-sets. While it does make for a nasty surprise, especially if your first night (this happened to me to), my main issue is the op-ness if they happen to drop all or part of their gear. On my survival world, I've got a half-health or more sword, half-decent laggings (had 200 left at least), and near dead chestplate, all from zombies. I found an near perfect axe and two ingots in a dungeon chest, but that's not too bad, considering it's a dungeon. The prob is the zombies. You almost never see them in iron or better, but Black Silver is way better than Diamond. Then again, maybe this has just been my luck and isn't as bad as it seems to me. I just don't like getting near-end game gear (even if it's a fairly damaged) that easily.

    Hmm.. it might go down if I get the other add-ons, but I didn't want to over-complicate things. I like the Simple Ores/ Netherrocks mod-combo because it adds a decent amount of ores, without over-doing it like some mods have. The fusion thing (I decided to get it.) seem a bit too much at first, but it's been working nicely with bronze and sterling steel so far, even though the latter only seem better because of more health. (didn't have an enchantment table until recently) I can't wait for more Thyrium and to make Sinisite.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    While I'm not a fan of Silver being replaced by Tin, I've grown to love bronze. Even though I've passed over it to better things, I still find myself making backup bronze picks because of how long it lasts (more than iron) and how much I now got, compared to better stuff, like admantium or mythril (I now got a little bit of the fusion of this to now.) I also use the backpacks mod, so that's where I store the extra picks and stuff. The only pain I've had with it was finding the redstone. The one time I actually need redstone and it had to be a pain to find, at first. Go figure it would get easier to find once I didn't need it that much anymore. I do got "Only Silver" though. I'm glad someone else cared for my favorite Simple Ores Uno ore.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    I finally got back to modded singleplayer as my main server as of late is getting dull and because most of the mods I care about seem to be at 1.7.10 and use forge. I didn't realize how much easier than I thought it was to install mods that need forge now. Anyhow, I'm so glad to be back to this mod. I also got the "Only Silver" and "Sterling & Black Silver" add-ons because Silver being in is a must and I liked the additions of the latter. I was going to get more of group of add-ons the latter was part of, but I felt it would complicate things and make the tiers feel less valued too much for now. Bronze is actually working out pretty nicely now on my non-recording (for fun) world. It's more durable than iron and just as good.

    As for additions, I still got that idea in my mind about Admantium and Mythril Anvils (earlier uses less items to repair, latter has a lower xp cost and goes up slower than a normal iron anvil) The main reason I'm bringing this possibly crazy idea up again (how hard is to code custom anvils, anyways?) is because I thought of a better third one that isn't Onyx. I call it the Dragon's Breathe Anvil. It uses Dragonstone (Netherrocks and Fusion needed) and Sinisite. It's crafted with three Dragonstone blocks on the top row, and mythril ingots for the bottom, except the bottom middle, which is a Sinisite block. (It is dark red and mythril blue, with a dark blue sinisite-colored bottom.) This anvil has nothing special, unlike the other two. It just lasts a lot longer (50-75 uses and has a higher xp cap of 75 levels.)

    Edit: My name has been this since the site update. I never got it fixed, but my Minecraft name is what my username is supposed to be.
    Posted in: Minecraft Mods
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    posted a message on New stone and wood type for tools/weapons [Better Bows and variety between stone tools/weapons]
    I agree with the bow recipe idea. I just checked on the fence recipe and noticed they replaced the all sticks one with two sticks in the middle. Considering this style, it would make sense for the bows to have a single plank of the wood type and two sticks. Honestly, I didn't even think that through when completely agreeing with the idea. I'd say either three planks of the non-oak types and three string or one planks of the wood-type and two sticks, plus the string.
    Posted in: Suggestions
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    posted a message on New stone and wood type for tools/weapons [Better Bows and variety between stone tools/weapons]
    My support is pretty much spread 90% on the bows and the other 10 on the stone weapon variants. While it would be a little annoyance on the bows, I like the idea of different attributes to different wood type bows. Also, I could of sworn I heard Jungle Wood resembles Mahogany, not Redwood. Besides, isn't redwood more of a taiga tree (related more to Spruce). I thought that's what Mega-Taigas were intended to resemble. (Redwood forests) I'm not sure how the attributes would go, but I figure some trees would make stronger and more durable bows, while others maybe make weaker, but faster drawing bows. One or two wood types might even just make a crappier bow in general.

    I support this because of variety's sake (I'm 100% behind the bows having different attributes, but I'm okay (albeit a bit annoyed) with even them just being different colors.) and because of the adventure factor of having locate the biome that has the bow you prefer. Not to mention, depending on the differences, the different bows might come in handy for different occasions. The fences and doors is a visual difference (granted I love the new doors because they or most of them could fit different room types and situations, unlike the fences/ fence-gates), but if the bows have differences in attributes, then this would be more than just that.
    Posted in: Suggestions
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