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    posted a message on BetterBeginnings Mod Reborn

    Would it be possible before moving on to 1.8 to add in config options to allow which blocks can be broken with your fist, such as Glowstone and Ice or Sand and Dirt? Or simply making only leaves breakable, or said config option for that?


    Only reason I'm asking is because I'm trying to make a very specific survival pack, and punching blocks of any kind without the correct tool is something I've been looking for.


    Thanks if possible and if not good luck on 1.8.


    Edit: Also, Stone Bricks from Vanilla Minecraft don't function, say, like Stone or Cobblestone, being able to be broken by your fist-slowly but surely-with no repercussions. Also, Botania stone blocks act much the same as well as some stone blocks from Tinkers' Construct. Any chance for a fix? If nothing else, just an option to disable everything from being broken without the correct tools. That's my biggest wish before 1.7.10 is done.


    ~Solar_Tiger

    Posted in: WIP Mods
  • 1

    posted a message on [1.12.2] [Forge] [SSP/LAN/SMP] AbyssalCraft V.1.9.4.14! +4.4M Downloads!

    It's because it's pushing the mob base IDs over 128 (the hard limit) because you have too many mob spawning mobs. I got the same problem. The ones from this mod need to be registered dynamically to ignore this limit or you need to take out one of your mob spawning mobs. I forever cannot update because of it...


    BTW, correct me if I'm completely wrong... I've made sure my mob cap stays under 128 (currently sitting at 127) and my worlds work just fine, more or less. I'd dump your entity IDs through NEI and post it here via Pastebin or in a spoiler tag.


    ~Solar_Tiger

    Posted in: Minecraft Mods
  • 1

    posted a message on MapWriter - An open source mini-map!

    Sorry it took a while to get back to you, but that update for 1.7.10 did fix my problem :D


    Thank you good sir.


    ~Solar_Tiger

    Posted in: Minecraft Mods
  • 1

    posted a message on Key Combinations Are Here!!! Over 9000 combos possible!! Presenting you Key Bindings Overhaul!

    Compatibility with Not Enough Keys (http://minecraft.curseforge.com/mc-mods/224614-notenoughkeys) would be nice, as the latest update broke compatibility. And yes, I know it hasn't been updated since December 7th, but if you could let them work side by side, it would make it easier to find conflicting keys and allow for easier registration of the new key commands.


    Aside from that, are the bugs mention getting fixed? As I'm experiencing them as well. Other than that, this will be a very useful mod in my pack and I urge you to keep up the good work *laughs evilly*


    ~Solar_Tiger

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Yes, we were thinking the same thing: more config options. We'll probably make it a bit easier, like rarity on a scale of 1 to 10 (per dungeon type), and ability to disable dungeons per dungeon type. We like the pet spawns idea too. And we'll lower the amount of sky dungeons by default (again).



    Awesome! Make sure you link it back here when it's ready!

    Thanks for the feedback, as always.


    I meant if mods added dimensions, not biomes *facepalms*


    And will do!


    Thanks for thinking about it. Looking forward to great things from this in the future.


    ~Solar_Tiger

    Posted in: Minecraft Mods
  • 2

    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    I think if possible I'd personally like dungeon rarity configs (chunks, blocks radius), abillity to disable specific dungeons (sky, underground, forest and underwater) and abillity to disable what pets can spawn on these said dungeons.


    This all just personal preferance for a modpack I'm making, but some pets seem a little OP and I want them to be crafted instead of found. Also, with the dungeons so close together, I feel you could potentially have all the pets within an hour if you wanted. I also agree with the pets being split across dimensions, or at least just the nether. But if mods added biomes, a way to tell it to allow them to spawn more widely throughout would be pretty awesome.


    I know it's a lot, but that's my 2 cents.


    Also, the name Solar_Tiger originated from my wife giving me the pet name Tiger and solar just came from me being her light, so to speak. But I like your idea, and may use it down the road.


    ~Solar_Tiger

    Posted in: Minecraft Mods
  • 2

    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities
    Quote from ThiefCatEike»

    Oh lord...a Pet Pack of the Grimoire of Gaia 3 mod...that's a lot of mobs (or cherry pick a select number that appear most unique)


    And would I love every pet from a Grimoire of Gaia 3 pack :P


    Also looking forward to server support, if that includes lan support for my wife and I.


    ~Solar_Tiger

    Posted in: Minecraft Mods
  • 1

    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Two suggestions, one harder than the other.


    1.) Cross mod compatible pets, e.g. you have Grimoire of Gaia installed as well, it'd load the pets for that mod (such as vampire which would give a small life drain effect on attack) or Lycanites mobs (which no one likes because they feel out of place in minecraft but something like a Lobber pet that would throw a lava ball that would flow lava like normal and deal damage than disappear). Or something along those lines with other mob mods; not limited to those two.


    2.) A cool down of sorts so you don't spam pets, or does feeding them act enough like a cool down? (Haven't tested it much)


    The first one was an idea since there isn't much vanilla mobs, and other mob mods would be pretty interesting. I know it's in the early stages but one can dream :)


    ~Solar_Tiger

    Posted in: Minecraft Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from kroeser»

    I won't do that, because otherwise werewolves would be able to murder villagers from all villages without the player ever knowing.


    Not sure what Glenn's Gases is doing what can cause this issue, maybe report this issue to him as well.


    Will do; someone's already reported a similar problem with Balkon's Weapon mod involving ID 26 (or at least I think it's Balkon's Weapon mod) so hopefully something comes to fruition.


    Thanks for the help all the same :)


    ~Solar_Tiger

    Posted in: WIP Mods
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    posted a message on [1.7.10] Blood Utils [v1.2] [Blood Magic Addon]
    Not sure if it was because of the Sanguimancy Update and the Blood Magic Update to 1.2.0b, but get this crash when launching:

    http://pastebin.com/jwDVKbPY

    Will also post to the author of Sanguimancy.

    ~Solar_Tiger
    Posted in: Minecraft Mods
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