• 1

    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!
    Quote from leonelmegaman»

    Of the pens.



    Basic aviary using chisel "glass".

    Posted in: Minecraft Mods
  • 1

    posted a message on Carpenter's Blocks
    Quote from flydude096»

    Can you please update to 1.8


    Read the FAQ before posting please. 1.8 broke this mod and so far no fix has been discovered.
    Posted in: Minecraft Mods
  • 2

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from elgriton»

    Whoever decided the Phantom was a good idea, then proceeded to code it, needs to kill themselves.


    Jesus, look at the configs will you? Get rid of phantom's DEATH spawner, just change it to just MONSTER or get rid of it completely.
    Posted in: Minecraft Mods
  • 1

    posted a message on Et Futurum - Brings the future to now!
    Quote from ganymedes01»

    Hm looks like they scaled them down and made them run away from the player.
    Should be easy to do :)

    Also, currently rabbits from etFuturum sink like a rock and drown. Not sure why.

    (Not a huge fan of fraidy cat rabbits again ether, maybe a config?)
    Posted in: Minecraft Mods
  • 1

    posted a message on The Farlanders - [v1.2b] Bug fixes!

    Can there be a change in the IDs to not include spaces? This makes it incompatible with many mods, as well as impossible to spawn in without using numerical ID instead.

    Posted in: Minecraft Mods
  • 2

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia»
    -snip-

    Speaking of tree colors, I’ve been working on a modpack and to reduce redundant colors with Natura by changing colors of some woods.

    I also spruced some up and made them match certain blocks for building uses. So I’ve been wondering, is it ok to have these in my modpack by replacing them in the mod themselves? I know some players don't like using resource packs so I’ve replaced them in the mod itself to add to the experience.

    Anyways, here is a picture of them and blocks they match:


    First is fir, second acacia (now called sandhert acacia), cypress, Japanese maple, bald cypress, and redwood. If you're ever interested in keeping them I can post their actual file if you wish.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Kilyle»

    Hey, could you add Slime Balls to the things you can compost? I'm playing Canopy Carnage and having tons more slimes than anything else (because ground level is just a few blocks above bedrock), so I'm collecting tons of slime balls, but I can't even compost them to get rid of them, and I hate just destroying items.


    I'm gonna be trying to find a mod or setting to reduce the number of slimes that spawn and/or the amount of slime they drop, but in the mean time, I would like to have something sensible to do with slime balls. In my experience I never use more than half a dozen, just make a few leashes and a few pistons, so unless I make a huge redstone contraption with tons of pistons, there's not a lot for those slime balls to do -- they just clog up my inventories. And hey, compost uses food slime at least.


    If you're still looking for an answer to this try ZZZZZCustomConfigs, it now has support for Ex Nihilo recipes.
    Posted in: Minecraft Mods
  • 2

    posted a message on Chisel 3 [The Dev Releases]

    Guys, again this version of chisel is dead for now.


    If you're having issues try the updated versions located here:


    http://minecraft.curseforge.com/projects/chisel/files


    (Also, enderbeaster. If you have a crashlog post it in spoilers. They help alot.)

    Posted in: Minecraft Mods
  • 1

    posted a message on WoodStuff - Decorative wood blocks compatible with several mods!

    Hello gany, this mod is supper good because it adds wood fences,etc of the mods special wood, wich is so COOL!! And one question: you are gonna add Witchery and Ars Magica 2 woods support?


    You can add it yourself, here is an example, since I have AR2:

    general {
    # blockName | metadata | button | fence | gate | pressurePlate | bookshelf | chest | craftingTable
    # e.g.:Forestry:planks | 2 | true | true | true | true | false | false | true
    S:woods <
    chisel:paperwall_block | 7 | true | false | true | false | false | true | false
    chisel:paperwall_block | 0 | false | true | false | true | true | false | true
    arsmagica2:planksWitchwood | 0 | true | true | true | true | true | true | true
    etfuturum:brown_mushroom | 0 | true | true | true | true | true | true | true
    etfuturum:red_mushroom | 0 | true | true | true | true | true | true | true
    >
    }
    Posted in: Minecraft Mods
  • 1

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Ravage656»

    I haven't touched this mod is a long time and wanted to ask if the armor piercing issue was ever fixed? unfortunately I kinda drifted away after my issue persisted combined with ridiculous default nether spawns and so as a result I made a new world based around AoA instead. :/



    Well i'm not sure how much longer ago you had this issue, but, every mob is now customizable where it can spawn and how it can spawn.

    Default spawns were nerfed in generally too, portal spawn is not AS annoying anymore. Portal spawns now 1/4 as common and portal spawned demon mobs can no longer travel through portals to prevent buildup. (I think nether spawned ones can still travel, so you can get a pet pinky back home.)

    Lava and sky could still use abit of tweaking but you can now tweak it youself or make them spawn like normal monsters if desired.

    "Darkness" spawns are now disabled by default but can be turned back on for hardcore players.

    Water also got a huge nerf so now hostile mobs can only spawn in water at night or the deepest part of the ocean.

    Posted in: Minecraft Mods
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