• 0

    posted a message on The Reindeer Breed has Arrived! - Wings, Horns, and Hooves, the Ultimate Unicorn Mod, 1.16.4 - 1.7.10

    Still giving out custom unicorns?


    Also, if this mod does not already do so, can you make your horses spawn based on biomedictionary entries? This would allow for better cross-compat with other mods.


    I also have a bug to report if WAWLA is installed with this mod. Entities lack localization, it would seem. Also of note is that lances have strange proportions, and I see stuff claiming I can put it in strange spots.



    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12] AtomicStryker's Battle Towers

    Something is not right. I'm noting I'm unable to blacklist battle towers from the twilight forest. I'm trying to blacklist them from dimensions not added by vanilla.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Danik1601»



    May be I am very stupid, but I can't download the .jar file from your repository :-(



    There isn't a jar on the repo.


    Barracuda has not responded back to me. I'm trying to see if Avatair can help me fix some minor bugs, then I might see about releasing to curse myself, as the license should allow it.

    Posted in: WIP Mods
  • 2

    posted a message on Dragon Mounts r46 [WIP]

    Barracuda responded to me. You might get something soon.

    Posted in: WIP Mods
  • 0

    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    Do you plan on open sourcing the mod, even if just to allow localizations? Just curious.


    Also, why not make birds shed feathers?

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    I am unable to figure out how to fix the egg textures (the eggs that the dragons hatch into). Needless to say, they are handled rather oddly.


    However, it seems everything else works fine. Though there does appear to be some derpiness which could be ironed out.


    Either way, I've contacted the dev, as mentioned before. I'm waiting on a response from him.


    Legally speaking, I could distribute releases on curse, due to the license that's placed on it (unlicense), but there are some things I would need some aid with even doing if I wanted to put it up on Curse.


    1. As mentioned before, the egg models are completely broken, and have no texture. Once they hatch, they are fine.


    2. Player does not align fully when they ride a dragon. They kind of hover when the dragon is in certain positions. They also do not sit on the saddle, which is all the way towards the front of the dragon.

    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    No one's rewriting it. However, I managed to find the dev, and contacted him, to see if he could release the source code. So far, no response.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    I have managed to create a semi-functional 1.12.2 port. However, someone else is probably going to have to finish the registry shenanigans for me.


    https://github.com/Sunconure11/dragon-mounts


    The codebase is rather... odd. Even with my attempts at dealing with the registry, I still get this error: https://pastebin.com/wCwf5K2G


    If anyone wants to fix it up, be my guest. However, once you get a functional build working, pull towards my fork, and I will inform the dev (I have figured out his email, he left it in the codebase, please do not spam it), and see if a 1.12.2 build can be released. Maybe see if I can get it on curse too.


    Edit 1: I got it to work, but egg models are currently not working. Investigating.

    Posted in: WIP Mods
  • 3

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

    Azanor, any teasers of new progress on 1.10.2 you can show us non-patreon users?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    I think you need to switch the supported version for the uploaded 1.11 file to 1.11.2, since it is clear it is likely meant for that version, unless you have an actual reason to be on 1.11 only.

    Posted in: Minecraft Mods
  • 0

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

    FYI, me and Elucent made a port to 1.11.2 (though Elucent did more of the work than me), so it is possible that it will release not too far from now, though it still has some bugs Alex needs to iron out.


    https://github.com/Alex-the-666/Ice_and_Fire/tree/1.11.2

    Posted in: Minecraft Mods
  • 0

    posted a message on Closed

    Since you appear to be having issues with potion IDs, add this mod, and set witchery potion IDs to some absurd number:


    https://mods.curse.com/mc-mods/minecraft/229978-extended-potions

    Posted in: PC Servers
  • 0

    posted a message on Closed

    MC username is Sunconure11.

    Posted in: PC Servers
  • 0

    posted a message on Closed

    I'd like to be whitelisted, though I doubt I will come on much, due to stuff.

    Posted in: PC Servers
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    And you thought the Foliaath was bad... (Dumb idea based off of the dynamite tree)


    Gevaarte: Sprouting in the summer, these plants emerge with a thunderous cracking, from deep within the ground. These stony plants usually grow with such force that they uproot other plants, and impale mobs. They will produce a flower, which has the effect of luring hostile mobs to act as pollinators. The seed pod is incredibly dangerous, and when fully ripe, will explode and send seeds flying in all directions, potentially piercing armor, in order to grow more plants later on. If a seed hits TNT, it will also detonate that. Weeding them is not an easy task, as they will attempt to impale the player. Pickaxes seem to work easily on them, but all parts of the plant must be removed in order to kill it. After dredging all of the leaves off, the roots must be located, and removed. You could store the resultant corm away, and plant it later, but it will not be tame. It will also slowly spread at the right time.

    Posted in: Minecraft Mods
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