• 1

    posted a message on Witchery 0.24.1
    Quote from PrimitivePete»

    If this is not the place for this just let me know please. I would like to know what mods, Emoniph or you the moderators, most like to use in conjunction with Witchery. I hate to ask for plugs to other mods on your thread but would love to see the other mods that best fulfill the Witchery vision. Thank you for your time.


    Ars Magica 2
    Thaumcraft
    Blood Magic

    Those are the mainstays which will give you plenty of arcane stuff to play around with besides this mod of course.
    I'm pretty sure thaumcraft and bloodmagic at least have plenty of add-ons and plug-ins too.
    Posted in: WIP Mods
  • 2

    posted a message on Growthcraft Community Edition

    Hi guys,


    Glad to see the mod back in action and alive'n'wellm and Thanks VERY much Ar97x for your time on this, its really appreciated.



    I did want to pitch a suggestion to exchange Netherwart for a new Overworld item. Namely Yeast.

    Yeast pretty much exists in all manner of fruits and vegetables and the majority of its life cycle is spent eating sugar and pooping alcohol, I often make my own homebrews and rely on different strengths of yeast to get the desired amount of alcohol from my brews.


    Afterall too much alcohol actually kills off yeast. Its pretty much like fish in a fishtank, if you keep feeding them and dont change the water every so often, they end up swimming around in their own poo... And its a stagnant environment for them. Much like Yeast swimming around in its own alcoholic "leavings".


    It might be something worth looking into, and might make the mod more accessible right off the bat instead of having to explore a Nether Fortress to get Netherwart which a player would likely use to make more powerful potions/brews anyway.


    As for how to get yeast as an in-game mechanic? Dump a few potatoes in a vat and feed it sugar, once the yeast begins breeding, drain the water and dry out the yeast residue, or maybe have a yeast output for simplicity's sake.

    You could also have different types of yeast, ones that are more alcohol tolerant and can survive in a very alcoholic environment, thus producing more booze.


    Just a few ideas from a fellow homebrewer.


    Again, its just an idea. If it turns out to be too much work to code and too mind-numbingly frustrating to put together, then dont bother. The mod is fine as is, I just thought it would be nice to make it more accessible on newer worlds.

    Posted in: WIP Mods
  • 1

    posted a message on Witchery 0.24.1

    Now that all the creatures of the night are defined and their terror unleashed upon Minecraft, (at least as far as we can tell), i'd like to see a further fleshed out update to the hunters of the deep dark. The mere mortals that dare go toe to toe with these supernatural forces, many of these monsters that are capable of rivaling the goblin deities, arch-demons and even Death himself.


    From crafty tricks of the trade, gadgets and traps, beast slaying weapons, maybe even a mechanic where the more a hunter delves into learning how to defeat his foe the more he risks exposing himself to untold horrors.


    Just some food for thought. I feel that hunters are pretty much just tacked on and could really have their place in this mod as much as any other mystic or beast of the night.

    Posted in: WIP Mods
  • 4

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have no problems with the current research system, infact after using it only twice in two play through's I now know what I need to research in order off by heart. Its really not that difficult to amass plenty of research points while you go about your business of gathering materials and constructing your first house/base.

    The research minigame is less confusing than the last incarnation so it's definitely been improved upon, and creates a nice distraction with a pleasant GUI to tie it all in. If I would suggest anything is that you throw in perhaps optional "Research Nodes" Which when unlocked either grant bonus research points on a particular Primal and relating Aspects (So Fire would also give Lux, Gelum, etc) but also have more red herrings which lead to nothing but a brick wall. These "Nodes" are not a necessity to unlock any particular item or catalyst in the mod, just a means of gathering more research points for completing these "Challenges".

    I guess all i'm asking for are more mini-games :P They're a fun distraction when I get stumped building something



    As for Golems? This is just entirely my own preference, but i'd love to see something akin to the Necromancy mod, where you construct your Golem piece by piece, choosing what components and cores to use to build your monstrosity.

    From something simple as a small fetcher Golem (You link him to some chests, click on the Golem and it brings up a GUI of everything in those chests and request the items and quantitys, and he'll bring them to you.) To something larger and more complex, such as a bodyguard like the Iron Golems or even a duplicate of yourself which can be used to fool other players into thinking your home, or act as a lure for mobs.

    A kind of progression where you start off as a kind of Thaumaturgical "Doll Maker/Puppetmaster" (If you've seen that movie) where you start tinkering with simple designs and animating them for simple tasks. Working your way up until you're creating things which are more complex, perhaps even more lifelike. Maybe with even the ultimate goal of creating Life itself instead of just animating the inanimate.



    Again these are just my own opinions, and I do feel kind of awkward asking this stuff of you when I really have no right doing so. You've put a lot of work into this mod and its really fine the way it is. A few tweaks here and there and maybe a little bit of simplification (if you've seen my post on the alchemical pipes you'll get the gist of my woes with them)

    I guess what I'm saying is, you really don't need to revamp anything unless you really want to or have a better idea in mind that amounts to more fun on the player's part.
    Posted in: Minecraft Mods
  • 1

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    I just tried this mod and i'm completely in love with it. Even with the John Smith Text Pack it looks incredibly detailed.

    Seriously... I don't how I did without this, its made my homes not only more functional but look a LOT better as well, many kudos to you.


    I do have one problem with it though, and that's with my chairs. Dismounting the chairs sometimes teleports me to strange locations, such as several blocks away, sometimes even porting me outside my home, which is rather annoying. I've had to resculpt my dining room because of this.

    I hate to ask, but is there something I missed? Can I aim at a location like say left/right then dismount where I aim? If not would you consider maybe adding a similar function where possible? If it's too much work forget about it, just asking if there's any way I can get past this lil bother.
    Posted in: Minecraft Mods
  • 1

    posted a message on Snapshot 14w02a Ready For Testing! YAY!
    I see a lot of people complaining about the new stone types. Personally I think it's great, more variety and more options for building is always good, though yeah, I do agree that they could do with a make-over in the texture department, but then I use a variety of texture packs so it's not the end of the world for me.

    I don't see an issue with mossy stone bricks being more accessible either. People complaining that they should be rare will find PLENTY of them inside Strongholds, which are easy to locate. (At least now i'm not hollowing out the entire Stronghold just so I can have Mossy Bricks.)

    Considering this is a Snapshot, I'm eager to see what else is in store for the new update.
    Posted in: Minecraft News
  • 1

    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]
    Huzzah!

    Much obliged on the update.

    I will say though, that the Sunflower head looks a tad larger than I expected >.> I turned the corner of my garden and found this staring at me..






    Got quite a fright from that hehe,

    the font also appears rather glitchy during the initial loading screen, but other than that. Everything looks A-Okay!


    Good Work!
    Posted in: Resource Packs
  • 3

    posted a message on Zombie Pigmen on the Tracks - Your Service has been Delayed.
    If only we could attach a dozer blade to the front and plow through them all...

    Would make for quite the spectacle.
    Posted in: Discussion
  • 1

    posted a message on Dead Zone
    A Dead Zone is a biome which mimic's either, Forest, Swamp, Taiga, or Jungle areas, carrying all the normal blocks and foliage expected of each respective biome, except with a darker shade afflicting the blocks within the borders.

    While within the borders of a Dead Zone however, the sky fades to night irrespective of the time of day, allowing hostile threats to spawn.
    A players compass spins erratically as if they descended to the Nether.
    Torches,Glowstone or Redstone Lamps cannot be placed in a dead zone.
    Players cannot sleep in these biomes as messages of "Monsters Nearby" plagues them.
    Crops never grow in a Dead Zone, and the area is devoid of all common livestock - Chickens, Cows, Pigs and such.
    Perhaps unique and dangerous mobs spawn in these zones? (Feel free to make suggestions)
    Bats spawn naturally here.



    All in all, I'd very much like to see a dangerous and potentially creepy setting added, allowing for a real challenge and a means of interesting exploration. Especially if enough changes are added.
    Naturally it would be a good idea to make this biome 'variant' a rare occurrence, so that it doesn't interfere with people who need land to build. But still offer experienced players nail biting challenge especially on harder difficulties.

    My suggestions here are by no means concrete, so have at it. Create something you'd see as a challenge and one that would make enough bricks be shat that you could build that castle you never got round to building.


    Thoughts?
    Posted in: Suggestions
  • 1

    posted a message on Obsidian tools and armor
    Throw it in for April Fools.

    Every Obsidian Item breaks on one use.

    Hilarity and rage ensues.
    Posted in: Suggestions
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