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  • Swervish
  • Registered Member
  • Member for 9 years, 1 month, and 23 days
    Last active Sun, Jul, 9 2017 18:41:50
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  • 390 Total Posts
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    Apr 12, 2016
    Swervish posted a message on Helpful Villagers v1.4.0 BETA - Builders and more on the way...

    Im having no luck whatsoever 'founding' a new village, even with a spawn egg.

    Yes, a new village will be created..... populated by sparkly new hatched villagers. But no, the 'new' villagers wont recognize the new guild hall, and keep returning to the old one.
    Then they forget about my beautiful new gardens in the new village and wont come back to tend them.


    Please add a function / command similar to the one in MCA that allows [Set Home].

    Posted in: Minecraft Mods
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    0

    Mar 29, 2016
    Swervish posted a message on MapWriter - An open source mini-map!

    Page 24 of this thread addresses the big map 'blinking' or 'flickering', and suggests that the bug was fixed in version 2.0.16.

    I am currently experiencing the exact same issue but I am running a much later version (the most recent for 1.7.10); 2.1.10.

    Should I swap out for the older version?
    Any help?

    Posted in: Minecraft Mods
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    0

    Mar 26, 2016
    Swervish posted a message on REGIA ANGLORUM - THE HEPTARCHY ------>UPDATE 10.28.14<------

    Here is a look at the new modlist;

    Notice the four marked mods. These are survival-builders' GAME CHANGERS!
    Archetecturecraft = curved arches and round pillars

    Helpful Villagers = a workforce of miners / farmers / etc

    More Materials and Colored blocks Mods = HUGE set of 'builders' blocks options.

    Posted in: Screenshots
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    Mar 26, 2016
    Swervish posted a message on REGIA ANGLORUM - THE HEPTARCHY ------>UPDATE 10.28.14<------

    Arundel Castle project was a success in feasibility, but I just abandoned the project.

    For a REALLY good reason; I just built a monster desktop gaming rig. Its about $3700 worth of top of the line hardware (GXT 980ti hybrid, i7, 32G-RAM, triple 27s, etc).

    So...... new comp = new minecraft download. And while I could have networked the old file over..... what the hell.... it was time for a 2 week rebuild of my mod pack; lighter, faster, and more sparkly!! Still running 1.7.10, but pulling 125fps on medium specs with 80ish mods running now.

    New .minecraft build is under heavy stress testing atm, and I cant get it to crash anymore. Once Im convinced that it is completely stable and smooth, I'll be back with a vengeance. (prediction=1 week)


    Not sure if Ill revisit Arundel, or grab something equally huge, but Im going big big big, soon soon, soon.

    Posted in: Screenshots
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    2

    Mar 26, 2016
    Swervish posted a message on Helpful Villagers v1.4.0 BETA - Builders and more on the way...

    Holy Super-Mod, Batman!!!

    This is EXACTLY what my vision of minecraft has been missing.
    I added your mod to my personal modpack and have only puttered around with it for like 30 minutes, and SHAZZAM! Im freekin HOOKED.
    The ability to 'teach recipes' is chock full of win.

    There are a few mods that I simply will not play without (Pam's, Chisel, Carpenter's, Backpacks...) and now yours is one of them.
    Not only did you make my 'must have' list, but you got a new paetron at $2/mo recurring.

    After watching about 6 or 7 youtubes about HV, I can see that this mod is VERY MUCH still being developed and improved. Therefore, even though I dont have the faintest coding sense and dont know the feasibility of my request, here it is; Can you make other mod's crops 'farmable'? (specifically Pam's Harvestcraft & Pam's Wee Flowers) All her crops/flowers have a unique seed, a unique plant and a unique drop/crop, and function exactly like the wheat mechanic.

    Let me explain why?..... I build in survival, and your 'teach recipe' gives me the ability to have villagers craft tons of different mods' 'bricks and blocks' for building. But those mods require a LOT of dyes. Pam's wee flowers provides a way to grow masses of flowers that provide those dyes.

    Anyway, fill that request or not, paetron is permanent, and Im a fan.

    ____________________________

    Previous work;

    http://www.minecraftforum.net/forums/show-your-creation/screenshots/1594893-neuschwanstein-castle-308l-x-128w-x-155h-survival

    http://www.minecraftforum.net/forums/show-your-creation/screenshots/1600167-regia-anglorum-the-heptarchy-update-10-28-14

    What Im up to right now;
    http://www.minecraftforum.net/forums/show-your-creation/screenshots/1600167-regia-anglorum-the-heptarchy-update-10-28-14?comment=506

    Posted in: Minecraft Mods
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    Feb 21, 2016
    Swervish posted a message on REGIA ANGLORUM - THE HEPTARCHY ------>UPDATE 10.28.14<------

    yes, but I never made a thread.

    Im currently building this, on a scale of 1bl=1ft.


    It has a footprint of 1000X300

    Posted in: Screenshots
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    Feb 21, 2016
    Swervish posted a message on Cool survival mods?

    I prefer all building or block/entity additions, with a few emersion helpers.... no cheat mods like xray, fly, too many items etc.


    Here's what Im running on a 1.7.10 jar;

    Posted in: Survival Mode
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    0

    Feb 9, 2016
    Swervish posted a message on What style of survival journal do you guys like?

    .

    Posted in: Survival Mode
  • View Swervish's Profile

    2

    Feb 9, 2016
    Swervish posted a message on How many bases do you have in your survival world?

    As far as you know....... just the one;

    Posted in: Survival Mode
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    0

    Oct 6, 2015
    Swervish posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»


    ...

    The idea with RTG is to keep it as simple as possible.. to do one thing (realistic vanilla biomes) and do it really really well. And then for everything else, mod authors can add extra stuff through the API. This is great for mod authors because they can tap into the RTG 'engine' without having to release and maintain an RTG clone. And it's great for the users (especially modpack creators) because they can choose to include only the addons they want without all the extra bloat of the features they don't want.
    ...

    /APPLAUSE
    Posted in: Minecraft Mods
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    Sep 26, 2015
    Swervish posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Dude..... Im Irish. My girlfriend loves me and wants to kill me.

    Posted in: Minecraft Mods
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    1

    Sep 14, 2015
    Swervish posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    /subscribed

    Posted in: Minecraft Mods
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    0

    Sep 8, 2015
    Swervish posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from deadspaceXD_zion»

    Hi again :P,


    I've a question about the compatibility ?
    Is this compatible with diversity because
    tht would be super duper awesome :D

    [EDIT]: Is it also compatible with streams mod maybe ? ;)


    Kind Regards,

    Ariva aka deadspaceXD


    Dont know about diversity, but yes it is comp w streams.

    Posted in: Minecraft Mods
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    2

    Sep 1, 2015
    Swervish posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    Dear Pam,


    There are 4 mods (mod families) that I will NOT start a new world or version without. And your entire family of mods is on that short list.


    Thank you for your hard work.

    I will be becoming a patreon today.

    Posted in: Minecraft Mods
  • View Swervish's Profile

    0

    Aug 13, 2015
    Swervish posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    .

    Posted in: Minecraft Mods
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