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

    Man, this mo gets crazier and wilder with each update! Hey, I just wanted to say that I also love the non-hostile mobs, and I really appreciate the Nymph one.


    I have a question though; how do you keep the Aegis happy? I can't find any rhyme or reason as to when they're peaceful and when they attack.


    They spawn associated with a "village", any damage to villager residents that you generate cause them to attack. Opening a chest contained in their village (whether it's one you placed or not, and regardless of whether you take anything out) will cause them to attack.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Issue with mounts, 1.12.2, Lycanites 1.19.4 (also 1.19.3.5 and other versions since about a month ago.) I can provide a mod-list on request.


    I have a personal modpack that me and the family have been playing for about a month, now. The only outstanding issue that I have with Lycanites (that's not addressable with the existing config options) is the fact that in single-player world using the same pack, mounts seem to work fine.. when connected to our server, however, there is no way to access the mount inventory including putting a saddle on, making the mounts completely unusable.


    I have tried tamed natural spawns and soulstone "dropped" mounts, I have also tried using right-click on the mob and mapping the "Mount Inventory" key... no dice.


    Thoughts on what might be causing this?

    Posted in: Minecraft Mods
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    posted a message on Scenter 4.0.1 - Scent Out Hidden Ores

    First, the mod is awesome. Been using it a while, and you have my thanks.


    Second, I have a couple of mods that add ores to different dimensions and use separate item IDs instead of meta to change the texture of the block for the nether and end variants. I have created ore dictionary entries for these already for purposes of adding recipes to various machines, but it would be

    really handy if Scenter could work with ore dictionary entries. Right now I have a line that reads:


    mod:ore1,mod:ore1_nether,mod:ore1_end


    Would be really cool if it could read:

    ore:ore1


    Thanks for the consideration!

    (PS, I searched the thread and found no references to ore dictionary use. If this is already a thing and I missed it, feel free to flame, but please provide info on implementation among the charred embers left behind.)

    Posted in: Minecraft Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD
    Quote from maxanier»

    Short Update:

    Just released a small update for Vampirism 1.7.10, check out the changelog on curse. There is no reason to update to this, unless you are experience problems or need the translations or config option.

    http://minecraft.curseforge.com/projects/vampirism-become-a-vampire/files/2270194


    Regarding 1.8:

    The 1.8 update is a lot more work than I thought first, this is caused by my decision to do a rewrite of most code. There were a few reasons for this:

    • Adding many features over time made the code "dirty"
    • Updating it to 1.8 made it even more "dirty"
    • During the past year I learned a lot about Minecraft Modding so I think I can implement some things better than it's currently done
    • Rewriting enables me to deeply integrate an API as well as the "realism"-mode into Vampirism

    I'm currently done with the most basic stuff, but all the blocks, items and entities etc. are missing and parts of the implementation process are quite boring. Unfortunately I do not have that much free time atm that I can and want to spend on this, so I only spend around 2 to 5 hours on this per week, which does not get me very far.

    So I'm currently thinking the update will be finished around March since I have the semester-break there. Sorry that you have to wait so long.


    I love when you guys apologize for not spending every waking moment on making mods that we don't have to pay for. I've been telling myself I'm going to write a mod for 8 months now and haven't even set up a dev environment for it, much less cracked a book on Java. (I'm a limited C++/C#/scripting guy right now.) You have nothing to apologize for.
    Posted in: WIP Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    1.8.8 does seem to be gaining traction... Unfortunately until one of the major tech mods makes the move (Ender IO or Thermal Expansion) there are still too many "holes" for my taste. Thaumcraft moving to 1.8 was almost a landmark moment, and that was only 1.8 :P

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from Merlap»

    I am trying to get this Mod to work with my Realms server.

    So far I can't run any mods/forge with Realms so I have to create a new singleplayer world every time I want to use this mod and upload it into the Realms base. I got 1 problem though, in singleplayer everytime I hit save and quit it freezes up on me and I have to use task manager to close it



    At this time Minecraft Realms doesn't support mods. Period. There are plenty of Minecraft virtual server providers you could look in to where you can add whatever mods you want, but Realms is designed to be "easy mode" for server creation.

    As far as your crash goes, I would maybe take a look at other mods you're using, or maybe Java configuration or something... This mod is pretty lightweight, and aside from at the time of world generation (or creating new chunks as you explore) it doesn't do anything. I've never had a crash or freeze that I could tie to this mod and I've used it in every pack I've created.

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons
    Quote from CharZinta»

    While I love this mod I've found that we are going to have to pull it from our test pack as its generating invincible mobs. They don't even take damage standing in a lava water fall.


    If anyone has any questions or suggestions to help me resolve this let me know as we would like to setup the mod for full release one day with this sweet mod in it, once permission is received of course. :)


    I would take a look at your other mods. This mod does not do anything with entities other than to add vanilla spawners to locations within the dungeon. It doesn't modify the mobs in any way that I am aware of, and I've used it in quite a lot of packs. In fact, I have a feature request in to let us add spawners for non-vanilla mobs.

    Again, seriously, take a look at your other mods... it isn't this one.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Mithion»

    C'est moi.

    Amount of power generated = Math.max(mob.timeAlive * mob.MaxHealth, 5000) ... or something like that. So yes, health is a factor but so is how long they have been around.
    The goal was to require mob farms to be designed in such a way that they keep the mobs alive for a while before feeding them to the Aurem, and not just give max power the moment they spawn in.

    Well done, sir. I resolved the issue by throwing a capacitor in to my spawner and just spawning **** tons of them, but that required more power generation. Perhaps I'll just spawn them elsewhere and conveyer belt them in using good old water traps.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from kvgbyhdsvcisb»

    Eh, the big part being, would they even want to do it for money? Modders mod for various reasons, and some of them are incompatible with that.

    No, I assume that they don't get in to modding to make cash... I assume that they do it because they want to. At some point though, you need cash to do the things you want... that's where I was coming from.
    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes
    Quote from superckl»

    Unfortunately there's not much I can do about that. It's built into the cave generator. Is that a big problem?

    Well, it turns out I was looking at the wrong repository, and the right repository was last updated in 2014. I'd love to help, but I'm powerless. All I can tell you is to point the author of Highlands to BiomeTweaker's API. Specifically the AddToGeneration event. He can listen to it and add the biomes to his BiomeManager:

    https://github.com/superckl/BiomeTweaker/blob/master/src/main/java/me/superckl/api/biometweaker/event/BiomeTweakEvent.java#L43

    Meh, it's pretty much a dead fish mod at this point. It's a shame, but, I'll figure something else out. :)
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from kvgbyhdsvcisb»

    If you want news of the mod's progress, go check the day-by-day changelog in the wiki, latest post was from 2 december.

    Thanks for that. So not dead, just slowish. I wish I could hit the lottery so I could afford to pay some of these guys to take a couple months off their real jobs and mod.
    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes
    Quote from superckl»

    BoP respects the BiomeManager for non-BoP biomes. They have their own config for BoP biomes.

    I haven't played with Highlands yet, but looking over the code, it seems like it should respect the BiomeManager for everything.

    In a nutshell... No.

    I installed (of relevance) Highlands, BiomeTweaker, Ars Magica 2 (has a biome), Vampirism (has a biome), Thaumcraft (has 4 biomes, 2 of which are relevant), BoP and a standard UI mod set (HUD, NEI, blah.) First I just let Highlands generate a world without modifying configs.

    The next step was to go ahead and create a basic script, just to test. I added a couple of addToGeneration() statements for the AM2 and Vampirism biomes. used .set("genWeight",1) on all biomes, then .set("genWeight",500) on the two new ones (only set them to 10 in addToGeneration, just ... cause.) The new world had the exact same seed as the unmodified config one, and turned out exactly the same as the first. :(

    Next I went ahead and used the Highlands-Integrator mod and tweaked its JSON config to force the AM2 and Vamp biomes in to Highlands, they showed up in the HL config after a start/stop, then I went ahead and started up again, created a new world, same seed... exact same world.

    I threw a handful of other statements in the BT script just to see if I could get any changes, changing the weights of a couple of the HL biomes, vanilla biomes and BoP biomes (HL has built in support for BoP). Again, same seed gave me the same world.

    What I was really hoping was that I could get Highlands to work with Vampirism using this. It really does have my favorite world generation, stuff just looks right in terms of elevations, biome placement, etc, when using it compared to other worldgen mods. Unfortunately, it doesn't seem that's going to be the case.
    Posted in: Minecraft Mods
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    posted a message on [1.8][1.7.10/1.7.2/1.6.4/1.5.2][Forge] Deconstruction Table v2.3.0 -- Finally for 1.8!
    Quote from 24_7»

    Awesome mod! But there's no way to have it deconstruct everything at once? I hate clicking and clicking and clicking. Just 1 click to deconstruct would be PERFECT!


    I have wished for this functionality, and I'm sure it's doable. The only thing to think about though is that sometimes putting a large enough stack of certain items in there might overflow the receiving inventory (yours) and a lot of times when you get to the last couple of items they're not enough to produce the whole recipe output. But still, these are things that I think most of us would be willing to accept for shift-click functionality.

    The only other feature that I need this mod to have is the ability to work with various pipes. Doesn't really even need to be configurable that much, if I can pipe in to the top, or the back or the wherever and out the bottom or front or something ... that'd be fantastic.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Zsashas»

    I would imagine that Villagers would give more, as they are nearly always the most profitable source of whatever soul energy is being harvested, such as Blood Magic's LP.

    If child mobs give the same amount as adult mobs, then you could simply set up a few animal farms and have small holes for the animals to be funnelled into the Aurem.

    Er, I pretty much flat out cheat using Ender IO powered spawners... But that method sounds cute. :)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    In 1.4.0.008 for 1.7.10: How do we determine "optimal" mobs to use for the Black Aurem? My imagination has told me that there is a connection between the mob's health and the amount of etherium generated, can anyone validate this?

    Posted in: Minecraft Mods
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