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    posted a message on [CTM] Septum Immoriel Series
    Good lord. Finally finished Vigilis Oculos with Sir Lucien. For a "mini" that was a LONG map. Am assuming the Septum Immoriel will take us 100 episodes based on that. :P

    My feedback...

    The start area was really hard...I would like you to consider enclosing the monument area to protect from creepers. I feel we spent a lot of time dealing with the mobs and were fearful that a creeper would drop down from above and take out the monument. Would prefer to spend time doing things to complete the monument, not protect it.

    The second dungeon (green wool? the one with the bajillion cave spiders) was SUPER hard (too hard, IMO). Compared to the others, it was also disproportionately large/long. It could easily have been made into 2 dungeons for an extra wool, though the placement of the iron blocks would need to be rebalanced if you did that. It was welcome to see at that point, but we pretty much abandoned the entire downstairs of the library because of the cave spiders. Logging for a while and relogging would get them to despawn on the server I noticed (between play sessions) but that's cheaty to exploit that, so we just dealt with the large spawns of them. Or tried to...ultimately just avoiding them somehow/by accident. I would consider easing up on the cave spiders there....the dungeon is still hard if you take out the nearest spawner once you get into the library. I get the feeling this dungeon once you first get into it, rewards reckless tactics, but if you play smart/cautious, you're screwed until you get past the library.

    I think the other dungeons were pretty difficult but balanced. We still died, but they weren't as rage-inducing as the second one.

    Oh, wait, yes the diamond one was rage-inducing. I would prefer to have small pockets of water scattered around the lower levels so that if you did fall down, you could use skill to try and save yourself. Otherwise you can basically kiss all your hard-earned armor and weapons and loot goodbye. You give us good stuff earlier that dungeon and them immediately take it away. Once you fall down, which is easy to do with all the bow guys up there, you generally fall into the bottom of a pit that is pitch black, covered with spawners and mobs, so good luck trying to recover anything. If a zombie spawns down there and picks something up, forget about it. That was particularly infuriating, not having any chance to get to my stuff before it despawned. I'm sure there are probably ways I haven't thought of, but it's hard to think of them now, let alone trying to rush back before the despawn timer runs out. That dungeon was tricky and I actually liked the challenge, but I personally think the cost of falling off the ledge is too high. At least give a fighting chance to survive the fall(s). It's still a pain to get back up if you do.


    Not sure how anyone can play this with no deaths. Or maybe I'm just bad, but can't see it.

    For all that though, we both enjoyed it. I will more enjoy the Medium one more I think. LOL I will have nightmares thinking about the first full map when it comes out.

    Great work!
    Posted in: Maps
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    posted a message on Fossils and Archeology Revival Legacy Thread
    Would it be rude to suggest moving the skins to a separate post? I come back to this thread every few days for news or direct discussion on the Fossils and Archaeology Revival Mod but most of what I see are posts about skins. I get the sense that 99% of the skins posted do not appear in the mod. If they do, then cool, but if they don't, it would help those trying to find updates and information specifically about this mod, rather than sifting through 10-15 pages of skins (which most don't do...hence the constant requests for 1.6 updates).

    The skins are good, but if they don't appear in the mod, then maybe they can be moved to a separate post to reduce the noise and keep things more on topic?
    Posted in: Minecraft Mods
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    posted a message on [Adv] Stroneheim (Inspired by The Elder Scrolls Series)
    My suggestions were meant to be constructive, and it appears you chose not to take them in that vein. I do wish you good luck with the map, it is good.
    Posted in: Maps
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    posted a message on [Adv] Stroneheim (Inspired by The Elder Scrolls Series)
    The map looks really good, and I started doing an LP on it, but I can't record it. I've got a few issues that I hope you consider for a new version or your next map...

    - This is Stronheim, based on Elder Scrolls. The narration/comedy/whatever you want to call it, just doesn't fit. This is a fantasy RPG, and any narrative "comedy" detracts from the experience because it's out of place, specifically pop culture references.

    - Not sure if I even got out of the tutorial without seeing "­s---" at least once. You would never see that in real Elder Scrolls, and likewise is out of place. Would prefer to have clean language so younger players could play it, or be allowed to play it. Which leads me to...

    - Do we really need a Tunnel Rapist as one of the first side-quests? Can't it be a Tunnel Brigand or Thief?

    As I say, the map itself looks awesome, and the gameplay is pretty good. I could do without the narrative, but if there has to be one, please consider cleaning the language up, and removing some of the more graphic elements.
    Posted in: Maps
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    posted a message on A Life of Puzzles [V-1.7] [MC 1.7.2]
    Quote from TheRedBanana7


    konjoi: 2. I don't have the best of computers but when I stepped on the pressure plates after the last puzzle, Minecraft froze and the map is practically unplayably lagy now. I've crashed servers from my redstone contraptions before without getting that much lag.


    Thanks for the feedback. I'll have those things fixed as soon as I can. Also can't wait to see the lp if it goes up.

    EDIT: I fixed the spawn thing. That was just stupid on my part. I had two world copies and I uploaded the wrong one. The lag thing I can't fix. There is nothing that I can see would cause that, and I don't have that issue on my computer. I have heard other people have the issue, but I can't fix it.


    I have what I consider a fairly decent computer. The game played very well up until the final puzzle and then lags quite bad that it's nearly unplayable to get through the final door.

    I've been recording an LP of it...this is Episode #1 (full playlist is at http://www.youtube.com/playlist?list=PLfpzjlB6GNKiFt8PmzJ0fcGRRkQmp9P97)...



    ...but just an FYI, I was recording with bandicam at 30fps. Without recording I was up near 150-170fps. When I step on the pressure plates, with bandicam I drop to 9fps and movement becomes very difficult and I can never get through the door. I could only pass the doors after stepping on the pressure plates by turning bandicam off. Frames still dropped into the teens. Not sure what was going on behind the scenes there, but folks not running somewhat decent rigs may find that last puzzle unpassable. I even tried it with render distance set to short.

    Fun map though! Loved the atmosphere!
    Posted in: Maps
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    posted a message on [CTM] [ADVENTURE] Legacy ! 1.6
    Would love to download this and try it out but there's no way I'm being forced to signup to 4shared to do it. If you can provide another place to download from that doesn't require you to sign up for anything, will give it a shot.
    Posted in: Maps
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    posted a message on Nether Portal Oddness in FTB
    It turns out this was in fact a noob question. I was using the minimap coordinates as my reference, not F3, and didn't realize that the minimap shows the overworld coordinates, not the nether ones. Took my a while to figure out the coordinates were jumping by 8. After hitting F3 finally I realized what the discrepancy was.
    Posted in: Mods Discussion
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    posted a message on Nether Portal Oddness in FTB
    You may be tempted to chalk this up as a noob question, but I do understand that the portal will be relocated in the nether if it's in a lava lake or in a dense pack of netherrack, but I can't think of anything big enough that it would move it from 62/y/29 all the way out to 552/69/232. That seems a bit extreme. Is there some mechanic I'm missing here? If I go out to 62/y/29 I don't want to lose that portal connection that's there right now.
    Posted in: Mods Discussion
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    posted a message on Nether Portal Oddness in FTB
    My base overworld location is at 499/79/150, and when I created a portal it landed me at 552/69/232, fortuitously in a fortress. Happy with this.

    I recently found a stronghold at 389/31/702 in the overworld, and when I created a portal there, it landed me in the fortress portal.

    When I went back through the fortress portal, it lands me back at my base.

    I have three questions...

    1. Is the FTB nether portal system any different from 1.5 or should they behave the same?

    2. I would have thought my base portal would have landed me at 62/y/29 instead of way out at 552/69/232? Is this an anomaly, or is the answer to #1 yes?

    3. Do I need to create the portal in the nether first for the stronghold, then destroy the one it creates in the overworld and reactivate the one I put in the stronghold to link them together? If so, then where would I put it? My math says 48/y/87 but that doesn't make sense if my base portal got created way out at 552/69/232 in the nether.

    Confused. Never had this problem with Vanilla 1.5 so wondering if it's just me or there are differences...
    Posted in: Mods Discussion
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    posted a message on AFK Spawner Oops
    Took about 25 minutes but ended up being 68 levels!
    Posted in: Survival Mode
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    posted a message on AFK Spawner Oops
    I was playing a bit before work and decided before I went in, I'd try and enchant a new pick. So I sat near the spawner and went and had a shower.

    Totally forgot it was running. Screensaver kicked in so the monitor was blank when I left, and I'd turned sounds down so I couldn't hear anything to remind me.

    Until I got home tonight and apparently did not turn the music volume down.

    I had 1500+ zombies waiting for me to drop a heal potion on. That was 10 minutes ago...still waiting for the xp balls to finish, and I could probably insta-potion another batch for another 30 levels.

    1 FPS never felt so good, but what a dingbat move.
    Posted in: Survival Mode
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    posted a message on Auto/Tileable Furnace System?
    I've seen a lot of "automatic" and "tileable" furnace "systems" on youtube and such but none of them really scale.

    My current furnace "system" has four furnaces that operate as two separate systems. For each, I have a large chest feeding two hoppers so that two furnaces share the load. I manually have to split everything across two large chests in order for the quad furnaces to optimally share the smelting load.

    I have completed a new item sorting room and as I'm developing the minecart loading system from my mine to feed into it, I want to add a smelting option to smelt various stones and ores as they enter the system (or not) using a pre-sorting system. The pre-sort is the easy part. The hard part is getting multiple furnaces to evenly share the load.

    Is there any tileable design that includes 3+ furnaces that can feed into a hopper pipe and evenly distribute to those furnaces?

    I've tried a few designs (and my own) and can't seem to get them to split or share until I at least fill up two hoppers. Have tried locking them and rotating but that doesn't seem to work either.

    Basically I want to do something like this:

    Hopper Pipe
    Filtered Item
    Is "smelt" lever On for this item?
    Yes = Goto Smelt
    No = Feed back into Hopper Pipe for sorting

    Smelt:
    Item sent into Smelt Hopper Pipe
    Evenly distribute items across N furnaces (where N > 2)
    Furnaces smelt items
    Smelted items fed back into Hopper Pipe for sorting


    I saw a design by CarlPantalones on youtube that conceptually I think does what I want, but I don't want moving parts and it takes up too much space:

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Knocked Back by this enchant...
    LOL I'm good, covered with the BofA and Thorn books!

    There must be some karma built into the game because the next level 30 I just got I used on a new bow and got Power IV, Punch II, Flame I, and Infinity I. Been looking for another Infinity bow forever since I lost the one I had in the Nether. Happier now!
    Posted in: Survival Mode
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    posted a message on Knocked Back by this enchant...
    Had to share this...have you been wildly disappointed by an enchant before?

    Just enchanted a diamond sword at level 30 (30 19 8 I think were the numbers). All I got on it was Knockback II. Not even a Smite or Sharpness. Even one I enchanted with level 14 I ended up with Sharpness II and Fire Aspect I. Glad that hour of mining experience was put to good use. :P
    Posted in: Survival Mode
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    posted a message on Trouble with Having to Reset Tripwires
    No worries. The more I thought about it, the more I realized that I really have no use for the amount of sugar cane I would harvest if this were actually to work the way it was intended, so instead I decided to put a daytime pulse generator as the trigger, so it only harvests once every 20 minutes. Works like a charm.
    Posted in: Redstone Discussion and Mechanisms
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