Tried browsing through forums and other sources, but having trouble finding a mod that I swear I saw someone using once. It isn't the mod My People, nor is it the custom NPCs mod as far as I can determine.
I don't remember the specifics, but the mod essentially allowed you to create a sort of dummy player body that you could switch control to allowing for quick swapping of inventories, locations, ect. When a body wasn't being used, it would just stand there and do nothing, but could still be killed if not left in a safe place. Essentially allowing you to exist as two or more different bodies within the same world.
I don't know of the state of the mod, or if it was just a WiP at the time, but must have seen it sometime in the last 6-8 months since I was taking a break from playing when I saw it being used. But it looked like a unique mechanic to play with, especially when you have situations where you want to quickly swap between multiple roles on a single player world without having to go through the trouble of clearing inventory every time.
Seeing if this sounds familiar to anyone else who might be able to help track down this mod.
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Jan 19, 2014Vagrant0 posted a message on Mob Spawn Controls 2! Back + Better than ever! UpdatedAny thoughts on adding an option for a dimension blacklist to mob entries... Such that you could make it so that mobs from a given group or entity type could be made to not spawn in one dimension, but still spawn in others when dictated by biome. This could, for example, allow you to have a mod that has stronger enemies, but block them from appearing in the overworld (dimension 0) but appear inside a higher dimension, like those added by Mystcraft.Posted in: Minecraft Mods
It would probably have to be setup as a blacklist instead of a whitelist so that new dimensions which are created would still, initially, have all the normal spawning mechanics that are determined from their biome settings, rather than having to manually enable for that dimension. But for ease of use, you could probably pre-assign value ranges for blacklisted dimensions, rather than checking them off as they are generated.
Jan 16, 2014Posted in: Minecraft ModsQuote from Worgslarg
Imo, the best solution would be a increased xp gain scale in the config, like the existing one for damage
Not really since that would just allow people to breeze through all the spell levels, making the whole mechanic of keeping spell effects behind unlocks pointless.
With reduced costs, they still need to progress through levels in order to unlock new effects, but aren't as hindered by the actual number of attempts they can use a spell early on (forcing them to focus entirely on leveling just to be able to use the spell more than a few times at weakest casting setting), making exp gain more gradual overall. The net effect is that gaining levels might be easier, but with lower costs, you aren't as hard pressed to level just to use the spells you have more.
*edit* Also missing the whole ability of being able to trash items in exchange for magic energy. I have chests of stuff that isn't overly useful that I'd like to burn up in some way to turn into something useful. EE3 doesn't have this functionality any more, Thaumcraft doesn't really have this function any more, and now Ars Magica no longer has this function. I'd convert it into scrap for IC2... But at that point there is no difference between those items and cobblestone. I want to be able to power my portal networks with zombie flesh once more, rather than have to comb the world looking for liquid essence.
Jan 16, 2014Posted in: Minecraft ModsQuote from Workerdrone
Check your casting mode.
That does reduce the costs significantly, however it also reduces the effect of the spell rendering it with roughly the same potency/cost. It still doesn't solve the underlying issue of requiring the player to grind out magic levels by casting spells into an empty room just to have enough mana to do anything with. Boosting up spell damage alone isn't much of a solution since this results in having hostile mages which can 1-hit-kill you.
Jan 16, 2014Anyone else noticing high spell costs? Just a basic spell with projectile and fire damage requires 260 mana when I made it, but the same spell cost much less when Direwolf did his video. Were the costs boosted for some reason, or will I need to grind out 50 some levels just to be able to cast more than one spell a day?Posted in: Minecraft Mods
Can I request a config option to alter spell cost factor? I know you don't want people being able to cast more destructive spells right away, but for those of us who have control of our own worlds, grief is not a problem and we probably want to be able to use magic to a reasonable extent. Even if my costs are currently wrong for some reason, having a config option would just give more flexibility to how we want to balance our own worlds.
Jul 8, 2013Posted in: Minecraft Mods
Explains some of it... But a config file would help just solve the problem anyway for those who are salient enough to know what other mods add and disable what isn't needed.
That's actually a bug in Thaumcraft: it has a bunch of nuggets and registers them in OreDictionary, but adds their textures only when it finds respective ingots added by other mods in the game.
I've posted in the Thaumcraft topic about the bug, but Azanor didn't react to it.
Although, it shouldn't affect the gameplay and you'll be able to melt it down in the Thaumcraft crucible.
Jul 8, 2013Posted in: Minecraft ModsQuote from dontremb
TheLastAlchemist: I don't agree that this should be added at all. There are already at least one or two mods that do this already. Buildcraft handles liquids very well. Everything you suggest is already done with other mods.
I also disagree with that idea. Much of the awesomeness that is this mod is that it looks and plays like vanilla but still plays well with other tech mods without being overpowered. Adding in pipes and such would ruin this aesthetic in addition to just doing the same things lots of other mods are doing.
As far as being able to fill the lava tank easier, mDiyo has already mentioned some sort of wearable liquids tank, so that should make lots of things easier in a vanilla like environment. Beyond that, there are really other mods you can use.
Jul 6, 2013Posted in: Minecraft Mods
I try to balance the rare drops so no configuration would be needed. Do you think it's too rare or too often?
If you get lead nuggets then there must be a mod that adds them! Possibly Thaumcraft?
Nope. Thaumcraft doesn't add lead, and nor does Tinkers Construct. The lead nugget came up as a missing texture, so not sure where it came from. The only mod I am using that has anything related to lead is Enriched Gravel (adds fragment drops to gravel), but I have them disabled from that mod. Maybe some sort of cross-talk between mods regarding what is and is not in the world?
Jul 6, 2013Ideas:Posted in: WIP Mods
Maybe including something like intensity ranges based on exp level or days passed to work along with the 1.6 vanilla tweaks.
Maybe including light level or time controls by group to control daytime spawns, spawns in dim places, spawns in total dark.
Maybe some height controls.
Just some thoughts after using and quite liking your previous version.
Jul 6, 2013Posted in: Minecraft Mods
Updated to 0.4.2 (03 Jul 2013)
- Incrased frequency of rare drops (1 in 64 sedimentary, 1 in 1024 other)
Any chance in a config setting to turn off which drops are available or adjust their frequency? Somehow ended up with lead nuggets when not having any mod that adds lead.
Beyond that, this mod really does add alot more variety to the world. Still not keen on the swiss cheese, but atleast now places look different and I'm not tied to trekking long distances to find a significant quantity of sand. The new kinds of stone are also particularly nice to build with. Should you decide to go crazy, some sort of masons table to combine the stone in patterns (like extra trees) would probably be cool... if however a probable coding nightmare.
Jul 5, 2013Posted in: Minecraft ModsQuote from NTaylor
However even if you then pipe items into the hopper it will still have the problems of the pipe dropping the items on the floor when the hopper gets full as that is how BC pipes work.
You can always just stick an iron chest on top of the hopper and pump things into that chest. Can then use buildcraft gate logic to make it so that if the chest is empty, (AND gate, inventory empty > pipe signal, pile signal > energy pulser) it will pull from whatever system you're intending to auto-fill with. As long as you aren't using a very long buildcraft pipe or no gold transport pipes, it should be nearly impossible to fill the buffer chest. If you are, and are smelting all the same thing... Consider a barrel or deep storage unit (MFR) instead.
As for that whole issue of placing the controller and the capacity of the smeltery concern... You can make the smeltery as high or as deep as you want, as long as the bottom has a 3x3 space all the way up. Just be aware that more than around 20 blocks deep and it gets a little buggy visually.
Quote from Chevernov
mDiyo, have you thought of adding support for Underground Biomes, because it's almost impossible to find Pure Cobblestone instead of Geographical Cobblestone.
Within underground biomes there are two config options in the most recent update... One that allows you to convert any cobblestone to default cobblestone, and another one that turns on smoothstone biomes. Both are completely viable options. Could always just use either flint or cactus until you can rig up a cobble gen or something if changing configs or updating that mod isn't an option.
That said, just adding in ore dictionary checks for stone (Underground biomes already dictifies the stone it adds), wood, and other mundane materials would probably solve both this issue and the ones related to natura wood.
Jul 4, 2013Vagrant0 posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster GirlsNot sure if its setup or not, but any chance in setting it up so that passive/peaceful mobs would only spawn on natural blocks like dirt, grass, snow, sand, smoothstone? Got the fright of my life climbing stairs to my bed and finding a group of gnomes standing there to greet me. I know you can't do much regarding daytime mobs spawning where you place torches, but know you can control what blocks they can spawn on. Should be an easy fix that will make it easier to keep a secured base.Posted in: Minecraft Mods
Jul 4, 2013Vagrant0 posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster GirlsRegarding balance, starting out I have seen some minor issues. Namely quick death because you broke a flower, or sudden werecat rape while trying to light up a cave.Posted in: Minecraft Mods
One solution might be to debuff some of the more common daytime hostiles to deal 2 hearts of damage instead of 4. Looking at harpies, mandragoria, werecats specifically.
Another solution might be to toss in some more mob types (passive/peaceful/level 0) to help thin things out for initial spawning. This requires a little more work, but by having more types you reduce the likelihood of any one type from spawning.
Another solution might be to establish some sort of ramp-up coding where hostile mobs won't spawn for day 0 or 1 (configurable), to allow for some initial development, but will appear after that, with level 2 or 3 mobs appearing after a set number of days in a similar fashion. I know that worlds keep track of days passed for some reason, might as well make use of it. This would also probably tie into the similar behavior of default mobs that was changed in 1.6
Adding in mob sounds might help a little, but when doing so, please keep volume and frequency in mind. One of the things that I personally never liked about mo' creatures is how loud certain sounds were and how frequent. To cut down on frequency though, you can use silent sounds.
In general though, quite liking the extra difficulty. Really does help combat that whole issue of people just being able to dig deep for easy diamonds or just go strolling through caves picking metals from the walls.
Jul 3, 2013Starting a new world... And incidentally it turns out that the wood from Natura trees doesn't seem to be valid for any of the tools. Makes for an uncomfortable start when you're in a plains biome surrounded by deserts on a large biome world. All this wood from redwoods that you can't actually use. Just thought I'd mention it.Posted in: Minecraft Mods
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Jan 26, 2012Best way on how to get feedback on how people are playing is with a simple poll. Please, PLEASE don't add some phone-home aspect to the game beyond logging in. THIS is why people HATE Origins, Steam, and others once you get beyond the various nuances of the service. Yes, I know, we know, everyone knows that this sort of information is useful when planning a game. But honestly, we have to deal with enough of this crap being forced upon us for EVERY damn game we might want to play these days.Posted in: News
Once again, on behalf of all the players of your game, who have supported you this whole time Please, PLEASE do not add this sort of reporting aspect to your game. If people want to tell you how they play your game, most are willing to offer up some of that information willingly as long as it is ENTIRELY voluntary, and is not some core aspect of the game.
This sort of feature will just lead to more people using cracked versions of the game just like every other game that has decided to add similar features (DRM or not).
Nov 11, 2011Vagrant0 posted a message on Scrolls is launching tonight, and by Scrolls, we mean SkyrimPosted in: NewsQuote from jsg0291
C. Their modding support is not as bad as you, and a few "recognized" modders have gone around talking down about. There are many "recognized" modders who are perfectly fine with how Curse index's the mods and supports them. First off if you go to the modding section, what do you mostly see? You usually see mods from "recognized" modders that make great ones, right on the front page. It's not impossible.
Ok, stop. Yes, you. Let's discuss this in depth for a moment. We're talking about This:
First the site. Offhand... the categories are poorly defined for first time users who might be looking for a specific mod, and 1/3 of the page is taken up by something which probably isn't immediately relevant to what they might even be browsing for. When you look further, even the main separation "Client" and "Server" isn't really even well defined since many of the mods listed under "Server" are mods which work on Single player and are merely compatible with servers. This wouldn't be such a problem, if the categories were consistent between the two sections or if the definitions were established as to what is and is not a "Server" mod. Coupled with the fact that "Server" mods are the default page when even finding the site (also not particularly obvious), it makes it difficult for anyone who isn't running a SMP server to really find anything, let alone something they might want without just looking in all the categories. The site itself is clunky and non-intuitive. Even if someone wanted to find, for instance, that Obsidian weapons mod that their friend is using, they would have to be able to see the text "Client mods", know what "Client" mods were, and distinguish the word "Client" from Curse Client (Next to the Downloads button, but for other Curse games so doesn't help in the slightest and just serves to annoy). Then scroll through the list past some broad reaching mods to find one that might possibly be the right one (It has to be because there's only one on the whole site), only to find that the author of the mod they really wanted uploaded somewhere else.
If the site isn't easy to use, mod authors won't use it or upload their stuff there. If people can't find what they want there, they won't use the site. Even finding the site means actually looking for the link since there is no direct link to the Minecraft mods site from the forums. Anywhere.
Now let's look at the forums. This is actually where most people get their mods and is most familiar to users of Minecraft mods. But, there's a problem. There is only one sub-forum for ALL mods. Multiple sub-forums could easily be created, and in time even be populated. It would take all of maybe 10 minutes to add a few general categories to make things more orderly and easier to find relevant mods. But it isn't done. Several suggestions have been made, even going as far as mentioning categories that would work, but these were ignored.
Even if someone is willing to accept these issues as just the nitpicking of some nobody. The fact is there, it could still stand for a fair amount of improvement to make it more workable for all users. There could be a stronger connection between the two. But it isn't there. Minecraft by and large seems to be more of an afterthought for Curse. Sure, it takes some of the burden of administration off Mojang... But Mojang, the company whom most everyone around here has rallied behind seems to be getting the short end of the stick. This news post, just another slap in the face.
Quote from jsg0291
D. Of COURSE Curse will compete with rival sites. That shows that they WANT to stick around and keep on top of the game. For US that means Minecraft forum is going to be doing well too.
Erm, no. Not really. These sites were not rival sites before Curse up and decided to move out from their mainstay, WoW mods. It's not simply a matter of expansion, expansion was them moving to take care of Minecraft, Terreria, and some of their recent MMOs. It's expansion for the sake of creating a rivalry. It's expansion because they saw other sites doing something remotely related with their own, and decided that they wanted a piece of it. And you know what, if that's what they want to do, more power to them. But here's the problem, and it's a big one. As much as they, and users of their site might dislike or distrust another site popping up to cover WoW addons, the people of these communities distrust and dislike another site walking into their territory and trying to split the community. On one hand, over time, this could be eased out. On the other, it will only work if the people behind this movement have a keen and clear understanding of what makes that community tick. In this case, Curse doesn't seem inclined toward either. They want a community to spring up suddenly, and quite simply didn't do their homework short of seeing who they could pay off to suddenly get a community.
What that means for US is this... Curse is really only concerned about expanding, rather than making current ventures that much better. They're spending all this money on an uphill battle instead of enhancing and maintaining what they have. As they monetize more, and offer more contests, expect users like yourself to foot the bill. As you seem interested in the longevity of Curse, you should be even more concerned about their recent ventures toward those areas which aren't as viable at bringing in users and revenue for the amount spent trying to build usage. It's all about business, and a very critical part of any business is doing research into prospective markets before jumping into them.
Nov 11, 2011Vagrant0 posted a message on Scrolls is launching tonight, and by Scrolls, we mean SkyrimPosted in: NewsQuote from AloSec
Pretty sure it's to **** with Bethesda
Actually... no. Essentially Curse is trying to get into Skyrim mods, despite the fact that there are numerous other well established mod sites which host mod content for free and which don't have troublesome restrictions.
Needless to say, as thrilled as they might be over it, nothing they seem to be doing the matter is particularly good. In addition to the poor placement here given the uproar over the recent legal issues...
I know they're trying to get something established, but frankly they don't have the slightest understanding of what they're doing (given the relative lack of mod hosting and indexing here for Minecraft... A game which has a thriving and virtually untapped and needy modding community). Just so that they can try and work into other games covered by competing sites (they've recently opened sections for other Bethsoft games (largely ignored)). I know this post probably won't go over well with the admin and staff here, but it has to be said, and really... You have a great capability to get something established with Minecraft and Mojang... You might want to... you know... develop that a bit better instead of jumping head first into an area where you have no friends, and where you have no real touch with anything about those communities (short of maybe using some mods yourselves).
If I was Mojang, personally I would be upset that you were trying to use a site related to their game to advertise an unrelated project for another game. Alienating good partners for the sake of something you're literally dumping handfulls of money into (some of it questionable) is just bad business. For a mod site, trust is important, and Curse seems to have forgotten this. Contests don't build community, they just build people making stuff for contests until they get bored of dealing with it.
Also... Skyrim modding ≠ Programming. Just saying. Modding Skyrim at the moment is kinda not happening since the SDK isn't released either. Hope you guys weren't expecting any reasonably large or meaningful mods for atleast a month or two.
Just noticed that the deadline for completed mods is the 15th... I LOL'ed. Can tell you what the top mods will be...
Some minor tweak to the UI to move something out of an annoying position. In game map is a live render, so needs both the SDK AND some idea of what to do with it to do anything... So at most probably something that reveals hidden map markers.
Some variety here... Not much though since people would have at most, a week to figure things out and put together a mod... At most, new eye/creation textures or a new shop NPC if someone really gets ambitious.
No SDK means no weapon mods. No working mesh exporter means no new meshes. Expect some recycled Oblivion/FO3 stuff, or slightly retextured Skyrim weapons if anything.
I LOL'ed hard. Not going to happen. Not by those standards. Not in that timeframe. Not even if people KNEW what they were doing. This is what happens when people who have ABSOLUTELY NO understanding of what goes into a mod or what modding is like in early months make a contest. A well made, working quest mod takes Months... plural, for there to be any depth beyond "note leading to some cave, recycled vanilla treasure".
Will laugh harder if Bethsoft is as slow at releasing the kit as they were with FO3.
Sep 23, 2011Posted in: NewsQuote from spykee
That's the silliest name I've ever heard! It's like saying twentytwelve!
It should be 2.0!(seems like someone has to teach Notch basic mathematics)
Nah, he's using 16-bit version numbers now... It happens when you code too much.
Works better than 1.A I think.
Jul 21, 2011First mod for 1.8... Probably removal of permadeath in favor of just losing exp. If you wan to give those ''play'.' class='bbc'>hardcore' players something to play with, add a 1 life to live option and just be done with it.Posted in: News
Playing the game itself is just too prone to "oops, creeper" to have any sort of dynamic like this. That is WHY you made creepers like they are afterall, so people can have the "oh ****!" factor, pick up their pieces, and go back to what they were doing. Death has enough penalty in the fact that you lose whatever you had on you, which can make hours of mining go to waste instantly. Isn't this enough?
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