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    posted a message on Body Swap Mod?
    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.
    Posted in: Mods Discussion
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    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated
    Any 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.

    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.
    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 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.
    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 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.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Anyone 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?

    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.
    Posted in: Minecraft Mods
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    posted a message on SIGN THIS PETITION TO SAVE MINECRAFT CLASSIC
    Probably already said, but with their inclusion of the ability for people to download older game versions in the new launcher, this really isn't needed any more.
    Posted in: Classic - Creative Mode
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from Grom PE

    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.
    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.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote 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.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from Grom PE

    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?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][WIP] Mob Spawn Controls 2!
    Ideas:
    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.
    Posted in: WIP Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Quote from Grom PE

    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.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote 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.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Not 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
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Regarding 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.

    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.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Starting 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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