- Xotano
- Registered Member
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Member for 10 years and 3 months
Last active Thu, Feb, 7 2013 20:27:14
- 0 Followers
- 223 Total Posts
- 2 Thanks
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Nov 6, 2011Xotano posted a message on Weekly Content Contest; Moderator Applicationsheh, my birthday is the day after the next post thing opens to take submissions.Posted in: News
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Oct 4, 2011Xotano posted a message on Minecraft Minute: Skyblock Challenge Acceptedalso the sky cube challenge isn't as challenging as Super Hostile and you don't see it on the front page :|Posted in: News
the sky cube is only half as challenging. Super Hostile is minimal resources with TONS of mob spawners and a less easy goal. -
Oct 4, 2011Xotano posted a message on Minecraft Minute: Skyblock Challenge Acceptedtexture pack is meh and there are plenty other people who have finished it, i am only a few pumpkins a lake and the bread from finishing it myself. i'm going for mid-evily looking buildings. might build a gladiator pit for fighting monsters in tho i already have a mob grinder, also what one of the maps did he play on? 1.0 or 1.1, 1.1 is easyer as it gives you more dirt sand and starting space, i'm playing with 1.0Posted in: News
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Oct 4, 2011Xotano posted a message on Last Chance To Get Good Rates for MineCon!and thats assuming that the 3 games are $30 as thats a normal price for games that only just got on the market, older games are usually between 5 and 15 just think of all the games one could buy instead of going, its crazy!Posted in: News
in fact setting the prices for the tickets so damn high is like telling people they cant go, i'm sure you would net a larger crowd with the prices at 20 or 30, but as you have already set the prices its too late, you'd **** off the people who already payed if you set em so low. -
Oct 4, 2011Xotano posted a message on Last Chance To Get Good Rates for MineCon!lols really? $99 is cheaper then it was before? thats just insane, you could buy at least 3 brand new games for that pricePosted in: News
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Oct 1, 2011Xotano posted a message on 1.9 Updates: Possible Potions, Exciting Enchantmentsagreed blazerules, there is already plenty of magic, true the player isn't controlling said magic but that doesn't mean its not there already.Posted in: News
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Oct 1, 2011Xotano posted a message on 1.9 Updates: Possible Potions, Exciting Enchantmentsdon't see whats up with religiony people trying to ruin games for others, if you don't like the game for some reason, either don't play it or don't play that part of it. just cus something doesn't fit with your "beliefs" doesn't mean others wont find it fun. basically the point i'm making is keep your religion out of games, they don't mix well and never have/will.Posted in: News
love the idea cant wait to see it, the forge/anvil/whatever idea to enhance was cool too as well. -
Sep 28, 2011Xotano posted a message on 1.9 Updates: New Character Screen!its either buffs or cooldowns as it has timers on it not little bits where you can add points into stat like things. and ima guess buffs as water breathing is on there and that has never needed a cooldown beforePosted in: News
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yea i had messed with it a bit and moved the mod folder mo, creatures out so i could mc patcher it, i recently redid my whole minecraft folder tho so i'm not 100% sure the sounds dont work at the moment, but i'm just going to guess they don't not much difference in what i've done previously but this time i installed all the mods by hand, and theres only one copy of the sounds in .minecraft/resources/mod/sound, should i just move all the sound files into the already existing sound folder directly in resources, i had both places covered last time i installed them.
edit: just punched one of my goats its not fixed.
also tryed turning my music up all the way and doing it again, also failed to get any sounds from anything.
ah i see why MCPatcher wouldnt work for the Mo'Creatures.zip in the mods folder inside the mod zip, that one is missing the mod_mocreatures.class
but whats the point in having both the mod files and the mod folder's zip file that are almost exact duplicates, from what i'v seen installing them both causes problems and installing the one thats just a folder full of files causes problems as well wile the .zip that you toss in the mods folder works perfectly, tho its lacking sound on my side.
ok think i may have found what i was doing wrong, looked at the readme again and i guess the mo creatures folder just goes directly into the .minecraft folder with the other stuff put in its locations in the mod and res folders.
testing to see if the sound works now.
nope, still no sound at all from the Mo'Creatures mobs.
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i duno how anything could conflict besides mod loader and optifine which have the same file tho optifine's duplicate is just like mod loader's with a lil extra stuff, i used mc patcher to install all of my mods and it tells me what conflicting files there are.
mods i'm useing are as follows,
mod loader
Rei's Minimap
Done button mover
smart moving (and its requirement "player api")
this mod and all its requirements
timber mod
better dungeons (it states in the mod's main page it is compattable with this)
and optifine
ima go through and freshy reinstall everything to make sure its all in the right place.
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also yes i have installed audio mod
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ah ok thanx, still think they should be posted in picture form in a spoiler on the main post tho.
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well actually 12 but didnt pick one of em up.
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To start climbing along ceilings hold the grab button when below, but not too far below, the climbable ceiling. To stop ceiling climbing simply release the grab button.
If wall climbing is also possible when pressing the pressing the grab button, wall climbing will start instead. In this case turn into the direction you want to move to start ceiling climbing.
great mod, dont like playing without it.
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you sure its not "herosguild" cus last i checked this mod was calledtale of kingdoms, not herosguild.
pretty sure it has an option setting in generation or has a popup asking if you want to use the mod on a freshy gened world, i know you need the new map for it and you can keep your old map but to get onto it without messing stuff up you'll have to return to your previous mod set, dont log into it otherwise or it will mess stuff up.
my suggestion would be to backup your minecraft.jar for when you want to get back onto your old world, if your old world is vanilla then it should be fine even if you do log into it with the mod installed, with millionare it might gen a town or mobs that will build on your old map tho.
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learing, ups your exp gains very slightly per level, makes you get criticals more often i guess per 5 levels
or switched around cus that would be fine too, or just changed i duno.
thought a slight exp boost skill would be nice for the higher levels even tho we already get that from our chosen class. i'v never gotten past level 25.
if there was going to be a stamina/hunger/life type skill it would have to be called endurance, no other name really fits.
maybe if smp ever comes out make a teacher class, the affect would be that any non teacher nearby slowly gains exp. but never enough to pass the teacher and not fast enough to make it a better way of gain then killing, or even mining/crafting. not really sure how you would go about scripting it tho i think 75% of the teacher's level would be a acceptable highest amount.
i'd think "athletics" would work with swimming as well if it were to boost your base movement speed and not just your sprint speed, like i duno base speed every 5 levels but a low amount?
maybe add "acrobatics" for the jump bit of the current athletics, duno what the second bit of it would be tho.
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oh yea, i think i was just watching it before and not listening, he said it actually dont count up past 30, i was wrong.
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the mod isnt all that laggy on its own really, i'm lagging but thats all from Nature Overhaul
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you mind sending me a copy of the actual save with all the buildings? so i can deconstruct them and give you more resonable prices for the buildings then 5 stacks of cobble and wood each.
also i'd think the T1 should only need cobble, cus it only adds walls, and T2 should be 5 cobble and a single stack of wood, for repairs to any damaged wood building parts.
i would be rounding the ending stacks of resources up to the nearest stack and be dividing the planks by 4 before rounding the logs up
i'm only asking cus i just started a town and i'm already tired of deforesting the map around my castle just so i can build a small house that i counted needs a lil less then 2 stacks of wood, i might be slightly off with the number but it was about 50 logs and 20ish logs worth of planks, also from what i saw only the very bottom floor's walls were made out of a cobble byproduct (smooth stone) which counted out to be less the a full stack, i guess you could count that as 2 if you count the bricks tho those are clay.