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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Has tall worlds made any progress In the last few months? The front page hasn't changed at all. If the mod isn't dead, you should update the front page so people don't lose hope.
    Posted in: WIP Mods
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    posted a message on [1.6.4][W.I.P] Meat Hooks
    Can you make it so that you can skin zombies for leather and then filet them for rotten flesh, or at least somehow take them off the hook, or be able to break the hook when they are on it, or someway of getting rid of my hook with a zombie on it? You should be able to take any animal off the hook at any time.
    Posted in: WIP Mods
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    posted a message on Crossbow Mod 2 - 100% Customizable! - 250+ Combinations!
    You should make it so that instead of putting on attachments when making the crossbow, you simply craft them on afterword. You should also be able to craft them off. This makes sense because they are ATTACHMENTS and should thus be attachable. You should be able to have more than one attachment on at any time, depending on the bow type (better bows get more attachments).
    Posted in: Minecraft Mods
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    posted a message on Inventor's Toolbox
    I think your on your own. You were the first person to comment in six months, and the first person to comment other than me in eight months. The last person to offer to help development was nine months ago, and the last sign of any progress was ten months ago. I would help if I could, but I've never modded mine craft before. I am good at programming in java, and I know just about everything I can know about mine craft, but I just never got around to learning how to mod. If someone offers to help, I would learn how to mod mine craft, but I am not doing this alone, and there isn't really anything else worth learning to mod for.
    Posted in: WIP Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from RiftstalkerSekun

    This idea needs to permeate more magic mods. A mage's true value lies in how much magic they can channel through themselves, without the use of focus objects like wands, orbs, etc.


    Focus objects are a quick and dirty method that allows the magician to relieve themselves of some of the stress of channeling magic by imparting it on an inanimate object. These would undoubtably allow for bigger and better spells, but they come at the price of rare and expensive focus items. They also don't allow the magician to properly grow stronger resistance to the effects of channeling magic, so progress is slowed, similar to using a weak bow when hunting, it may seem easier at first, but you never develop the skills to use a bigger bow, meaning you never have the range or accuracy of one who used a big bow from the start and struggled at first but grew. This provides a good tactical balance, and so using focus objects should not be left out of all mods, but neither should fisting it out. Speaking of growing resistance to the negative effects of channeling magic, it would be cool if lower level magicians got nausea or even poison if they used more powerful spells. You could tone back on mana use of all spells a little to balance this, and it provides a tactically balanced last resort. You could craft yourself a spell that is very very powerful but at the price of personal harm and keep it with you to get yourself out of sticky situations. Maybe you could have a modifier which bares more of the load on your body and less on your internal power, meaning less mana cost but worse effects for weaker wizards and witches. You could also add a modifier which uses some of your internal power to protect your body from the stress of coursing magic, increasing mana cost and reducing body load. Some spells could draw life from others to give you a potion effect which makes you more resistant to body load, but does not work well on powerful enemies.
    Quote from Mithion

    Putting a damage component on a summon spell currently is a bad idea. All it will do is damage your summon, as the logic in the code simply applies the spell stack (minus the summon) to the newly created creature - it's as if you're making the same spell and casting it on the summoned creature after you have summoned it.

    There is no way currently to do what you are trying to do.

    So I could pick a summon I'm not particularly fond of and make a spell which summons it and kills it and watch it die over and over for pleasure at the click of a button and the cost of some mana? Awesome.
    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 Aleksimizaro





    Thanks!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    What new stuff is going to be in the next version? I'm sorry if you already posted it, but I don't want to look throughout the last fifty pages, so if you did, could somebody please politely tell me which page?
    Posted in: Minecraft Mods
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    posted a message on WorldEditWrapper - use WorldEdit in Single Player
    I've been waiting for someone to make something like this forever :) I just want WE, not anything else, and as a bonus this looks like it will be kept up to date!
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    I'm not planning on doing colored lights. Another mod can do that. I'm working on negative y worlds right now actually. I almost have it, but there are a few pesky issues standing in my way. I just need some more time to debug.


    I usually max out at 60. I run with vsync on. Anything higher than 60 fps is just wasting resources.


    I know you aren't making colored lights, but the developer of the colored lights mod was commenting on this earlier on in the thread, and I was wondering if your mod and his would work together. Also, how do you think this will work with the metaworlds mod? I doubt it will work, but you never know. I'm only asking because this, colored lights, and editable vehicles (like ships mod but you can edit without decompiling into normal blocks) are all supposed to be impossible, and, well, here we are.
    Posted in: WIP Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from TNT123BOOM

    oh ok :) cant wait :D
    EDIT: i read whole topic by the way (but it was 2:30 AM i was sleepy xD)

    Except chances are it won't be released, at least not for a while.
    Posted in: Suggestions
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    That's a legitimate question. My CPU is an AMD A8-6600K APU. The game is reading/writing files from/to a Razer 60GB SSD. Those are probably the only specs that matter for this test.

    I should probably test on an old-style 5400 RPM HD some time. Or maybe get one of you to do it for me. =)

    What is your normal FPS when running vanilla on a newer version, 1.6s or 1.7s maybe?
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Considering how much the colored light dude is talking on this, can we expect some kind of compatibility, or maybe even merging your APIs? I mean, by the looks of it you are both rewriting the lighting system, and both mods are too amazing (and previously thought impossible) to not use together. Also, have you done anything on negative height yet, or are you just not doing that? This mod looks more promising than some other CC mods I've seen. I hope it works out.
    Posted in: WIP Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]

    It's already been established that the Nether is a completely different dimension from the Overworld.
    Connecting them would also break the 1:8 distance ratio system thing (I don't really know what to call it) that currently exists.
    One could say that the earth is a sphere, and because the nether is deep underground the radius is much smaller and so you move more quickly than on ground level.
    Quote from leonissenbaum

    Ask on galacticraft(Is that really how to spell it?)


    The same way. The game still stores your overall Y value, just as it does for X and Z.
    Posted in: Suggestions
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    posted a message on NBTExplorer - NBT Editor for Windows and Mac
    I have an item that I threw on the ground so I could look at it's nbt data and figure out why some commands aren't working. Im in the latest 1.8 snapshot. How would I go about finding the file that that item entity is in? Note that the item cannot be in my inventory, it has to be in entity form.
    Posted in: Minecraft Tools
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    posted a message on A rant about Mojang, previous updates, and the 1.8 snapshots.
    Quote from MoosDalai

    Minecraft is a game which develops every month. Mojang is a company trying to create a game the community likes to play and Mojang always try to give us - the Minecraft community - the best they can give.

    There are always people ranting about what they add to the game and don't or take away. Jeb recently tweeted about "Jeb's law" which basically says: Whatever you do someone will complain about it. And with the snapshot 14w03b we have the proof once again.

    To the people who complain about new stuff: If you don't like it, don't use it. Nobody forces you to play the game in any way. Do what you like and enjoy! That is the thing I love most about Minecraft, the endless possibilities. Doing whatever you like is just great.

    Now let's have a look at Mojang's attitude towards automated farms: They basically don't like them which is fine, it's their very own personal opinion. BUT: Is it fair to just make automated mob farms impossible or make it at least very hard to build them?! I don't think so. If Jeb thinks (he also tweeted) that mob farms are in his eyes item duplicators he does not have to use them. But a lot of people built gold and iron farms in their worlds for a reason. It would be pretty unfair to just take them away or make them useless, cause it is a lot of effort to build this.

    Luckily Jeb noticed the ­ storm he started with the mob farm nerf and maybe he'll change it back. He listens to the community. That's what snapshots are for: To add, change or take away something and get the direct input from the community. We are all test players for Minecraft and as a community we should not rant about the developers but help them to create the game everybody loves and wants to play.

    - MoosDalai

    Btw: Snapshots are the proof that Mojang loves his community, they were given to us because people wanted to see new things even if they are not finished. So stay calm: Snapshot are not finished products! ;-)

    You can't forget that minecraft is also multiplayer. If something is OP, you can't just not use it on a server because everyone else will. It's also very moldable, so if you yourself don't like the change, you can always change it back, and if you want people to be able to build mob farms on your server get a plugin to do it. I bet I could even build a contraption out of command blocks in vanilla minecraft to bring back the old mob drop mechanics.
    Posted in: Discussion
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