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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from HalestormXV»

    Anyone interested in a modpack that focuses around this mod? I would love some people to try it out and do a YouTube series of it (being my modpack). I figured I could ask in this thread becasue the modpack focuses around the currenty version of AoA. Including tweaked recipes to rely on AoA


    I'd be fairly interested if most of the endgame/top tier items are AOA ones, a good portion of tech/magic/other RPG mods usually shove over this tier with certain items.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    CaptainSpakrklez has another animation on his channel with Rockrider in it.



    Y O U ' V E T U R N E D O V E R T H E W R O N G R O C K
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Sir_Helmswort»

    Any mobs in specific?

    I think he means entities that cause screen effects to players. It makes the borders of the decals non-transparent, thus applying boxes to them. This means things that are intentionally have holes or such in them (such as sniper scopes, bugeye effects, or centurion's screen tinting) to appear in more contrast.

    Apparently, you can temporarily fix it, although, I do not know how to do it again.
    Posted in: Minecraft Mods
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    posted a message on A suggestion for a less-'flawed' Terraria mod.

    Reserving this post for more suggestions, the original post is getting clogged with enough spoilers to the point where it has issues while in editor mode.

    Posted in: Requests / Ideas For Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    So, I have a question for everybody, but does anyone know how to 'properly' make a modpack with AoA?


    Basically what I'm saying is:


    1. If the AoA items are used enough and are not skipped/disregarded/replaced too often.



    What I'm saying is, if there's a weapon from another mod that can outclass several AoA items due to a certain quality. For example, some Orespawn/TiC weapons can purely make several AoA weapons obsolete. Or if there is an item that allows flying limitless, which can turn alacrity/lunar armor into trash.


    As to resolve this, items added from separate mods should be comparable to AoA items. For example, terrasteel armor from the hit mod Botania allows itself to be auto-repaired with mana, as long as the player has a mana ring/tablet within their inventory. The helmet allows for up to 4 wills (Miniature bonuses) to be applied to them. When comparing this to AoA armor, along with the time it can be obtained, it's comparable to things such as commander, baron, lunar, exoplate, nethengeic and primordial armor. Same with Thaumcraft (Without Thaumic tinkerer installed), as the thaumium fortress/void armor is comparable to the AoA armor in a way.




    2. If anything allows you to survive the AoA mobs easily (such as an object that kills everything in sight, or armor that resists almost any form of damage), then it is cheap if it's obtainable early on.


    This means having the ability to obtain something such as ultimate armor from Orespawn, or having the ability to enchant weaken armor with protection X on the spot. Basically, if the object that 'kills everything in sight' or anything related to that is obtained at the VERY, very end of the game as an extra, then it can be considered fine. This is as long as it cannot be obtained by any other means (Such as an item that can grant you any random item in the code giving it to you).

    To avoid the ability to blitze everything, you should be given limited power within the game, being that the 'best' items you have are simple tools that bear special abilities of sorts. And there are armors that allow you to endure certain things in an environment with their own flaws.


    3. The progression should be mainly focused on AoA if you want to get the full experience (Optional).



    If you're like me, you want to get the full experience of AoA, and not have to worry about any side-mods. This means if you don't want to focus on Botania or Thaumcraft, then you shouldn't have them installed; rather, you should have some utility mobs that could help the player on their endeavors.

    As for example, you could have a minimap mod installed to help you find structures, JaBBa, translocators and ironchest to create basic autofarms/storing items from grinding entities within dimensions. Roguelike dungeons for structures to raid in the beginning of the game, and a bit more.

    Also, if you want, you should try to find a way to speed up earlygame progress, as it is pretty boring to some people
    Posted in: Minecraft Mods
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    posted a message on A suggestion for a less-'flawed' Terraria mod.

    Note: Before you suggest to me that there is an already existing Terraria mod, and a high-quality mod that already adds an immersive amount of content.


    The purpose of this post is to suggest for a less blindly-developed Terraria one that intends on focusing towards adding content based on the pre-hardmode portion of the game in order to take up less space.


    Additionally, take in mind that this is currently a work-in-progress idea for how I think a Terraria mod should be made. Constructive criticism regarding balance suggestions to my ideas is fine.


    If you haven't known already, people have tried MULTIPLE times to implement Terraria, as a mod, into Minecraft. I often get hyped to see how these mods will end up. Sadly, the mod either ends up not being finished due to either:


    1. Too many entities that exist.


    This happens when the developer doesn't disable mod ID's, now I'm not too sure on how people disable them, and whether it's easy or not. But it's possible and it's a godsend. Mods such as AoA and ArcanaRPG utilize this thing, allowing them to work with other mods that do utilize mob ID's, such as DivineRPG for example.


    2. Sheer amount of content that Terraria has:


    The note had stated that the mod focuses towards the pre-hardmode portion of Terraria, which should (hopefully) make it easier to implement all the content into the mod. Anyone who wishes to try (and develop) this suggestion as a full-blown Terraria mod should take their time to slowly polish and properly program the entities and such.


    3. Issues with creating bosses such as the infamous Wall of Flesh, or balancing enemies:


    Since the mod is based on the pre-hardmode portion of Terraria, you do not need to worry about creating the WoF or any alternative. Rather, you should focus on balancing enemies and alike. As for my suggestions on them.

    1. Worms should get replaced, an exception goes for entities such as the EoW, considering that it's a boss. Imagine spawning in the world, building a house, having stone gear. Then immediately getting speed-blitzed by worms, although, they won't spawn naturally if you realize the fact that the entities that have originated from the Terrarian world , as you have to BRING them to your realm via other means.

    2. Bosses will not spawn naturally, meaning that the EoW won't come out of nowhere and eat you alive if you use a single life crystal. Rather, you have to obtain lens by converting normal glass, originating from the Minecraft world, into lens. And further having to find a way to make the corruption spread out from the portal. I will get into more detail later.

    3.Terraria-originated enemies will not really spawn all-so commonly; rather, most of the Terraria items will be obtained by converting Minecraft items to them. Terrarian entities can be spawned on-command by placing a portal of sorts into certain biomes.


    4. Bugs regarding worldgen and all:


    There isn't really much world gen, for the exception of dungeons. You rather have to convert Minecraftian items into their Terrarian equivalents and have to do a large amount of stuff to obtain Terrarian items. The corruption will require another step in order to actually 'obtain' items such as demonite and the like, as you will have to spread it upon a small portion of your world.


    _________________________________________________________________________________________________


    Now, after that being pushed out of the way, time for me to go on more detail about these.

    Creating the portal, along with the blocks required

    To create the portal, the player will need 8 overgrown logs, 3 otherworldly alloys, and a wormhole root.

    The crafting recipes for the blocks are listing in spoilers below.

    Overgrown log:



    Recipe key:

    L = Leaves (Of any kind)
    W = Wood (Basically, vanilla logs)

    How it shall be depicted on the crafting table:

    L W L
    L W L
    L W L

    You can craft one overgrown log from this.

    When you apply leaves to a block of wood by compressing them, the result is that the leaves can live on it WITHOUT dying if the log is broken itself. The leaves even live on the log if it's broken, too!

    The appearance is that of an oak log bearing an overgrowth of leaves flowing through the bark. If you want a reference, then it'd look similar to the appearance of the magma block, which was introduced in 1.10 update.




    Otherworldy alloy:



    Recipe key:

    L = Lapis lazuli
    R= Redstone
    C= Coal
    G= Glowstone
    NQ = Nether quartz
    IO = Iron ore
    GO = Gold ore

    Despite there being a recipe key, it's a shapeless recipe that produces one block of otherworldly alloy.

    If you try to push together several malleable onto each other, the result is a strange, multicolored amalgamate of minerals that serves no real purpose other then to look odd (Except if you take into account that you require it to build a portal in order to start the progression of this mod with that requires around three of these blocks).

    Upon attempting to break the block, you obtain only the gold ore and iron ore. This is considering that the sheer pressure that was used to apply the more fragile materials onto the blocks would've crushed them, only leaving a colorful mess on the ores.




    Wormhole root:




    Recipe key:

    NS = Nether star
    IB= Iron block
    EP = Ender pearl
    DB= Diamond block
    L= Leaves

    How it shall be depicted on the crafting table:

    EP DB EP
    IB NS IB
    EP L EP

    You will obtain one wormhole root from the required materials.

    Fashioning apart several powerful materials into a high-tech device for a portal allows you to interact with other realms. The nether star as a power source to run the device. With the ender pearls' dimensional capabilities allowing people to send items across each dimension at their own whim. The diamond block, along with the iron blocks, to keep the device from breaking apart.

    Although, you've decided to tamper with it a bit, with the intention of interacting with a never before seen realm; which is home to several eldritch beasts and the like. This place being known to/as "Terraria", being that you don't want to indirectly approach it by entering the realm, knowing that you'll be demolished by the higher-ups. You decide to export native resources into their land to convert them into the Terrarian equivalents, allowing you to slowly, but safely, obtain the items.

    The appearance of the block is similar to that of the nether reactor core, but with a few differences:
    -There is a light-green nether star on the top of the block, as a flat texture, with a quarter of an ender pearl placed on each corner of the top part of the block.

    -Sides are replaced by a light blue material (Being the iron casing; covered by a transparent, diamond shell). You don't want the shrapnel, capable of piercing through your sanguine insides, moving towards you at supersonic speeds if the device ever explodes. So you've simply decided to cover the sides with an extra layering of diamonds in order to nullify a portion of the blast.

    -The bottom is a simple iron block texture.


    Building/activating the portal:






    After you've crafted all those blocks, you have to construct it identical to the appearance of a Portal of Alfheim, as for reference.


    Image result for Portal of alfheim
    Just ignore the Green pylons and empty mana pools. Replace the living wood with overgrown logs, along with replacing the shimmering living wood with otherworldy alloys, and replacing the elven gateway core with a wormhole root.
    After that, you simply right click the wormhole root with an emerald and you've activated the portal, now to being the actual progression of the mod. The air blocks in the middle of the portal shall distort into a green and purple vortex of sorts.






    Starting the progression in the mod (Pretty W.I.P, I require feedback for this.



    The player should try to start the progression for this mod when he/she has obtained enchanted iron-diamond level gear. You have to obtain a large amount of items, originating from the Minecraft world, to convert into similar Terrarian items that bear more powerful material properties. In which you have to upgrade the portal multiple times to allow for higher tier items, mob spawning, and several other amenities (Not sure if 'amenity' is a good word, considering that spreading the corruption upon your world isn't too good if you're not prepared enough).

    After you build the portal, the player is now capable of converting conventional Minecraft lumber into its Terrarian variant by throwing it into the portal, although, for a seemingly high ratio; being 8 logs for 1 Terrarian log. The costs for lower-tier items will be increasingly more minor once you upgrade the portal to allow for higher-tier conversions. You will need 9 Terrarian logs (72 Minecraft logs) to craft a workbench, this will allow you to craft basic Terrarian items from the materials you obtain from the portal.

    The workbench has a GUI that depicts a row of items that you can scroll through. If you click on a certain item, you can see its crafting recipe + sprite. Alongside this, there is a bar that has the word 'CRAFT' applied to it; if the player doesn't have the required materials for the item, it will be greyed out until they have the required materials. If the player happens to have the materials, the bar will not be greyed out and will allow the player to create the item.
    Important items that the player will require early on are gel, Terrarian stone, Terrarian lumber, and many of the Terrarian metals.

    The three important crafting stations that the player should make early on in the progression of the mod are crafting stations (workbench), iron anvils, and furnaces. All of which are required if the player wants to make certain tools, armor, and weaponry with the gear that they bear.

    Back on topic about the suggestion, the player should then convert slime balls into gel (5 slime balls to one gel each), then apply that to a Terrarian log on a workbench to obtain 3 torches. Then, you convert vanilla stone (10 stone blocks for 1 Terrarian stone, not cobblestone). The player will require 20 Terrarian stone (200 Minecraft stone), 3 torches (5 Slime balls, 8 Wooden logs), and 4 Terrarian logs (32 wooden logs). The player would have a furnace to smelt Terrarian ores obtained from converting vanilla ores.

    The first Terrarian ore that the player should craft is Terrarian iron, now, why iron? Well, you have to craft an anvil in order to fabricate any of the metal tools that you're going to use in order to aid your survival. And the oncoming fight with the Eye of Cthulhu.

    To create the Terrarian iron, you need to throw 3 Minecraft iron ores into the Terrarian portal to obtain three Terrarian iron ingots. The player will need to smelt 15 Terrarian iron ores in a furnace to obtain 5 Terrarian iron ingots in order to invent an anvil on a workbench.

    Now that you have the three main crafting stations, the player is now ready to create metal instruments of death, the pre-EoC ore conversions are listed in the spoiler below.


    Pre-EoC ore conversions.


    Copper ore = One Minecraft iron ore + two cobblestone thrown into a portal. Three copper ores are produced each, and three copper ores are can be smelted for one copper bar each.

    Terrarian iron ore = Three Minecraft iron ores thrown into a portal. Three Terrarian iron ores are produced each, and three Terrarian iron ores can be smelted for one Terrarian iron ingot each.

    Silver ore = Two Minecraft gold ores + two Minecraft iron ores thrown into a portal. Four silver ores are produced each, and four silver ores can be smelted for one silver ingot each.

    Terrarian gold ore = Four Minecraft gold ore + one diamond thrown into a portal. Four Terrarian gold ores are produced each, and four Terrarian gold ores can be smelted for one Terrarian gold ingot each.



    Crafting recipes for items and further information will be posted later.
    Posted in: Requests / Ideas For Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from shadowdragon25»

    I've already explained the difference between "challenge" and "fake difficulty". Immortallis, provided you don't cheat through it with a portal gun or something, is a challenge (especially the gold rooms). Bomb carriers and cheap mobs that run faster than you and set fire to you are "fake difficulty". Still think chompers and scrubbies should be nerfed, especially chompers as they do not drop anything and always spawn. (And I'm still pushing for that dimension 0 spawn check.)

    It's really difficult to apply actual difficulty to a Minecraft mod on most occasions. Although, I do feel like most of the placeholder mobs should have some form of drop or something to fill in the blanks.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]

    So, do we need a guide named "how to make Greckon not scary"?


    I think step 1 is to replace the Grillface screen effect with a kitten.

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from IPCNA»


    Considering how the strength buff you get from Erebon potentially makes you rather OP.... It makes sense for both Elusive and Shadowlord to be buffed hard.... Elusive particularly is a melee orientated boss.... melee orientated + strength buff = ownage Also considering how Elusive is a Master of Deception, a fake death trick would fit his persona perfectly.. That stealing health income ability for the Shadowlord is perfect... I can also see him summoning hostile versions of those shadow stalker minions.

    Note: Maybe also an ability for Bane, Visualent, Crystocore, Smash and Elusive... where you take 0 knockback when you get hit by the bosses mentioned(I imagine this is impossible for minecraft's programming though).

    I might be forgetful but I'm pretty sure Bane's clones can turn invisible just like the true bane.


    I feel like most of non-flying bosses should be more dangerous when you get in proximity of them. Like if Corallus could fire high-knockback water bolts at the player that pull them toward corallus? But honestly, I had a thought similar to the 'hard mode AOA bosses' that was mainly about adding new moves/parts to AI, which would be hell to add.

    Otherwise, I was thinking about some kind of mod addon for things like this which would add 'feats' that you'd have to achieve in order to harm a certain mob like. Despite it being similar to the hunter skill, it will be much easier to progress, as you will need to craft stronger items to actually kill certain mobs to 'progress' to the next feat tier.



    if the ancient cavern gods were able to control 5 dimensions (each being around the size of a large planet), you'd have to wield a strong weapon that'd be capable of harming them, sturdy armor, and then kill them outright with it. Upon killing them, you would be able to use any other form of armor/weaponry since you achieved said feat.

    Let's say if you wanted to harm Smash, which would be far stronger than the ender dragon/wither, you'd have to kill the wither or ender dragon with diamond gear (or stronger). Which would then allow you to actually do any form of damage.

    Basically, my idea for this thing would be to make it so there'd be a BIT of progression to AoA if you were to use overpowered mods alongside it (like Orespawn, or ExtraTiC + TiC + Iguana's tinker tweaks). I do know there's the damage limit, but the damage you'd be dealing prior to actually obtaining a feat by killing a certain boss would be the weapon's damage divided by the tier 'number'.

    Going back to the ancient cavern gods, let's say their 'tier number' is 5, for example. If we were to damage the boss with a sword that does 20 damage (albeit accounted as weak), it'd only do 2 regardless of enchantments. This is because it will divide the damage by the tier number and then divide the quotient by a certain number.

    And this idea had made no sense, correct?

    Posted in: Minecraft Mods
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    posted a message on Go through the alphabet before someone posts a My Little Pony picture (Replacement)

    hi


    it's a little pony


    ok we restart now

    Posted in: Forum Games
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    posted a message on MineFantasy2 - Alpha

    just scythes? you must like mowing lawns


    Actually, we need dragonforge scythes to remove those pesky dragon weeds from our lawn!
    Posted in: WIP Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]



    Clunkhead: "<Player> better have a big gun!"


    Baroness: "<Player> is going to learn about dark magic!"




    oh jesus, those two ones

    sounds like something off of deviantart
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from CobaltActive»






    You think too much about the facts and too little about the possibilities~ Just like my pal, TsavoritePrince~

    Personally, I think of them as 'Wood Wraiths'. Ghosts can make chairs and books fly, but that doesn't mean that chairs and books have organs that help them fly!! Ewwww... Just picture opening a book and seeing a really bloody heart... :blink:


    I'd honestly think of stingers having hollow insides, and/or working like spores from certain plants (which would be very lightweight and float through the air via wind)

    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from BlackghostLT_2»

    think not a giant house, but an endless mansion.


    Do you ever meet a specific blue ghost that carries an oversized bowie knife in the mansion?

    Posted in: Minecraft Mods
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    posted a message on MineFantasy2 - Alpha

    To say at the least, this mod is a masterpiece from out of all the mods I've played. The forging/crafting systems are equally challenging, there's actual progression between the material tiers, and there's a Thaumcraft-esque tiering system.


    Although, I would want you to make it so the crucible can accept ingots (with similar names) from other mods rather than being only specific to itself. If the forge/anvils can do that, why can't the crucible do so too?

    Posted in: WIP Mods
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