• 1

    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from soultek101
    Greetings everyone! As promised here is the updated version of PZ for 1.7.10.

    Awesome! Thanks so much for this. I'm gonna try it out as soon as I can. I use PZ mostly for the unique mobs and world gen so my world has felt rather bland without it in 1.7.10. I really like how PZ doesn't stomp all over vanilla spawn mechanics like mo creatures usually does. It leaves vanilla mobs mostly alone and I've never had any issues with the occasional mob added in by other mods either. I really like the pet system for foxes. Its not very involved, but just enough more depth than vanilla to make it feel so much better. I love having them roam around my base but not worrying about them running off entirely or throwing a leash onto them. There's not many mods out there that add decent ambiance to Minecraft so its nice knowing that PZ is still going to be around for a while.

    You've stated that you're fairly new to modding and I'm sure you're more focused on mastering the basics and assuring that things run smoothly, but I do have a couple little suggestions and there's a few minor things that it would be nice to see addressed. First off are the horses. They were great before Mojang added in their own interpretation of them and now they just feel completely out of place. It looks kind of odd having two distinctly different horse models running around. Also their sound is just plain irritating after building a base near them after a bit:) Second, crudedragos had mentioned a long long time ago that he had plans to make a finch breeding system, hence the varieties seen currently in-game. It'd be awesome to see that brought to fruition or even scrapped and a few more bird types added in if more feasible. Lastly is the potion system. Its definitely nice having some more potion variants, but it just doesn't feel fully fleshed out. It'd be neat to see it use more vanilla items for brewing or something. It always felt like PZ mob drops were sort of forced or not needed. They exist solely to brew a few PZ unique potions where I think it'd be neat to have PZ mob drops share uses with vanilla mob drops. Maybe even just a way to craft PZ mob drops into vanilla variants would be helpful. Mob drops are pretty crucial to vanilla and modded play so adding in PZ mobs that cut the amount of vanilla drops can be rather harmful in-game. I always found myself short on leather when playing with PZ.

    Well, that's the end of my wall-o-text. Sorry about that! I love this mod and hope that didn't come off as complaining. I certainly did not mean it that way. I just wanted to throw out some ideas/suggestions on things I've noticed that seemed a little off in PZ since someone new is at the helm now. Even if nothing changes at all its still a great mod. Thanks again for taking over and thanks to crudedragos for coming up with PZ in the first place. I look forward to whatever comes next:)
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    I'm not sure what is going on with the buttons, but for me they work perfectly. I only tested using forge 1207, but I can craft various stone button types using just forge and UBC and also in my other heavily modded instance of 1.7.10. I adjusted nothing in the configs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Extra Utilities v1.1.0k
    I'm getting an insane FPS drop (from 35fps to oh say 1fps) in SSP using 1.1.0g. Its actually noticeable at the menu screen which just kind of stutters. I've tried various forge version which seem to have no effect and dropping down to version 1.1.0f, or removing extra utilities entirely, seems to fix the issue. After a bunch of testing I've narrowed it down to some sort of mod interaction, but have not narrowed down with which as of yet. I was wondering if anyone else has been experiencing this at all in either single or multiplayer?

    Edit: Well, deleting all of my configs and regenerating them fresh cleared it right up...
    Posted in: WIP Mods
  • 0

    posted a message on [1.7][Forge]Buff/Armor Bar Mods, Project Zulu: Better Overworld v1.2.8.X
    Quote from soultek101

    Hmmm, given that I'm no talented mod dev but do have the time and an itch to expand my modding horizons... I'll give this a try. I've already began the updating of PZ to 1.7.10 and currently doing a few tests. I've also contacted the mod dev so hopefully he'll give his blessings for me to continue what was started.

    Hey that's great news! It'll be nice to see what a fresh perspective will bring to this mod. Its got some long standing issues, but definitely has potential. I look forward to seeing what happens.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Quote from DoubleABuilder

    Well I still have to use 164 so unless there is a version for that then I'll just have to not use stairs. Not a major thing but kinda annoying.

    I see, I assumed you were using 1.7.10. I actually experienced the same thing in 1.6.4 myself. For me it was related to NEI. Turning off the tooltips that show up at the top of your screen displaying what block you're looking at seemed to stop it. Certain versions of WAILA seemed to also effect it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Forge for 1.7.10 has had some really weird bugs with meta data that were just corrected in the 1199 build. I noticed the stair thing happening until updating to that build and haven't seen it since.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from RepoDraghon
    I actually have an issue with the new books not showing up in my inventory after making the new benches, I have to use NEI to copy a book then change that 1 book into the new book, anyone have this problem? or is a setting I have preventing this?

    Yeah I've noticed this the past few versions. There is a recipe to turn a regular book into the first TiC book legitimately but I don't remember it offhand. Usually I do that and then keep throwing that book it into a crafting table until I get the manual I'm looking for. I hadn't seen anyone else mention it til now and I use a ton of mods so I just assumed it was something only happening to me.
    Posted in: Minecraft Mods
  • 1

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Aphenon
    Mark, its not that you release a beta build for your testers only. thats normal, you just allow your supporters to also get access to it. i'm all fine with that. however, in 1.6.4, downloading Madpack1 and taking Magicalcrops from that is the only way to get the latest 1.6.4 release. When you are working on 1.7.10. I would assume that the madpack version of magicalcrops is good enough for a "public" release.

    I agree with you entirely. Offering beta builds to Patreons is absolutely appropriate, so long as they are actually beta builds. With 1.6.4 Magical Crops that isn't the case at all. If the beta builds that you have to pay to play are supposedly released to help find bugs before a public release, then why would the "beta" builds be further updated than the public release and contain fully implemented features that were only partially available in the public release? Tier 3 infused essence armor, funtioning essence bow and essence torches were all pretty botched in the public version but were quickly fixed for Madpack/Patreon. I offered a link to beta18a from Madpack since it wasn't made available here and many users of Magical Crops were experiencing crashes and issues, mostly related to the outdated forestry API. This was a rather large issue for some that, unless you know how to go about removing the API from the jar, could only be fixed by Paying or from downloading Madpack. (Which is now up to Beta 21 and still not available here btw.)

    I just want to be clear that I definitely do not see any issues with Mod devs desiring some compensation for their efforts. They work very hard to provide us players with many hours of fun and entertainment. My only issue is the same that Mojang had with pay to win servers, it is unfair to provide Patreons with content, let alone entire builds, that us mere peasants cannot also enjoy. Beta testing is one thing, but masquerading builds that work better than the public release and contain less bugs and less incomplete features as "beta" builds is just not cool. I don't feel that Mark is the next evil EA-like entity or anything like that and I'm sure he means well. I more think this is just an oversight or something that wasn't entirely thought out. I love magical crops and I thank Mark for his hard work. Heck, if I could afford to pay, I would gladly give something back for the hours of enjoyment this mod has given me. But I cannot. I'm just glad that I can get the best working and complete build from Madpack, for now at least.
    Posted in: Minecraft Mods
  • 1

    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    I certainly agree that its silly to worry about liteloader being a security risk. First off, its visible source which you can check out here...

    https://www.assembla.com/code/liteloader/git/nodes

    It was initially developed for the Voxel Box Team, which is rather highly reputable. The extension being changed from zip to litemod is done simply so that LiteLoader doesn't attempt to load your forge mods while still allowing you to keep all of your mods in the same folder. 7zip opens litemod files without even needing to change the filename. Here's a snippet from the LiteLoader thread on the forums here...

    "Secondly, ensure that the file extension is .litemod. Some browsers detect that the files are .zip files and rename them to .zip when you download. LiteLoader requires the files to have the .litemod extension in order to recognise them as mods."

    There really is no need to be afraid of LiteLoader anymore than there is to fear Forge. And if you don't trust MamiyaOtaru, well, that's just silly. No reason to deprive yourself of such great mods.
    Posted in: Mods Discussion
  • 0

    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    I too was initially concerned about throwing in an additional loader, but I really like Voxel Map and figured I'd give it a shot. I didn't chain it or anything like you can, just threw liteloader and Voxel Map in the mods folder like any other mod and things run absolutely great. I noticed no difference in performance either. I'm only playing on a dell i5 laptop with integrated graphics using 91 mods and so far 1.7.10, liteloader and all, is running even better than 1.6.4 did for me. I definitely recommend at least trying liteloader and Voxel Map rather than passing it up cause of feared lag or fps dropping.
    Posted in: Mods Discussion
  • 1

    posted a message on Underground Biomes Constructs
    As far s I know there is no way to adjust the stone the way you're looking for. I think the mod was intended to change the look of the landscape in minecraft so there isn't really anything in the config controlling the actual frequency of UB stone. The most you could do is turn on the vanilla stone biome option and set the stone biome size to a larger number making players have to travel much farther for varying stone types.

    The ores issue was addressed in the 1.7 update when Zeno added UBfied ores to the mod. They look great too. It generates a ton of new blocks so it relies on the lack of block ID numbers that came along in Minecraft 1.7, that's why you won't see it in the 1.6.4 version. The only issue with UBfied ores is that only vanilla ores are effected. Its up to individual mod authors to adapt their code to allow for whatever ore they add to be UBfied and, as of yet, not many have done so.
    Posted in: Minecraft Mods
  • 1

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    I'd be really interested in seeing someone update this at least, If Davey can't. Project Zulu recently died too, so there really isn't much of a choice other than mo creatures to add a little life to Minecraft and, in my opinion, mo creatures is pretty terrible. More accurately, the custom mob spawner portion of mo creatures is broken. It completely destroys vanilla and mod spawn mechanics unless you manage to tweak the configs for it just so. This looked like an awesome solution to that little problem. There certainly is room for more mods like this. There's gotta be dozens of quality tech mods out there but I think I can count the additional mob mods on one hand. Or finger.
    Posted in: WIP Mods
  • 0

    posted a message on Underground Biomes Constructs
    It really isn't just UB or Highlands, seems more like just how forge runs on 1.7.10. I started my modded 1.7.10 play with only Tinker's Construct and Natura. It was horrible. The first time I ran across a giant redwood I was sure my PC crashed. Its weird though, once everything loads it runs better than ever for me. 1.7.10 is kinda goofy.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] AtmosMobs 2.0 - Re-Design Phase
    Quote from Kashmoney

    This mod is sadly dead from the looks of it. Davey just doesn't have the motivation to actually mod for MC like he used to.

    Yup, I agree. I think most of us feel that way. I was really looking forward to it too. Somebody here will still chew you out for bringing it up though lol...
    Posted in: WIP Mods
  • 1

    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    Voxel Map is without question the best! The waypoint system seems the nicest and the ability to sort by distance is really helpful.
    Posted in: Mods Discussion
  • To post a comment, please .