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    posted a message on New (Tekkit) Hexxit modpack?
    Quote from Yuni

    Except that KakerMix isn't involved with Hexxit.

    Besides, not a single modpack is actually listed in the Twilight Forest topic. It's very much possible that Hexxit has permissions.

    Well I'm off to ask Beni if they have permissions now!
    Posted in: Mods Discussion
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    posted a message on New (Tekkit) Hexxit modpack?
    Oh wait! Another KakerMix fail, compare this:
    Quote from Hexxit Mod List »

    Twilight Forest
    by Benimatic

    And this:
    Quote from Twilight Forest Page »
    Mod Pack Policy:
    Public mod packs: I am not interested in any more public mod packs at this time. All the packs I'm interested in already have permission.

    What could possibly go wrong. <_<
    (It is good that they did name Beni though.)
    Posted in: Mods Discussion
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    posted a message on [1.6.2] Jeoffrey's Chamber Series [Fully voice-acted and crazy adventure!][Over 100k Downloads]
    Gosh, this is the future of MINECRAFT!
    Posted in: Maps
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    posted a message on (Xeno's) Reliquary v1.0.6d
    Quote from ErusPrime

    dude. what version is this for?

    1.5.x (1.5.1 and 1.5.2). Read please.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Hey Vazkii, check this out! http://ftbwiki.org/Thaumic_Tinkerer. I can feel your happiness.
    Posted in: Minecraft Mods
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    posted a message on New (Tekkit) Hexxit modpack?
    Quote from Yuni

    I love it. It basically makes the game a bit more like Terraria, but 3D.

    Yup, more RPGish Minecraft!
    Posted in: Mods Discussion
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    posted a message on New (Tekkit) Hexxit modpack?
    While going around the Tekkit website, I found this : http://www.technicpack.net/hexxit
    What do you guys think?
    Posted in: Mods Discussion
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    posted a message on Atum 2: Return to the Sands
    Still waiting for Direwolf20's spotlight. Oh well...
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from Lankiss101

    This mod only works with 1.5.1, so your going to have to downgrade your jar, The 1.5.1 forge and API's are on this forum page.
    Here's the 1.5.1 jar: *-----------------*

    Gosh. Someone remove this thing!

    Quote from Charcoal_Syrup

    Hey dudes, great mod, and I'm really psyched for the new release. Only, I had a few problems with it. For one, I seem to die instantly when I take very small amounts of damage, and end up losing all my items (my XP is still there, though), and also, whenever I move a stack of items (even vanilla items), the icon is in front of the number count.

    Welcome to the MCForums! Ugh me again...
    Posted in: Minecraft Mods
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    posted a message on (Xeno's) Reliquary v1.0.6d
    Quote from x3n0ph0b3

    It's okay. I think it's important to say straight out that while I love the idea of a potion sprayer block, for a multitude of reasons, it will be a long term goal for me. Before I even embark on creating something like that, I want to learn how to do a "mist" particle effect that would be appropriate for the effects, as well as creating the many variations of custom liquids that would fuel the system.

    The infrastructure for that would take some time, and I don't see any sense in doing it unless it's done well.

    Here's some of the things I've done in the last 12 hours or so:
    The Ice Magus Rod

    It looks less like a... (yeah...) and more like an ice rod. It has a sort of spear appearance to it now, I call it an improvement.
    The Ice Magus Rod got two new abilities:
    It deals 10 damage in melee when striking fire-immune mobs for the price of a snowball, and 4 otherwise.
    It now only deals 5 with the snowball against fire-immunes (not just blazes now), and 2 otherwise.
    Regardless of the damage type, it now also deals a 5 second rank 2 slow effect.

    Upgradable Items

    If you've seen me mention it, here's how it works.
    The Midas Touchstone, Sojourner's Staff, Ice Magus Rod, Ender Staff and of course (still) the Void Satchel are upgradable with void tears.

    What they're hard coded to hold:
    Midas Touchstone: Glowstone Dust
    Sojourner's Staff: Torches
    Ice Magus Rod: Snowballs
    Ender Staff: Ender Pearls
    Void Satchel: Whatever the crap you want.

    You can combine them with 1, 3 or 8 void tears (or wraith nodes) to increase their capacity.
    A void tear is worth 64 capacity, a wraith node is worth 256.

    Naturally, the higher quantity recipes are just there to speed up the process for rich folks.
    The maximum number of upgrades one can achieve this way is 499, to a max capacity of 32000.

    This is also, however, a nerf.
    All of the items now start with 64 as their base capacity, which means you'll have to do some work to power them up before they achieve their original level of usefulness.

    Better keep your Salamander's Eye handy.


    Handgun


    I re-implemented the Handgun's 3d Model, which I like.
    Unfortunately there's still some kinks to re-work out of it, and the behavior of the firearm and bullets is about to get a complete overhaul. This will be my next area of focus, implementing the HUD element, the GUI elements for the 3 new crafting tools, and the mechanics of the bullets themselves will be a task unto itself.


    Distortion Cloak Ender Staff

    Pretty simple. I took out the Distortion Cloak. I added the Ender Staff. It no longer point-click teleports, it simply "casts" Ender Pearls which do not damage the caster. Point click teleportation allowed players to bypass security mechanics of other mods, and this plays nicer on servers. The regular right click casts a zero-gravity Ender Pearl, for long distance travel. Sneaking and right clicking instead casts an arcing Ender Pearl, for when you need to employ the familiar mechanics.


    New Items - The stuff I haven't gotten to yet, but I'm finally done planning.

    As I said, there's 3 new crafting items, plus a few more component items to add a little more flavor to the process.
    These are the things which are going to take me the longest amount of time to do. Most of the other stuff is seemingly simple.

    Gunsmith Crucible - for making Alchemical Gunmetal (another new item) and bullets.


    The GUI for this will allow you to combine reagents into Stone Slugs, lesser ammunition, or Alchemical Shells.
    The shells can be imbued with deadly extrinsic properties. I won't list them all off again, but I'm hoping they'll be fun.
    In either case, both are crafted 4x at a time, with Alchemical Shells having a maximum stack limit of 4.
    Stone Slugs stack as much as you please, to 64, and can also be put in Void Satchels.

    Oh yeah, I'm going to allow you draw Slugs from Void Satchels.
    Seems reasonable.

    Apothecary Mortar - for making potion mixtures, this will be fairly straightforward.

    You crush up all of a potion's components to obtain Potion Essence (another new item).
    Potion Essences can stack with their own types, up to the normal limit.
    These essences can then be combined with other essences, forming a "stacked" essence.
    The Stacked Essence cannot be stacked, as it is at this point that the Essence contains a whole mess of custom NBT data.
    There's no REASONABLE limit to the number of times the essence may be stacked, but for safety's sake, I'll cap it at 500.
    (That's a looong potion effect, even if you're stacking every beneficial potion in the game.)

    The mechanics of this, and creating very potent potions, may eventually call for an Automatic Mixer of sorts, to make the process less painful.


    Alembic - for turning the essence into an actual potion, with the option of condensing it.

    By default, a vial of potion mixture will have 8 sips before depleting, giving you 1/8th of its total duration.
    Each time you condense a vial, it will cut the sips in half, but double the duration.
    This is mostly for folks who don't want to deal with drinking potions, and just want some long-lasting effects.
    Several Minecraft days will not be uncommon, depending on how much work went into the grinding/brewing process.

    Splash potions can't be condensed and are always created at max potency.

    The Alembic is fueled by the Flint and Steel which went into crafting it.
    Each potion creation, or condensing, damages the Flint and Steel.
    When your Alembic runs out of Flint and Steel, you won't need to make a new Alembic, you'll just replace the Flint.

    Lastly, each brew does require a bucket of water, so be prepared or do your brewing at home.

    It probably goes without saying there's still a lot of work to do. I may release a sort of experimental dev build if folks get too impatient or a Minecraft update forces my hand, but if that does have to happen I will attempt to restore as much functionality as I can to the stuff that's still "gutted".

    Wow. Light-speed Creepers for 5 minutes. Nuff said.
    Also, SWAG (Magical ones, YEAAAH.)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I love how Tiger has 'walked-out' after failing with his insult. Well done Tiger. I'm still glad to know that Elo has not given up RP2.
    Posted in: Minecraft Mods
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    posted a message on Usefulfood 1.5.0 - Craft yourself a meal!
    Quote from adamhouse9999

    hello I'm going to make a modpack called the adventures modpack can I have permission to use this mod for the modpack it will be one of the custom modpacks found on the technic website by the way if you give me permission I would like you to make a version without marshmallows because that food is in the camping mod which I already asked permission and he said yes

    Use FTB, waaay better.
    Nice, I saw OREO. Nuff said.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo

    From the OP =

    FAQ
    Q: But I can't update because of other mods/modpacks! (FTB/RP2)
    A: This is a personal choice that I will not cater to. FTB is not updating because of Redpower, and Redpower isn't going to be updated. Either way you're stuck with 1.4.7 forever.

    Lol no, Eloraam + Twitter = Answer. Just throwing that in
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ZeroTheLiger

    Redstone in motion, RP2 tools and world gen, MFR, Applied energistics, buildcraft. 5 mods

    Fail, MFR also needs PowerCrystals Core, so that's 6. Oh wait, did you say RP2 tools and world gen? I thought those mods already replaced RP2 so why is it there?
    Posted in: Minecraft Mods
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