• 0

    posted a message on Aetherwars Infinite, Modpack beta testers wanted!
    Quote from hello122333»

    Ive been wondering if technic gives you virus or hacks your MC.

    People have told me this is true but i would like to know the truth so please tell me if it hacks you or gives you a virus.


    it has never done such to me. it works fine for myself and the others than i send the modpack to and probably the hundreds of thousands of others who make their own modpacks on the site and use the official modpacks. the people who say that are probably those who click on the ads that can sometimes be dubious, or were having glitches that or the types who want to give technic bad rap for stuff in the past. like I've heard stuff about them making modpacks in the early times without getting full permissions or people being salty about them getting donations and stuff despite the mod agreements among other things. But no, they don't hack or virus you. otherwise I wouldn't use them. the guy on this place seems pretty stock standard tekkit (and by extension technic) hater: http://www.neoseeker.com/forums/51771/t1747392-tekkit/

    but at any rate, I'd rather not dilute my thread with technic good or bad discussions...

    Posted in: Mod Packs
  • 0

    posted a message on Aetherwars Infinite, Modpack beta testers wanted!
    Quote from hello122333»

    is it on technic?


    Yes it is. Is there a problem with technic? or just wondering? cause I use Technic solder to constantly keep the modpack up to date and fixed thanks to someone being so kind as to allow me to share with their solder setup.

    Posted in: Mod Packs
  • 0

    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]
    Quote from minecrafter000»

    Is it just me, or does Time Stop only work on vanilla mobs? Wriggle, and also mobs from other mods, are able to move in stopped time for me.


    oh dear... well I've personally never tried. it works on all the mobs in my modpack cause they're just derived from the original ones (I'm using fathertoasts special mobs then theres just thaumcraft and ars magica nothing too intense) and it seems to stop wisps and other things although if they have projectile attacks they are still usually able to shoot while stuck. :V

    Posted in: Minecraft Mods
  • 0

    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»
    And hopefully soon, there will be a tested and working server version -- 'cause I want one too! :-)

    well you might be glad to know that your original works with multiplayer. I just sorta had to hazard a poke into the files to try to find the string you used as the generator name ("biospheres") and when I did I plugged it into my server properties as the generation type instead of default and it generated a biospheres world and it works fine on my private server. so the one you put up before you disappeared for that time in between definitely works for server. :)

    Posted in: WIP Mods
  • 0

    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]

    heck yeah! buffable damage of shots and longer duration pocketwatch. :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Aetherwars Infinite, Modpack beta testers wanted!

    Looks like it is a good Modpack... I would like to beta test it. PM me the link (If it is adf.ly... give me the direct link)


    it's not adfly'd. otherwise that'd be a breach of the terms for use in modpacks for most if not all the mods in this pack. >_> and yes, I will send. :)

    Posted in: Mod Packs
  • 0

    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]
    Quote from darkbeetlebot»

    Interesting. I'll eventually get it, though it doesn't seem that important since I haven't even gotten an extend drop yet. I also noticed that when using Toyosatomimi no Miko's sword to scan for entities, it now will collect the divine spirits of the entities that can be placed around as decoration. Creatures seem to give yellow, monsters red, and something else gives white. Not sure on that one. Is there any use to these right now or are they just decor? I mean, it's nice to recreate the Divine Spirit Mausoleum, but I hope there's something else to do with them. They stack up pretty quickly.


    nope. they just seem to be pretty light sources. and my mistake but I thought the extent item was the point items used in the crafting. so you would have point and power-up items but extent items I have no clue about, and the bomb/spellcard items no idea either.


    Something I enjoy doing it saving up for maximum shot count maximum speed infinity bounce surround formation big light shots and a few sets of sector max shot slightly gravity bouncing knives for bursting down large groups with the custom danmaku system. it's pretty fun to just unleash. But of course a master spark for when you get put in a bad spot or an eternal meek barrage for when the screen starts filling up with enemy shots. :P

    Posted in: Minecraft Mods
  • 0

    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]
    Quote from darkbeetlebot»

    I was browsing through the mod's new stuff in 1.7.10 and saw a few new things. Namely, the spell card item and extend item. Anyone know what these things do yet? Also, Rinnosuke sells the broom now. There's also this new item called "spirit lantern" or something like that which replaced the rose and snowball in the Roukanken and bullet-deflecting swords, respectively. It also replaced the ghast tears in Yuyuko's fan's crafting. I can't figure out how to get them, though.


    power up and extend items are used in the custom danmaku crafting table. power up items are used to power up the different attributes of a danmaku stack while the extend items are used to allow the customizations you did to be transfered to more than one item in the stack of danmaku. so like say, a stack of knives danmaku needs 63 extend items to make one set of customization cover the entire stack otherwise you'll only get one knife danmaku fixed up. :V The spell card item though not sure about. one would think it would let you use a spellcard for free without it eating your xp levels but I never payed attention or had one with me for long enough to find out.


    Spirit lanterns are rare drops from the spirits that spawn at night in place of the standard fairies.

    Posted in: Minecraft Mods
  • 0

    posted a message on Aetherwars Infinite, Modpack beta testers wanted!

    my god. I was slowly losing hope. :o


    right away. :)

    Posted in: Mod Packs
  • 1

    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»

    I like the idea of custom floating villages; I will have to add that to the feature tracker! Very neat idea!


    And of course it need to check to make sure the structure generation starts in a biosphere (that's a problem I'm having with mine generation right now -- it kinda goes nuts! -- but again, I have some ideas on fixing it.)

    What I don't get is -- what do you mean by they "have to start attached to biospheres but can be found coming off from them"? -- like the village could start on the edge of a biosphere and then head out into the void? -- Like you want the village to be able to break through the glass, or what? -- I think the (regular) villages should probably not be allowed to come off from the sphere.

    Also, what do you mean by "so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying" -- is this another mod -- or something else?


    Like the floating villages would start on a biosphere so you can get on and off them but then the floating versions will be able to edge off the biosphere into the void and be magical floating ones. While normal ones would always be limited to being inside the biospheres.


    stuff floating in the void is exactly what it sounds like. Witchery seems to force it's structures to generate regardless of what it's doing which results in strawmen structures, witch circles and hobgoblin huts just floating on massive dirt pillars in the sky between the biospheres cause they generated off the world and so it just makes a pillar for it to spawn on.

    Posted in: WIP Mods
  • 0

    posted a message on Aetherwars Infinite, Modpack beta testers wanted!

    fortnight bump. Also, fixed the screenshots not that anyone would've noticed. Also added a few more screenshots.

    Posted in: Mod Packs
  • 1

    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»

    Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).


    Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.


    ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.

    Posted in: WIP Mods
  • 0

    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»

    Apologies guys, it seems the latest version (0.85) has some pretty nasty bugs in it -- and I'm recommending that normal users don't upgrade just yet (the initial post has been updated). Hopefully version 0.9 will be better. -- If you plan on investing some time in a biosphere world, and aren't that far in yet, I recommend starting over in version .8 (see the explanation below).

    Explanation: 0.85 adds a lot of duplicate blocks in a hacky attempt to make spawning work better (and it works a lot better actually), but the hack has a lot of other really lame side effects and is causing a lot of buggyness -- including not working on Server-side and derping up creative mode and the various block picker mods -- not to mention, some things just plain break and crash, apparently.

    When I remove the hack in the next version, those blocks will be missing -- I will see if there's a way to make the Worlds upgrade properly despite the missing blocks -- but there's no guarantee. -- If you run 0.85 now, you run the risk of losing the domes on the spheres in your worlds when you upgrade to 0.9, and you will have to regenerate your worlds if you want them back. -- and you also risk experiencing other flaky behavior (including broken things and apparently, crashyness). -- If you're okay with those risks, feel free to upgrade to .85 now [and if you find a new bug, please log it!], otherwise, please wait for version 0.9. I apologize for the inconvenience, and I will work to minimize the impact of the upgrade. :unsure:


    Roger. it's kinda a big thing that it works on servers in my case cause my modpack is team/pvp based. :V

    Posted in: WIP Mods
  • 0

    posted a message on Music Choices - Gives you more options for your music - Now in 1.8!
    Quote from Ultraxwing jump

    EDIT:

    Question, how would i incorporate boss music for Infernal mobs? This is more of a personal thing, but i would like to know.


    probably can't, if I had to guess. cause their names don't change, it's just the boss bar that displays a name and their buffs and their health is always some different maximum number. unless you can figure out that a zombie who gets infernal will ALWAYS be a certain amount of health you could just program it to go with a zombie who has so and so max health but otherwise I don't think there'd be an easy way for it...


    unless you can get ingame nbtedit and bring one up in that and see if atomicstrkyer has any special nbtdata you could take a sneak at. but then you'd have to do it for literally every mob in your game that could possibly become infernal. :V

    Posted in: Minecraft Mods
  • 1

    posted a message on New Biospheres Mod!
    Quote from ccwatts91»

    So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.



    Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.


    Botania flowers don't occur. so you're boned unless you fertilizer them. it's probably something cause of the lack of dungeon and cave decoration. cause if i remember straight there are different world generation layers. like it generates the world, generates special flora and other features it classifies as "decoration" then it generates the ores, dungeons etc into the rocks and stuff.

    Since in flatland generation when making your own code for a flatlands it allows you to actually leave out key words like "villages" or "decoration" and stuff and it won't generate those on the world... unless you've got a mod like witchery or minefactory poop/sludge lakes that don't give a F#$% and generates their stuff anyway. Even in the top of a bedrock covered world cutting a hole in the bedrock or floating in the void. witchery's structures don't care. >_> but most things won't be generated by default unless he takes a look at it and gets them allowed to generate. Like zelda sword skills secret rooms for one... or strongholds.


    (wouldn't be a problem in aetherwars. ;) don't mind me. shameless plugs everywhere. >_>)

    Posted in: WIP Mods
  • To post a comment, please .