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    posted a message on Archmagus - Master of Magic!
    For everyone suffering from mana loss, the only way it resets is if you die, THIS IS A BUG, the way i fix it is by spawning in a chest full of crystalline apples, even in my non-test worlds. this takes a smidge of self control by only using as many apples as you already had.
    Posted in: Minecraft Mods
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    posted a message on Archmagus - Master of Magic!
    Fantastic mod, i came across it in a new FTB pack and ended up here while trying to figure out how to use the dozen or so spellbooks i had clogging up my storage area, needless to say once i started using them i instantly fell in love, especially that i can still put equipment on my minions, i currently have a zombie i named Jebidiah following me around in full iron gear that i use to slay my foes quite effectively. He also very quickly put an end to my friends randomly punching me for no reason as once they did Jebidiah sprang from behind me and murdered them in like 2 seconds flat because the room we were in was very small and he had no escape. I intend to deck him out in thaumium fortress armor from thaumcraft ( modpacks :D ) that is enchanted to repair itself so he is essentially invulnerable, then giving him a posse of a few other mobs, mostly other zombies/spiders so as to avoid "friendly" fire situations with skeletons.

    I know you were wondering about other ways to implement the books and i have a suggestion that is.. maybe a bit too complicated given how simple the mod currently is. The way i figured it, you could implement it using Thaumcraft's API so that it has a bit of progression and makes the immense power that comes with these spells a bit harder to get. IE after scanning something you would get a research clue that unlocks an Archmagus tab in the thaumonomicon and inside it at first is very little, something simple like earth shield and you would have to research each individual book under that tab, and the monster summons would be unlocked for research after scanning it's respective mob, EG scan a zombie, get a clue for zombie summoning. Once you have the books researched you would have to do an infusion crafting to imbue a normal book with various aspects, and bam you get your shiny new book ( alternatively you could have the books be wand foci instead ) using this you could also implement summons for Thaumcraft enemies like taint enemies and hellbats. Sadly i'm not a modder so i have no idea how hard working with Thaumcraft is.
    Posted in: Minecraft Mods
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    posted a message on Varied food mod
    Hey, I really need to know if anyone knows of, has made, or could make, a mod that makes it so food ( all food) is more useful being that as you eat one food,let's say X over and over again it loses effectiveness.

    Meaning that if you eat one food X you regain 10 hunger, this continues for awhile but lets say after 3 times of eating food X in a row, it loses one point of hunger regen, so that it fairly rapidly loses its effectiveness, and this can be countered by eating a DIFFERENT type of food so food Y is suddenly useful even though its base hunger regen is only 8 versus food X's 10. So if you eat food Y enough it too will soon lose it's effectiveness.

    And if you were to eat food Y or Z then food X slowly regains its orginal base hunger regen, so that you have to eat more than one single food. This is massively important because otherwise eventually all your food would be at 0 and then you'd continuously die of starvation.

    I personally think this is necessary because at the moment chicken is the best food, because with about 1 hopper, and a dispenser you have literally infinite chickens, and chickens also have feathers which you can use for arrows, so you really have no reason to use food other than chickens.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.0.0] Stargate mod v1.03
    Quote from sirolf2009

    1. replied that above :smile.gif:
    2. it's planned
    3. also planned
    4. i am working on sgc people, just got some rendering problems. they will spawn in other dimensions
    5. they're strong :smile.gif:. they shoot quickly, and their projectiles knock you back.
    6. it shouldn't be that hard if i can let the DHD know in which dimension he is
    7. i'll follow your advise and not tell you if i'll add easter eggs :smile.gif:
    8. yup, that's hard. maybe, but probably not :rolleyes:
    9. not really getting what you are trying to suggest, english isn't my native language :dry.gif:
    10. i was thinking of generated chayenne complexe(s), containing army guys and a stargate.


    1: cool,
    2: yay :biggrin.gif:
    3: i look forward to this!
    4: okay awesome, :biggrin.gif:
    5:good!
    6:seriously awesome!
    7:now i have to go make a list of gate addresses >.> <.< >.>
    8:if you can do that i'd call you a coding master!
    9:basically im trying to say that i think that the player shouldn't be able to build a MALP unless they have encountered one from the SG-C offworld or something.
    10:that would be cool and make more sense than constructing a gate from scratch. XD
    Posted in: Minecraft Mods
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    posted a message on [1.0.0] Stargate mod v1.03
    [EDIT] holy crap i didn't realize what a wall of text this was, uhh WARNING: WALL OF TEXT BELOW!!! :Skeleton:

    Quite frankly this mod is awesome :biggrin.gif: especially for long time watchers of Stargate SG-1 ( i started with the first movie when that came out haven't stopped since)
    i have some comments/requests/ponderings

    1: if you include ANYTHING from Universe ( please don't) make it a planet filled with/conquered by the robot drones they were possibly the best thing in the series -.-

    2: replicator planets PLEASE. Basically a planet you have to dial in to, once your there the ENTIRE planet below the surface is all IRON ore down to bedrock however the entire planet is absolutely swarming with replicators :biggrin.gif: and they should be constantly hostile here.

    3: Goa'uld planets?

    4: possibility of running into an SG-C team off world? would be epic, not just SG-1 but other SG teams as well :biggrin.gif: MALP's too, but they won't carry your supplies and will slowly run towards a gate if attacked and an SG-C team may appear near a gate if you encounter a MALP

    5: i haven't downloaded the mod for lack of update obviously, i must know, how strong are the Kull warriors? it should
    be like fighting a brick wall with a stick imo :biggrin.gif:

    6: point of origin on stargates? personally i think it would be epic if it was random and you had to figure out what was yours.. i imagine it would take time. and be very hard to code.

    7: easter egg planets by dialing address's from the show? like Abydos, or Martin Lloyd's planet, Ronon's planet things like that :biggrin.gif: but obviously don't tell us if you DO add these... and then we have to go digging through episodes to find them.. :biggrin.gif:

    8: enemies/neutral mobs ( except asgard) don't appear on the planet until encountered off world and Goa'uld should land in VERY noticeable and destroy-able ships that would stop them from spawning for a time until they show up again. And the enemies would occasionally try to take over your gate via an invasion? would be awesome :biggrin.gif: ( the reason i said EXCEPT Asgard is because as is revealed in SG-1 they watch many races without detection so that keeps with Asgard being very rare and hard to find) Replicators should only be able to get to your planet through the gate, unless you implement an advancement system for the enemies ( jaffa slowly replaced by Kull, spider replicators slowly replaced/supplemented by those giant beetles) where eventually replicator ships will eventually be able to land on your planet similar to the Goa'uld.

    9: my basic idea with 4 and 6 is that the player is not a part of the SG-C and their world is NOT Earth and thus they have to do all their discovery themselves. ( this also saves you from making SG-C weapons :tongue.gif:) I know the player already has the MALP so keeping with 4 why not have the MALP inaccessible until you encounter one? ( not sure if this is possible?)

    10: ( don't worry its the last one XD) rather than building the Stargate it should be on your planet somewhere already, preferably under guard, or buried somewhere then you have to lift it out and re-activate it ( i figure an easy way to do this is put it in the chunk with the original spawn point?)

    anyway sorry if i rambled a bit there *cough* 7,8 *cough* i just love Stargate, but this mod is already brilliant and has the possibility of being MORE brilliant :biggrin.gif:, but i'm not a modder so i have NO idea how hard or easy any of this would be to make, i imagine some would be easy ( planets filled with the robot drones / replicators) and others would be very hard ( invasions,hidden/reactivating gates, random point of origin, advancing enemies) but again i don't know. anyway awesome mod i'd give you diamonds but diamonds aren't awesome enough, have a tac instead :biggrin.gif: ( oh btw those shoot small red lasers that aren't as powerful as a staff like not even half as much, it takes many hits from one to bring something/someone down which is why the Tok'ra had 3-4 of them.)
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!

    just a suggestion dread swarm should look more mechanical and robotic not like a living animal to keep with the overall feel of this mod
    anyways keep up the good work


    the dread swarm are bug like creatures, im not sure of the story behind them but i think they are either inspired by the locust of gears of war, ( some unknown threat that has been around as long if not longer than us) or aliens. and neither one of those would work if they were robots, neither would the name swarm, swarm calls to mind an image of a mass of insects. just wait and see, i'm sure gurgadurgen will explain it all in time.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Noone post about updates, let the lady work in peace!
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    minecraft is like a runaway steam engine at this point it seems like every week there is a new update or a pre release, no modder can keep up, well except risugami. they seem to be right there with it. anyway, as for r4z3r said i actually didn't notice your post XD so needless to say i was confused why people were talking about fighting over who can wait the longest XD
    Posted in: Minecraft Mods
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    posted a message on 1.9 Villagers Look=I am dissapoint.
    squid man npcs are always good, honestly i think they have tentacle arms and thats why they have their arms folded as to not freak out "steve" :biggrin.gif: personally i welcome my new squid man neighbors.
    Posted in: 1.0 Update Discussion
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    posted a message on 1.9 Rage all over the forums?
    i personally hope that notch will keep the current skin of the Npc's just to squeeze out idiots -.- if you don't like it kill them all and burn their village to the ground, there now you never have to deal with them again!
    personally i welcome my new squidgy neighbors.
    Posted in: 1.0 Update Discussion
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    posted a message on What a world... 1.9 Is EPIC or what? MUST SEE!
    this is one of the few posts i have seen here where someone ISN'T complaining about 1.9,
    good job jordanrracer
    Posted in: 1.0 Update Discussion
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Miss I and most of your followers here are very patient, i could personally wait another year ( as in january 2012) for an update from this mod, honestly this blows industrialcraft2 out of the water.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from Gurgadurgen

    Ok, so, I understand your thinking here, but I'm not doing this for money or popularity. I use adfly because it keeps me afloat, and allows me to actually spend time doing this, such that it isn't a -waste- of my time, that could in stead be used to make money.

    Ultimately, I couldn't care less if I had almost no downloads (it'd probably bruise my pride a little, but honestly, I'm making this thing based on the tried and true methods of game design, and game modding: adding to the base game rather than replacing things, and overall just making the game more dynamic). I am not thinking I'm gonna be making big bucks for this.

    I literally made more money in the last 5 hours than I've made the entire time the 1.6.6 mod has been up.

    Secondly: I'm not releasing everything all at once. I never planned to release all of it functioning all at once, and even after I've seen a few people saying I should try to just pump out a base game and THEN start adding the finishing touches, I've cut down even further from my initial release expectations.

    However, the issue is that I have a very very VERY busy schedule during the school year, and until MCP comes out for 1.8, I'd rather keep my continuous work here to a minimum, as it would only create more work and more problems for me later (thus resulting in an even LATER release).

    However, I will be filling in the time with things that aren't as reliant on base files, such that I'm not just sitting around with my thumbs up my ass, waiting for MCP to update, which, if any of you keep up with this stuff, is likely to take at least a week or two, if not longer.

    That being said, I AM coming to the end of the things I need to have done for the initial release, and there's actually a few things I've been waiting to show you guys (one new passive mob... gorgeous, IMO, but... I guess that's in the eye of the beholder, and... I am technically its mother, so XD a mothers' eyes, blah blah blah, you know it all, but still, I think you'll like 'em :biggrin.gif: ).

    Essentially, all I have to do is finish up getting the quest list to save (the quest list itself does work, and you can actually get a quest by interacting with an NPC, already, so that's no the issue. The issue is saving that information... so I've been workin' on that for a bit, though it shouldn't take too much more work before I iron out all the issues), and then get the quests themselves to follow through in that extra special way I told you about before.

    My guess for an initial release? I'd give it a week after MCP updates to 1.8, ROUGHLY.

    If you've still got a 1.7.3 version, I actually might even release that first, depending if I finish before 1.8 MCP comes out, but we'll see how things go.

    This is the home stretch, sorta... not including all the additional stuff I gotta add later XD anyway... gotta get back to studying... lots of homework, and a quiz tomorrow I gotta study for... soooo... I'll keep you guys posted!



    if you noticed my last post ( very last on page 40) i said if you update for 1.7.3 i will go back a 1.7.3 .jar :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    if there wasn't a quest for access to the Armature i'd probably be very angry with you gurgadurgen :biggrin.gif: anyway still waiting on this :biggrin.gif: i'll play 1.8 for now and will continue to do so unless you release a 1.7.3 i will back grade to 1.7.3
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    what aboot guns? herp derp.

    okay but for reals, i know earlier in this thread ( ill dig through 40 pages to find it later) you said you were working on senty guns, now if this is still in, please tell me it either shoots arrows, or some wicked awesome ( wow i haven't used those two together since...) beam of some kind? possibly it requires some sort of resource to work? opposite of blue and rhymes with phone ?
    Posted in: Minecraft Mods
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