- mangoose
- Curse Premium
-
Member for 11 years, 10 months, and 22 days
Last active Tue, May, 24 2022 08:50:47
- 2 Followers
- 707 Total Posts
- 64 Thanks
-
1
AnonymousProductions posted a message on MineFantasy: B1.0 - Betaexact same thing as the last 100 timesPosted in: Minecraft Mods -
1
AnonymousProductions posted a message on MineFantasy: B1.0 - Betapfft... birthdayPosted in: Minecraft Mods
Well a more in-depth system for brewing was a consideration- just a lot of other stuff is on the list as well -
1
Cloak_and_Dagger42 posted a message on MineFantasy: B1.0 - BetaThanks! And I certainly plan to use hardcore crafting. I mean, that's part of why I love the mod so much! It makes starting up a game much more interesting than vanilla minecraft, and makes every step of progression so much more rewarding.Posted in: Minecraft Mods -
2
Cloak_and_Dagger42 posted a message on MineFantasy: B1.0 - BetaHey, I've been planning to start up a let's play series on youtube, and I wanted to use this mod for it. I think it would be really fun to show off my favorite mod in a series, but I don't want to use this mod without permission from its creator. Of course, if I get permission I'll be linking to this mod with every episode, and if anyone is interested in watching I can put a link to the channel I hope to do it on (if I can make this happen, of course).Posted in: Minecraft Mods -
1
AnonymousProductions posted a message on MineFantasy: B1.0 - BetaI'm probably not adding that stuff since I need to learn the whole modding thing again. that stuff would be in MF3 if the mod builts up more of a following. They were pretty much just pointless add ons anywayPosted in: Minecraft Mods
Ehh id read that later. -
3
AnonymousProductions posted a message on MineFantasy: B1.0 - BetaWell decompiling always has its issues. My decomp workspace failed twice and even on a clean slate. So it may not be user error. could just be a buggy workspace and that's why the default is the non-decompiled.Posted in: Minecraft Mods -
1
AnonymousProductions posted a message on MineFantasy: B1.0 - Betait's fine.. everyone does it.Posted in: Minecraft Mods
Damn this 1.7 is a real pain. they move everything: yet don't include the source... -
1
AnonymousProductions posted a message on MineFantasy: B1.0 - BetaPosted in: Minecraft ModsQuote from AllenWLI now found like 30 dogs, over 100 pigs, aroun 15ish cows, 10~20 ish sheep, and no hounds or horses. Oh, and 3 Minotaurs. The quest for actually usable mobs continues
yeh Minecraft spawns mobs like that. I've had nothin but sheep for massive land masses some times. there's a wide range of custom spawner mods out there for that reason.
as for minotaurs and such: don't count those. monsters use different spawning.
Quote from EddieThePotatoI wanted to make a bronze pickaxe but when i put the materials in the anvil the quality metre didn't appear, just the "Bronze pickaxe" bar, i don't know why it happened because then i made a testing world and the quality metre didn't appear in any of the recipes, what happened? Sorry if my english isn't very good.
Ah missed your comment before: You need to heat ingots so they say "workable" and glint for the recipe to work normally... but if the progress appears and not the quality- it could be due to the config. It shouldn't appear if advanced forging is disabled: as it's not needed. -
5
AnonymousProductions posted a message on MineFantasy: B1.0 - Betaehhh.. I'm doing a feasibility test on some plans for the new remake-Posted in: Minecraft Mods
Firstly. the new minecraft versions just keep finding ways to be a pain, everything's different and the source is nolonger attatched without downloading seprately.
Anyway: MF2 was going to implement a new tiering system planned. This system is based off the ore dictionary. and uses tiers on a universal item to work. rather than having iron pick, iron spade, steel pick, steel spade, etc. Items would be pick, spade, axe, etc and apply their variables and colours off a tier. What this means is a tier from 1 mod would be able to make any MF item when registered under the tier system. This helps in expansions where 1 MF expansion can have a tier, and that would automatically be able to make any item from another MF expansion.
But this system is complex and has a lot of holes in it's structure- meaning it would take some time and effort to get right. Right now- i'm kind of short on supporters; but don't really know if it's feasible to try this fancy system just yet. It may be possible; it may not. so in relation to my previous posts- those things may/not be implemented in 2.
So MF2 may just be a more fluent and modular version of MF1 only on the new Minecraft platform(1.7+). and MF3 would utilise this tiering system. Just right now- I pretty much have to re-learn modding since it's so different now. and the tier system needs to be the first thing added. (to be honest; i don't care for the whole multiple tiers in 1 item, it's just to appeal to the audience who are all thinking it anyway, but the versatility would be nice.). In MF2: there likely wouldn't be the trees or even leathers though. just basic wood and metal for items.
But right now- i'm kind of disappointed with MF1 so I'd want to make the second one even if it doesn't include all the fancy stuff I wanted previously. still a lot of stuff to do anyway.
But what would be really good if that were an API. if this tiering system were on some sort of separate mod, in the forge or a minecraft feature- it would be far more effective than rather just the mod. Be good if someone else could do that though(since I don't know much about coremods or 1.7+ development). But if you like the system- maybe it could be a minecraft feature or a forge feature if it's a popular enough idea -
1
AnonymousProductions posted a message on MineFantasy: B1.0 - Betanah. the uses thing just seems better- it depends on the heating system: but the way heating works how it is: it kind of lags a bit if too many calculations are made. So it's best not to overuse the heat variable(well atleast in this MF instance)Posted in: Minecraft Mods
Higher hammer tiers forge faster, that variable is just playing up.
Daggers are just small. their fast with hit shields, and do more sneak damage
Extended reach for items isn't supported by the game- you have to make your own. and when that happens it doesn't work well. the simplest way on short distance is with events on hit; but even then it's not really very good. Daggers are ment for sneak attacks. and there's not much space for damage expansion anyway. - To post a comment, please login.
1
any plans to make the dark druid's structure spawn in other swamp biomes registered in the biomedictionary?
1
I also preferred thaumcraft 2, and pipes and the vis system were a huge reason for me. With tc2 pipes, the systems felt more alive and complex, probably because you could see through them, partially because you needed pumps every so often, and partially because the fact that there were only two liquids that it could move made everything feel more connected. I also preferred the tc2 system of vis, where all objects had vis in them that was extracted with a crucible, as it was simpler than the essentia system and felt cooler, like I was accessing the natural magic in everything. The aura system was also better, because it made magic feel more connected to the physical world, and made the player work to prevent their base from being overtaken by nasty evil magic stuff. It also just made taint seem more scary and alive, and made me cautious of using automated setups with seals and such. And also the feel was just more techno magicky, almost steampunky, which I think is better than the plain magic feel of current thaumcraft. That's why I still play tc2 sometimes, and still think it is the best and most thaumcrafty thaumcraft.
1
2
After a short break, but I finally got the rendering issues fixed in my WIP immersive engineering/thaumcraft crossover addon!
Also, if anyone can make models/textures and wants to help, shoot me a pm. I have many plans. Same goes if you have modding skills, as I'm still a modding noob.
1
Or just change the seroconverter to use that model and be placed on the crucible
1
1
3
Resourceful Mobs 1.6.4
These 2 mods were made simply to make certain resources easier to obtain in survival Minecraft, hence the name resourceful mobs.
Ooze Mod:
Golem Mod:
1
Team
1