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Ri5ux posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods -
162
Naruto1310 posted a message on Extended Workbench v1.4.2Latest Version: 1.4.2 for Minecraft 1.10.2skip reading and just download
This mod is based upon the famous by AnimationCraft PG5.
To get an extended workbench, just place two normal workbenches next to each other.
An extended tool (not hoe):
- mines block 100% faster
- does 20% more damage when using as weapon
- has 100% more durability
- can reach 50% further
than a normal tool.
(An enchaned extended diamond shovel on sand or dirt is faster than creative mode.:))
An extended hoe:
- has 100% more durability
- creates farmland that takes longer to turn back into dirt
An extended sword:
- does more damage (0.5 to 2 hearts, depends on material)
- has 50% more durability
- mines blocks 50% faster
than a normal sword.
(That it mines block 50% faster doesn't mean you can use it as pickaxe. There are some blocks a sword can mine. Only these are mined faster. For more information see:
Extended tools will be rendered bigger. You can turn this off in the configuration file and use the old 16x16 textures.
An extended piece of armor:
- absorbes more damage (hard to tell how much, Forge does 200 lines of calculations)
- lasts 50% longer
than a normal piece of armor.
Even though some of these recipes fit in a 3x3 grid, they require an extended workbench.
Other tools
An extended bow:
- shoots arrows 50% faster
- has 50% more durability
- needs 20% longer to charge
than a normal bow.
Charging it for 4 more seconds will cause it to become super charged. This will make arrows fly twice as fast, but slowly damages the bow.
An extended fishing rod:
- catches fish 20% faster
- has 50% more durability
- throws its hook 50% faster
than a normal fishing rod.
It also has a 50% chance to catch cooked instead of raw fish.
An extended flint and steel:
- has the ability to set mobs directly on fire
- lasts 50% longer
- creates fire, that burns twice as long as normal fire and is not affected by rain
Extended shrears:
- mine blocks 50% faster
- have 50% more durability
- get 100% more drops from shearing things (like sheep, mooshrooms)
than normal shears.
How much you get from shearing is still random though.
An extended map has 5 layers.
You can zoom in and out using the + and - key.
You can put it into square update mode by putting it together with a diamond in the crafting grid. When you right click with a map in square update mode, it will become completely explored. This will make the map freeze for a few seconds. On the last layer (zoomed all the way out) it will only explore 1/16 of your map and on the second last 1/4. Exploring a too huge area at once would crash the game.
Extended compass:
The extended compass allows you to have up to five needles at once. You can open the GUI by right clicking.
To add a needle, you need to create a sign. On first line put the name of your needle. The second line is the color. It can be black, red, green, brown, blue, purple, cyan, silver, gray, pink, lime, yellow, lightBlue, magenta, orange, white (like wool) or hexadecimal notation. A color picker can be found here.
When you now right click the sign, you will create a needle pointing to the signs location in the selected color. After that you can remove the sign.
Examples for valid signs:
Beach E6E65C 3rd line 4th line
(#E6E65C or 0xE6E65C works too)
or
my house blue
NotEnoughItems recipe + usage handler
When you have NotEnoughItems installed, this mod will automatically register a recipe and usage handler. You can simply press R on the extended items to see their recipe. You can also press U on normal items and extended items will show up as possible uses.
Download + installation
Latest version (v1.4.2 for MC 1.10.2) Make sure your're using Java 8.
Old versions
Source code / dev kits
For MC 1.6.4, check out the extended mods section for a tweaked version!
Minecraft Forum guidelines require me to inform you that this mod accesses the internet, to check for a newer version. No information is sent during this process. This function can be turned off using the configuration file.
Installation (same for client and server):
1. if you are using Java 7 (aka 1.7) or earlier, install Java 8 (JRE)
2. install MinecraftForge
3. place the "[1.x.x]ExtendedWorkbench v1.x.zip" in your mods folderExtended mods and texture packs
Mods:
Link Removed[1.7.10]
new blocks and armor
Link Removed[1.7.2]
thanks to the great work of Uristqwerty you can view to extended workbench recipes using the CraftGuide mod (the feature is included in main CraftGuide mod, no extra download is required).
Link Removed[1.6.4/1.7.2]
plugins for SimpleOres, Netherrocks, and rbdyck's Mithril. Also some tweaks for the EW mod, including bow zoom for 1.6.4 and configurable values for 1.6.4 and 1.7.2.
Texture packs:
Link Removed by Shiiito
Outdated:
Mods:
Link Removed[1.2.5] by SoCrazy10
Texture packs:
[1.2.5]BDcraft with Extended Workbench patch (x64) by Kingdb707
Your mod/texture pack is missing? PM me or post it in the topic.Changelog:
v1.4.2:
- fixed crash on dedicated server
v1.4.1:
- fixed item models for tools
- compiled using Java 8
v1.4:
- compatibility with MC 1.10
- fixed some things
- probably broke others
- so great it skipped v1.3
- extended map and compass missing for now
v1.2.1.1:
- fixed some things about shapeless recipes
- added Taiwan translation (thanks to sumer16888)
v1.2.1.0:
- added ore recipes to API
- recipes now use OreDicionary for planks
- updated NEI handlers to work with ore recipes
- updated packet handler to prevent memory leaks
- extended map now renders correctly in item frame
v1.2.0.6:
- added update check (can be disabled in the config)
- fixed compatibility across MC versions
v1.2.0.5:
- improved various aspects of the extended flint and steel
v1.2.0.4:
- removed strict version check (meaning it will work with MC 1.7.10, 1.7.2 and possibly more)
- minor fixes
v1.2.0.3:
- added NEI handlers again
- reduced tool damage against mobs slightly
v1.2.0.2:
- fixed extended compass crashing
- fixed armor blocking unblockable damage
v1.2.0.1:
- fixed SMP
- fixed extended reach
- removed some unnecessary stuff from config
v1.2:
- compatibility with MC 1.7.2
- added empty extended maps + extended map cloning
- fixed extended bow not rotation and zooming correctly (finally :))
- fixed extended map icon not adjusting correctly
- fixed extended shears not having more durability
- adopted the new fishing system to the extended fishin rod
- fixed/improved some things concerning the extended flint and steel
- change icon of the extended bow to better match the vanilla bow
v1.1.10.3:
- compatibility with MC 1.6.4
- the mod will crash if some features can not be loaded
v1.1.10.2:
- fixed mod not working with newer Forge versions (will still work with old ones)
v1.1.10.1:
- extended tool can reach 50% further
- adjusted damage done by swords
- added NEI recipe + usage handler again
- config file only saves when necessary
- fixed extended tool rendering incorrect when enchanted
- fixed swords not doing more damage than vanilla swords
v1.1.10:
- compatibility with MC 1.6.2
- temporary removed NEI recipe + usage handler
v1.1.9:
- changed default item id from 3983 to 23983, to avoid potental bugs
- fixed tools not rendering with latest Forge (now requires Forge 687+)
- extended map now centers on player correctly
- extended map only shows information about auto update mode if enabled
v1.1.8:
- compatibility with MC 1.5.2
- fixed shift clicking in extended workbench
- fixed extended workbench connection logic
- fixed extended items are small in item frames
- fixed some blocks rendering wrong
v1.1.7:
- fixed mobs on fire rendering wrong
- extended compass now saves data per item
- added help button to extended compass
- extended fire can burn in rain
v1.1.6:
- compatibility with MC 1.5.1
- fixed farmland turning into bedrock
- fixed extended recipes involcing wood only work with oak wood
- fixed extended workbench interface now showing the labels: "Crafting" and "Inventory"
v1.1.5:
- compatibility with MC 1.5
- tools will now render bigger (can be turned off in config)
- removed "overrideTexture" from config (not needed anymore)
- new way of rendering the extended compass (should make no notable difference)
v1.1.4:
- fixed extended map not updating
v1.1.3:
- compatibility with MC 1.4.7
- fixed extended compass not working
v1.1.2:
- fixed crash when no player has an extended compass
v1.1.1:
- fixed crash without Codechicken core
- removed some old stuff
v1.1.0:
- compatibility with MC 1.4.6
- added extended map again
- added auto update mode for extended map
- added some color keywords for extended compass
- extended compass now works for SMP
- extended compass saves needles per world per player instead of per world
- extended fishing rod has 50% chance to catch cooked fish
- added mcmod.info file
- removed old API (replaced by reflection)
v1.0.4:
- compatibility with MC 1.4.5
- added NEI handlers again
v1.0.3:
- compatibility with MC 1.4.4
- removed some debug code
- removed NEI handlers cause NEI wasn't updated
v1.0.2:
- fixed extended leather armor not rendering correct
- API now works with FML mods (thanks to ShetiPhian)
- improved right clicking with extended compass
v1.0.1:
- fixed crash without NEI
- added missing class
v1.0:
- compatibility with MC 1.4.2
- added SMP support
- added recipe and usage handler for NEI
- added API again
- added extended compass
- extended leather armor can be dyed
- improved detection of normal recipes in the extended workbench
- shift clicking in extended workbench works now like in the normal workbench
- fixed some bugs with extended flint and steel
v0.7:
- compatibility with MC 1.3.2
- removed extended map
- removed API
v0.6:
- added extended map
- added configuration file (config/ExtendedWorkbench.cfg)
- improved extended armor
v0.5b:
- improved API
- decreased extended hoe durability from +200% to +100%
- improved API even more
v0.5:
- added extended shrears
- added extended flint and steel
- new recipe for shovels
- changed handles of wooden, stone and iron tools to sticks, planks and cobblestone
- new icons for these tools
- farmland created with an extended hoe will now take longer to turn back into dirt
v0.4:
- the mod now uses MinecraftForge
- added extended armor
- fixed bugs when placing workbenches
- improved texture of extended workbenches
- animation of extended bow is now as good as the one from the normal bow
- added super charge for extended bow
- increased durability of extended tools from +50% to +100% (hoe: from +100% to +200%)
- added increased damage against mobs for extended tools
- added extended fishing rod
v0.3:
- fixed animation of extended bow a bit
- fix crash with extended bow, when there's an empty space in the hotbar
- the extended bow now needs 20% more time to charge
- added extended shovel, pickaxe, axe and hoe
v0.2:
- no installation in minecraft.jar required anymore
- added extended bow
v0.1:
- initial releaseFor modders:
Adding recipes to the extended workbench is as easy as adding them to the normal workbench.
Minecraft and Forge keep changing and it seems like every time I come up with a new and simple way of publishing the source, they break it. So from now on I will just publish the .java files.
The easiest way to set the mod up for development is to delete the .class files (naruto1310 folder) from the binary release and place it in the mods folder of your development environment and then copy the sources into the source folder.
Older instructions:
1.6.4:
To add the mod to your development environment, simply download the dev version and place it in you /jars/mods folder.
To develop an extension for the mod you just have to link the source in Eclipse (or whatever you use) and copy the dev version in the /lib folder as well (for recompiling).
Installing the dev kits (MC 1.4.4 - 1.6.2):
To develop extended mods follow these instructions:
1. download ExtendedWorkbench dev package
2. place the the dev package in /jars/mods
You will now have the mod in your setup.
Note that the current dev kits include the source code. So when you use a later version of Forge and the names changed, you can copy the code in your /src folder and update it.
Now create a class in your package and copy the folowing code into it:
see below
If you want to direcly use the mod in Eclipse:
right click project -> Properties -> Java Build Path -> Libraries -> Add External Jars... -> select dev packpage
If you want to browse the source:
right click project -> Properties -> Java Build Path -> Libraries -> expand dev package entry -> Source attachment -> select dev package again
Now you can browse the code under the Referenced Libraries entry in your project.
Create the following class in your project:
import java.util.List; import net.minecraft.item.ItemStack; import net.minecraft.item.crafting.IRecipe; public class EWAPI { private static final Class ecm = getECM(); private static Class getECM() { try { return Class.forName("naruto1310.extendedWorkbench.ExtendedCraftingManager"); } catch(ClassNotFoundException e) { return null; } } private static void addRecipe(ItemStack stack, Object[] input, boolean shapeless) { try { ecm.getMethod("add" + (shapeless ? "Shapeless" : "") + "Recipe", new Class[] {ItemStack.class, Object[].class}).invoke(null, stack, input); } catch(Exception e) { e.printStackTrace(); } } public static boolean getEWInstalled() { return ecm != null; } public static void addRecipe(ItemStack stack, Object[] input) { addRecipe(stack, input, false); } public static void addShapelessRecipe(ItemStack stack, Object[] input) { addRecipe(stack, input, true); } public static List getRecipeList() { try { return (List)ecm.getMethod("getRecipeList").invoke(null); } catch(Exception e) { e.printStackTrace(); return null; } } }
Then you can simply add recipes like this:
if(EWAPI.getEWInstalled()) { EWAPI.addRecipe(new ItemStack(Block.bedrock, 2), new Object[] {"X", "X", "X", "X", ('X'), Block.cobblestone}); } else { System.out.println("This mod requires ExtendedWorkbench."); }
Finally add the following lines to your mcmod.info file:
"requiredMods": [ "extendedWorkbench" ], "dependencies": [ "extendedWorkbench" ],
The first line means, that your mod requires EW to run. If it is not present, the game will crash. Don't add this line if you only have optional EW support.
The second lines means that, your mod should be loaded after EW (if EW is installed). You always have to add it.
If you have any problems or need help using the API, just send me a PM. When your done and published your mod, please tell me and I will add it to the extended mods section.by Sorenus (v1.2.1.1)
by RedstoneNightmare (v1.1.10.1)
Credits, Copyright, Modpacks:Credits:
Main idea:
- AnimationCraft PG5
Coding + everything not listed otherwise:
- Naruto1310
Extended bow (idea + icons):
- Wulfre
Extended armor (textures + icons):
- Toddie1234
Copyright:
This document is Copyright © 2012-2016 Naruto1310 and is the intellectual property of the author. Only Minecraftforum.net is able to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've made on any other site, I may express my angst at you in the form of a lawsuit.
Modpack policity:
If you want to include this mod in a modpack you make, you are allowed to do so under the following conditions:
- you provide credit in form of my name and a link to this topic
- you don't make money using the pack -
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kingbdogz posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Posted in: Minecraft ModsATTENTION:The Aether II is in ALPHA. There aren't many huge bugs, but there's also not much content. We're working on adding tons more for the future, but we recommend YouTubers and reviews hold off until we at least reach the beta state! If you find any bugs, please report them to our GitHub. Thanks and enjoy!
We're looking for programmers! Check out this post.
After over a year of work, Gilded Games is proud to present...
The Aether II, a Gilded Games project.Join the community at www.AetherII.com.
What is the Aether II?The original Aether mod was one of the largest and most popular Minecraft mods of its time back in the Minecraft beta. With the Aether II, we aim to recreate that same amazing experience but with a fleshed-out sense of quality. The mod includes amazing features such as our advanced party system, our vastly redesigned dungeons, and much, much more. Aether II is designed to be the polar opposite of the Nether, a grand realm of floating islands in the sky with dark secrets beneath. Getting to the Aether is easy -- a 4x5 glowstone portal (just like the Nether portal!) and a little water will open the path to the skies. Discover new unique mobs and items in this vast and beautiful world.
... But why are there so many bugs?The Aether II is currently in an open alpha development stage, meaning the mod is highly unstable in some areas. Don't fret, though, we will soon be releasing our first beta update, complete with tons of fixes, improved systems, new biomes, mobs, items, and more.
FeaturesNew Ores, Items, and Armor
While exploring the Aether you'll come across a variety of new ores, such as Ambrosium and Gravitite. Search and discover each new ore and unlock its secrets!
The Aether II is also accompanied by sevreal new sets of armor each accompanied by its own special ability. A full set of Neptune armor, for example will allow you to walk across the depths of the ocean with ease, and a full set of Valkyrie armor will allow you to fly! Getting your hands on these mythic sets won't be easy, though. Fight and defeat dungeons, and if all else false, try your luck at using some Continuum!
Dungeons and the Party System
One of the most revolutionary additions to the Aether II is our advanced dungeon and party system, allowing you to team up with friends to tackle some of the Aether's most difficult (and rewarding) challenges together. Explore the newly designed Slider's Labyrinth, a reimagination of the original Aether's bronze dungeon, and fight the realms darkest and most dangerous foes.
Once you've assembled your party, have the party leader simply right click the dungeon's entrance, queue up, and enter the depths of the labyrinth. Dungeons regenerate their loot, enemies, and bosses after a party leaves, ensuring everyone gets a shot, not just whoever finds it first.
While the original Aether's dungeons only took up a small area, the Aether II's Slider Labyrinth occupies entire islands, meaning you'll have no shortage of loot to grab, enemies to fight, or chambers to explore! Each dungeon contains five minibosses that must be defeated before gaining access to the final boss, the Slider.
Mutiplayer (Finally!)
How are you going to conquere dungeons with your friends without having a way to meet up? The Aether II is built on the Minecraft Forge API, allowing an easy way to create and manage Aether multiplayer servers! Minecraft Wiki provides a simple tutorial on how to get your own server up and running.
But if you don't want the hassle, just hit the "Official Aether Server" button on the main menu. We've got an awesome server set up by the awesome team at CraftNode Hosting complete with an myraid plugins and an awesome community to help you get started!
The Aether II Launcher
We know installing mods can be difficult, so we're proud to present the Aether II Launcher! All it takes it logging in with your typical Minecraft credentials, choosing what version you want, and hitting play. The launcher will install everything you need to a new folder, .aether, so you can still easily manage all of your Aether II files. Launcher not working for you? Make sure you're running on an updated version of Java 7, and if you're still having issues, you can grab the files for a manual installation below.
Downloads for manual installs: www.AetherII.com/downloadsManual installs require Forge and Gilded Games Utility.
Donations (and perks!)Donating to the Aether II will unlock the Donator Perks section in your inventory, allowing access to several exclusive skins for your Moas, plus many more perks we're working on! Donating is easy and directly supports the developers so we can continue work on bringing the mod closer to release. Hit the button below, type in your username and the amount you wish to donate, and PayPal will take you through the rest. Any donation supports us, so any donation will unlock the extras!
Keep up with DevelopmentGet the Latest News
Our Community Site: www.AetherII.com
Our Facebook: Facebook.com/AetherMod
Our Twitter: @DevAether
Our Subreddit: /r/TheAether
Latest update:
Gift giving! Companions! New accessories and much more!Get it now at www.AetherII.com/downloadsManual installs require Forge and Gilded Games Utility.
Full CreditsProject Leads: Brandon "Kingbdogz" Pearce and Emile van Krieken
Developers: Collin Soares and Chris Peterson
Art and Design: Oscar Payn and Hugo Payn
Music Composition: Emile van Krieken (Grab the Aether soundtrack here!)
Community Manager: Brandon Potts
Quality Assurance: Jon Lachney
Additional Compositions: Moorziey and Aether UK
Retired Team Members: Jaryt, Cafaxo, Saspiron, Liberty, Flan, _303, Risugami, Tundmatu and Kodaichi -
1
fail1337 posted a message on Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]Can you update to 1.7.10? thanks for readingPosted in: Minecraft Mods -
1
JeffreyTehGamer posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!1) This mod awesome and I kinda wanted to makes some suggestions, when you guys do make the soul society will be like a scaled model or randomly spawning towns styled like feudal japan?Posted in: WIP Mods
2) Would it also be possible to add the soul reaper academy to learn kido as well as the 13 barracks of the 13 court guard squads? Would there also be the posibility of finding random zanpaktos used in the anime/manga in chests around the soul society and ( kan ) the currency to obtain vanity items or supplies from http://bleach.wikia.com/wiki/Gin_Tonb ?
3) And a last thing if you guys can add this feature the dangai precipice to come to and from the soul society and a mode where if you die in the world of the living you spawn in the Soul Society and vise verca (like a small chance to spawn in the soul society) Idk how the inventories will be deal with like maybe when you leave the soul society you spawn near your inventory and it's all in a chest if you died previously.
I mean, if you guys can add all that stuff, I forgot how huge the soul society is XD http://bleach.wikia.com/wiki/Seireitei and the Seireitei is surrounded by the Rukong district it's like boom giant freaking town in ya face. -
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resinresin posted a message on [1.6.4] [WIP] QuestologyPosted in: WIP ModsPartnered with the amazing:
Beginning Game - AdventureAt the start of the mod you are in an overwhelming world and you cannot begin to comprehend it with your knowledge at this point, as you begin to explore you can discover strange artifacts, mythical swords and lost magic. As well as large amounts of collectible and decorative items. This is only the beginning of the adventure, your first steps on the long road of Questology.
Weak stone and wood
These blocks are very dangerous, they can be found in dungeons and start to break simply from being stood on until they collapse and you fall through them. Once they are damaged they remain in the damage state they are in.
Pillars
Pillars are found in many different styles all around dungeons. They have 3 states, one when placed on the floor, one for ceiling and one for mid area, this is so you can create a greek/roman style pillar with no need for multiply blocks.
Spikes
These go in and out ever few seconds when supplied with a redstone signal. They are good for bottom of traps as they massively increase damage when the player receives fall damage after falling on them.
Locked doors
Need a key to open them and have a nicer animation than normal doors and has various different tiers.
Locked Chests
Every chest requires a unique key that will be spawned somewhere in the local area. They also have an epic Zelda style animation.
Ropes
Place on a ceiling and it can be right clicked by the player and climed vertically up at a fairly slow pace. If the player takes damage or moves to the side they will fall off and have to right click again to “grab” the rope.
Lanterns
These are similar to torches except that they can also dispel “dark fog” and environment feature of the mod that puts you in inky darkness normal light sources have no effect on.
Candles
The more you place one block the higher the light level it gets and the model changes. Meaning they are amazing for creating very moody lighting.
Angel Glass
Amazing looking glass basically, it will also stop mobs noticing you when your close to them, does not work on mobs already chasing you.
Boss doors
Massive doors that need the boss key, they will have an animation
Hedges
Spawns various creatures. Dangerous animals spawn from wild ones but ones placed by the player will increase spawning of natural mobs.
Unbreakable Blocks
New set of unbreakable block styles, once a particular event has happened they become breakable.
Fairy Bottles
Massively inspired by Zelda, these can capture fairies and other small creatures (like frogs) and can decorate your base. Some can offer local beneficial effects, like the beacon but only very close by. They flicker lightly when you have fairies
Mid Game - ReasearchNow you have begun to discover the basics of Questology you can use what you have found to advance your capabilities in strange and magical ways. Influence the world and its path and you can achieve far greater things with your new found skills. This is where things start to get more complicated, going far over the head of your average run off the mill adventurer.
End Game - MagicTechYou have mastered the world! Or so you thought… yet there is a far deeper magic lurking in every shadow of your adventure so far, influencing your every move. Only by learning to control and harness this energy can you truly be a master. You will discover fantastical ways of looking far beyond what you can normally see, or even do.
Music - TryFoldTry-Fold, the amazing Questology musician, has already made a number of incredible songs to go into the mod which you can check out and buy to support his work HERE. The music systems in Questology are different to that of normal minecraft. We don’t just randomly blurt out un-themed songs, songs are decided based on situation and mood and use a number of factors to try and play the perfect song for the situation you are in.
Check out and subscribe to his youtube channel
If you want to apply to be on the questology project fill out this form:
Sign Up Form
We are looking for programmers, artists, builders and modelers.
Team Members:XCompWiz – The incredible creator of mystcraft, currently working on the core designs of the quest system.Dieseiben07- Chief programmer of Questology and amazing cool german dudeResinresin – Project leader and planner and coder of little thingsMrCrayFish- Creator of mods the Construction mod and general famous guyArchadia – He is a member of the UE team and is now working on a lot of the starting content for QuestologyDarkHax - He coders stuff. and more stuff. and then stuff.Asher – incredible artist and designerFeral - Fancy textures that are fancyTry-Fold – the musician of questology, he just pumps out amazing tracks in no timeDamien- Incredible modeler boasting works in mods like “portal gun” and “hats”.HoopAWolf- Another awesome modelerUkdeccy – More awesome modelerThisguy1045 – logo designer and pro pixel artistJackel- head builder, of doooomm…
EAQ (Excessively Asked Questions)
Where is the download link?
The mod is not released at this moment. Follow the topic for frequent updates and news.
Can you add {InsertIdeaHere}?
we would love to hear your ideas, but we ask you present them in a well thought out and intelligent manor, same goes for feedback.
Soooo when is the release?
when it is done
Can i be a tester?
not at this point
How can i help the mod?
well first by voting the post, then go ahead and tell all your friends about the project, keep commenting and keep active both here on the forums and on the other stuff we do.
Downloadsi swear i already told you there was no download . nice try, be patient this mod is WIP
Important Links
My Youtube where questology videos are postedQuestology GithubMy twitter
Changelogs
LOG 1 - Everything recent ++++++++ New Song "Underwater Theme" New team member Mr_Compost New logo Compwiz has continued progress on quest system Organised partnership with CreeperHost Various testing on servers provided by creeperhost Questology Album close to release on Google Play Some bug fixes and less hacky way of doing ASM Female Model Finished More textures for various models Added new models for demons and angels More names localised Alot of new builds on the building server (village) LOG 2 - 06/09/2013 ++++++++ questology music is now available to buy on google play builders have been building many more structures new team member: Asher, amazing designer new team member: Bowin, high quality modeller and animator LOG 3 - 27/10/2013 ++++++++ questology building exporter started new member: declan, modeler new member: HoopAWorlf, modeler xcompwiz has been working on designing the system, now moving out of planning stage improvments to camera bug LOG 4 - 07/12/2013 ++++++++ a lot of new songs and sound effects by try-fold building exporter can now save structures i forgot about the changelog [size=medium]will try harder to keep everything noted in future
Development Videos and NewsNewsVlogs
Content Showcasesnothing here yet
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godreaper posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Nice waiting for it for so longPosted in: Minecraft Mods -
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waffleminer posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Nice, glad it is finally out thank you for all your hard work on the mod can't wait to play it.Posted in: Minecraft Mods
Edit- found some bugs: skyroot planks are called skyroot chest, also there are some problems with shift clicking items. -
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MinecraftDEMiner posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)After 3 months off waiting, the only mod i like has been releasedPosted in: Minecraft Mods -
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Kovu posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Nice, great job!Posted in: Minecraft Mods - To post a comment, please login.
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live-Texas,USAname-Kaden
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