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    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from SevoGT

    it does not work for me on 1.6.4,I installed the mod correctly,likeevery forge mod,ran the game like always,but when i login i see that there is only 3 mods loaded:the default forge mods,it isnt just that,the mod DOES NOT WORK.I also play on magiclauncher and yes i do now howto do it,it says ok,wich means it should work corretly,but it does not.Your thread says 1.6.2+.That means it should work with 1.6.4.PLEASE FIX THIS,THIS MOD IS AMAZING AND I WANT IT VERY MUCH.THANKS xD.
    If you give us a forge log, and some screenshots of your folder heirarchy, I'll see if i can suss out whats going on.
    Posted in: Minecraft Mods
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    posted a message on Inventory Tweaks 1.61 (Jul 11)

    Quote from Fixided

    I can download just fine, but it takes about 2 mins :P
    that's nice, but clearly several people are having problems. also, i tried with a download manager and a different browser, and got nothing.
    Posted in: Minecraft Mods
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    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Quote from maimonguy

    hey im pretty sure the download link is broken, if the op could fix this somehow or someone could pm/reply a good link that'd be great since im trying to farm a lot of cobble on skyblock(server) and the instant tool replacer is really reliable here(:
    I found this a few hours ago, havent tested it so it could be ­ or just wrong. http://www.4shared.com/file/yRMHvOoi/InventoryTweaks-MC162-156-b77.html

    Hopefully the official download will be up again before long.
    Posted in: Minecraft Mods
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    posted a message on Inventory Tweaks 1.61 (Jul 11)
    Hey, does anyone have a mirror for the 1.56 update? I'm getting a 504 gateway timeout from the regular download link.
    Posted in: Minecraft Mods
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    posted a message on Adventure or Building?
    Hopefully he doesn't pick just one. I'd like to see some new hostile mob varieties on the adventure side, but on the building side, im hoping for something to make underwater cities worthwhile.

    But most important, i think, is the modding API. I mean, realistically speaking, the community is always going to be split roughly in half, with one side of the room hating the new changes, and the other side hating the people who hate the changes. Once the modding API is done people can just customize their game quickly and easily. (they won't, and it won't fix anything, and this forum will still be a hate filled, self devouring, cluster ****.)
    Posted in: 1.0 Update Discussion
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    posted a message on [1.0.0] Better Enchanting 1.1
    Would it be possible to increase the number of bookshelves the table can utilize?
    Posted in: Minecraft Mods
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    posted a message on wings mod
    Quote from darkbla

    i dont know what you mean by "( insert rainbow)" but ok

    It's a quote. look it up. Also, you'll actually get answers if you post in mod discussion.

    PS Telling people to shut up when tell you that you're in the wrong section is discourteous and will only lead to a complete refusal to help you.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Is there any chance for this to play nice with cubic chunks and Millenaire? I'm trying to make a physics based pack for a couple friends and I would love to have this running alongside CC, nature overhaul, simple physics, and millenaire.
    Posted in: Minecraft Mods
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    posted a message on More RAM for MineCraft!
    Quote from kkabcd

    Mods doesnt actually have to be adding new things it could also be modifying files

    Which is why he added the /sacrasm tag. This isn't a mod because it isn't modifying any files. all it's doing is telling java to open with more memory via some pretty basic scripting.

    This goings in more of a tips/tricks section. If he had a premade .bat, it would go in tools.


    Also, old news is old. Optifine will increase your performance more anyways.
    Posted in: Tutorials
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    posted a message on Ender Days and Minecart Physics
    My first request is for a buff to endermen. I was under the impression that they were supposed to be eery and terrifying, but instead all i got was vaguely irritating.

    The concept goes like this: First order of business is to expand the list of blocks endermen cannot pick up, so that houses are more defensible from them.

    The blocks they DO pick up, they would then move back to a predetermined point, and put the block down. When they put a number of blocks together, they would transform (kindof the way snow golems do) into something called an "Ender Totem" It would act as a mob spawner for more endermen, and its frequency would be determined by the materials used to make it. It could be locked the same way mob spawners are, but the only way to destroy it would be by using ender pearls to banish it.

    The ender peals would be one time use, and the number required to banish an ender totem would depend on the quality of its materials.

    Finally, looking directly at an enderman wouldn't anger only it, but all the endermen in the area.



    The other request is for something i have been wanting since minecarts came out. More realistic (and maybe even unrealistic) physics. I don't want to lose all my momentum when the tracks end. Basically, i want the speed decrease of minecarts that have gone off the rails to be nerfed considerably (especially in the air, donkey kong style minecart jumps would be amazing)
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Animal Transport Mod => Mobport - v0.3 [UPDATED!]
    Quote from RionSk

    This is really ANNOING! The first thing people had to do was catch animals and put them behind the fence :sleep.gif:
    And yes, it is really offensive and I am pissed off.. But this time, doesn't matter.

    Can you really blame them though? You advertised a breeding mod, and delivered a transportation mod. Not hating, it's still a great addition to the game, but mislabeling things inevitably brings on the hate.

    Also, you have no legitimate reason to be offended, noone has even said that the mod is bad, just remarked on the innaccurate label.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Animal Transport Mod => Mobport - v0.3 [UPDATED!]
    Title is misleading. I would actually have been more excited if you had called it what it is. An animal transportation mod.

    Is it compatible with the nature overhaul? this would make breeding much easier.
    Posted in: Minecraft Mods
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    posted a message on Dudes, Chill.
    Quote from Nork the Orc

    It's not really good game design to throw in a bunch of items, features, tools, etc with absolutely no explanation in-game, or even out of game as to what they might even POSSIBLY be for. Sure, it's kinda' cool to have some mystery items and features, but it gets excessive VERY fast. Slime Balls were a somewhat rare drop from a somewhat rare mob, and they were the only useless item for the longest time.

    1.8 added Enderpearls, useless; and experience, useless (and buggy!).
    1.9 added 3 Nether items, useless.

    The worst part is, there aren't any additional rewards from these sources. You're killing the mobs for the purpose of your own protection, there's no real reward from them until these items and experience are active. Sure, you could stock up, but what if these materials end up making some incredibly useless and undesirable item three months from now? It'd be a huge disappointment.

    I'm talking in circles at this point, but that's how I feel about the whole thing.

    Well, i can see where you're coming from there, but have to disagree again.
    About the useless items: Before flint was used as arrowheads, all it was used for was a tinder, which you only needed one or two of, and then there was gold, which for ages could only be used as really awful tools and armor. Milk buckets were useless for quite a while as well.

    I only count two nether items that don't have a use yet. Blaze rods and ghast tears. What's the third?
    Posted in: 1.0 Update Discussion
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    posted a message on Dudes, Chill.
    Quote from FailedToOpen

    I guess my problem is that many ideas or concepts are not layered, I will give you redstone as that is a very complex and very deep system. Which is what saddens me, notch is capable of layering ideas and making them have interesting functions yet he seems to be content on giving us wolves which were cool at first but not have become an annoyance. Similar things would be weather (ugh this could have been so dynamic, changing water levels, puddles, etc) and endermen (now are being nerfed and are seen as a pest).

    I just wish he took the time to see all the possibilities he has added in the game. Minecraft can be as good as he wants it to be, and so far he is resting well below that potential.

    I don't really see much problem with the actual weather. I suppose i don't really understand what you mean by layered in this context. Care to elaborate?


    But now you've hit on something we agree on.

    I can barely play minecraft without the finite water mod anymore.
    Posted in: 1.0 Update Discussion
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    posted a message on Dudes, Chill.
    @Krova No, I don't think he did. He's posing his opinion in a respectful constructive manner, which is exactly the kind of feedback i was hoping my post would generate.

    The fact that i disagree with him is only incidental.
    Posted in: 1.0 Update Discussion
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