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    posted a message on [1.9/1.10.2] [Forge] Slime Compendium Mod!

    Will v1.4 feature shift-clicking support? Currently you can shift-click fuels in, but the slime drops and the refined slime don't get shift-clicked into their respective machines.
    I do enjoy this mod, gives me an easier way to get renewable iron/gold/slimeballs.

    Posted in: Minecraft Mods
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    posted a message on [Surv] Skyblock
    Quote from Thunderbert

    OH MY D=

    My Island is in danger



    How'd you manage to grow those mega shrooms without a ceiling?
    Posted in: Maps
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    posted a message on [V1.2.5]Landrover (v0.999) and Mecha(0.25)(outdated) and Tail(v1)(outdated)
    Updated Landrover mod, but now have a new bug. Listed in buglist. Shall fix ASAP
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Landrover (v0.999) and Mecha(0.25)(outdated) and Tail(v1)(outdated)
    I had a dearth of computer, but now I'm back, on my new linux machine. I shall work to update it pronto... unless my planned Let's Play gets in my way. Curse my very limited hours.
    Posted in: Minecraft Mods
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    posted a message on [REQ] Rainbows Of Minecraft
    leprechaun*

    Sounds good, but, as someone above me suggested, kinda pointless, since gold is quite useless. How about 1-7 iron ingots or a rare chance of 1 diamond. that would be a lot better.
    Posted in: Requests / Ideas For Mods
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    posted a message on Vanilla Expanding mod suggestions! New: Images and Scarecrow Idea!
    The MoCr' birds I can understand. Chickens, i just terrace my garden. Dig one block in front of your fence, like a 2 block wall, and go at least 5 blocks out. Keep chickens out. Birds: No clue. indoor garden?
    Posted in: Requests / Ideas For Mods
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    posted a message on Vanilla Expanding mod suggestions! New: Images and Scarecrow Idea!
    I like this suggestion. I shall bump it for it needs to be, and hopefully someone with god skill can do this. Personally, i don't see a need for scarecrows, since you can just put down a fence and achieve better.
    Posted in: Requests / Ideas For Mods
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    posted a message on AudioMod?
    find an online mp3 to ogg converter, then try it
    Posted in: Mods Discussion
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    posted a message on Mod request
    alright, heres the mod:

    Creeper= run, not hit escape. if you really dont have the self control to not hit escape and go to peaceful, then somethings wrong with you. try harder, your doing it wrong.
    Posted in: Mods Discussion
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    posted a message on [1.7.3]Japanese Mod [1.8 need help]
    Quote from robloxami100

    LOOKS AWESOME!
    I definitely cant java script, but i am an ok-ish texture-person...One downside...I wouldn't be able to install the mod due to my slow pc. :sad.gif:


    java script != java. they are separate programming language. I am currently helping the PvZ mod, but something tells myself i wont be much help, so just sned me info via pm and i might get some stuff back to you. I can model (kinda), just cant do mobs easily, but i can try that.
    Posted in: Requests / Ideas For Mods
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    posted a message on Girlcraft 16x 2.0
    Quote from Seung_Mina56

    It just looks like the regular minecraft texture pack to me. Is your download link working right?


    Yes, it is. Maybe you need to use t right? how did you go about installing it?
    Posted in: Resource Packs
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    posted a message on Girlcraft 16x 2.0
    Hello people of this forums, it's me, zlyfire(or zly). I am here to bring you Girlcraft 2.0, a continuation of the original Girlcraft, which was brought to you by minergirl(who mysteriously disappeared). Many people have attempted updates and posted them on the topic, but, as i said on both the topic itself and in a pm sent to minergirl(hasnt been responded to) I said that i would make an actual thread for my updates. I will post the original OP from the original thread:

    Quote from minergirl

    I created this pack with my daughter because we like the cutesy look and hate pixelated!


    :Iron: update: new link for 1.4 (well i added mobs anyway...)


    i've included vondells SCARY monsters, also the happy creatures made by Telgar and Kerpwnd as well as the items made by KingWyatt and meekstapes. Its looking like a more complete pack now! Still looking for help with the paintings!!

    Almost forgot, ive included telgars prettyful UI because i really like rainbows... wish id remembered about that when i made the video ><

    Also added a zip file for those who dont wanna mess around with the jar (its become old habit to me that i forget people probably dont do this much anymore) now you can add it to your texture pack folder. Not much in there now, still working on UI etc.






    make sure to SAVE this, not just copy, else it wont be transparent.








    the pumpkins are watermelons.

    The pictures and video show the parts that existed at the time, but the newer stuff has been edited. The download link is here. Please post any other things that should be edited/added. BTW, the tall grass pic isn't working for some reason. It is in the right place(as far as I now), but it isn't working. And I made everything biome compatible, so its not just a solid green, but slight variations. I felt that it was better that way. Post comments, concerns, and other things.

    If you missed the link, then it is right here = http://www.mediafire...6dsp6mvy6en7zbg

    CURRENT BUILD= Beta 1.7
    Posted in: Resource Packs
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    posted a message on [V1.2.5]Landrover (v0.999) and Mecha(0.25)(outdated) and Tail(v1)(outdated)
    Updated the landrover mod. Landbumper(the jump one) is there, but doesn't jump yet. Need to now how to use keybindings and such.
    Posted in: Minecraft Mods
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    posted a message on Modded server problem
    If I'm not mistaken, they need normal modloader as well. On the client version, and I think you need flan's mpUtils for the smp versions now.
    Posted in: Mods Discussion
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    posted a message on [HELP] ModLoader won't override textures.
    I've had that error with MCP as well. As for the crashing when you put it directly in the .jar as a mod(in the .minecraft folder), look at the modloader.txt, it should tell you. But, looking at the code, perhaps it's becuase your ID for the block is so high.
    Posted in: Mods Discussion
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