• 0

    posted a message on [1.6.4][Forge] vitzli's recipe dumper - dump crafting recipes into a text file
    Quote from Fixided

    Perfect! Now we need an IDdumper!


    Doesn't NEI already do id dumps?
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from LordEric

    Hmm. Hadn't thought that far ahead. I assumed FyreUK based them on something. Really I just saw them and thought "That's beautiful, I want that." I was really disappointed when I found out that the landscapes they used were made with Worldpainter, not a terrain mod.


    Well, if you do come up with names, just say something. I am thinking of making some pr's for Highlands again, and these trees sound like a pretty cool idea.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from LordEric

    Hey fabricator, do you think you could add a couple of tree types that grow twisted or leaning, like the ones in ? All the existing trees (vanilla and highlands) are all upright and formal-looking, it'd be cool to have some that break the mold.


    If someone were to program these, what kinds of trees would they be (what would they be called)?
    Posted in: Minecraft Mods
  • 0

    posted a message on Runes of Wizardry (31 October - Reviving the Thread)
    Quote from IANNOVA

    Are those dust BLOCKS!? If they are, can you make spells with them as well? And if so, are there benefits to doing so?


    Yessir, those are dust blocks. I am considering making them useful for spells, but most of their purpose is still being worked out. I just wanted to make an alternate way for storing dusts. They may actually be the base of the dust creation process, as I am still undecided on the in-world method I want to use to infuse dust with magical power.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Good job on getting the mod out. You don't have to credit me- I did a (admittedly) pretty bad job of trying to port it anyway :P. I just wish I had known more about how the world type code worked.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    @MrBrandonPotts:

    I have been interested in porting the old MainMenuAPI to Minecraft 1.6.4 for my personal use as a side project, and may open source the code. I tried getting a response from the team on this matter; I have not received one. I was wondering if you could answer my question/give me permission to do this- that being porting the MainMenuAPI and open-sourcing it.

    Thanks for reading,

    ~zombiepig333
    Posted in: Minecraft Mods
  • 0

    posted a message on Runes of Wizardry (31 October - Reviving the Thread)
    Github repo has been moved, as work is finally starting up on the rewrite. Feel free to contribute textures or code, since I probably don't do the best job possible considering I am doing this alone(textures especially!!). I might as well leave this here to show the first signs of progress...

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] CameraCraft [2.3] - Take photos in Minecraft!
    Quote from curseroland28

    I cannot open Minecraft while modded. Here is the Crash-Report.


    [1.4.7] CAMERACRAFT [2.3] - TAKE PHOTOS IN MINECRAFT!
    Posted in: Minecraft Mods
  • 0

    posted a message on ModPack needed! xD
    Magic Farm may be what you want- it is a bit difficult, but it is a very well-rounded modpack and you may be interested in it.

    Also, if you want something a bit more like a map, try Agrarian Skies- it will keep you occupied for years weeks.

    Both can be found on the FTB launcher.

    ~zombiepig333
    Posted in: Mods Discussion
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Errrr... I have a version of Metallurgy compiled from the github of the mod which APPEARS to be more stable than the official release... would anybody want me to/not to throw up the link?
    Posted in: Minecraft Mods
  • 0

    posted a message on Runes of Wizardry (31 October - Reviving the Thread)
    Bumping to make clear the update to the thread.

    I also have a twitter account now @zombiepig333; news and updates regarding the mod will most likely be put here first.

    Read the news portion of the thread for more info.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from SMEZ1234

    I'm sure that everything is in the right place, and zombiepig's config is certainly correct, so I have to assume it's an issue with the dev version of CustomSpawner. Not much I can really do.
    Hopefully as CustomSpawner reaches a more stable version it will all work.


    Huh... it was working for me when I tested them. Maybe I have to update the files to CMS rc2; I think I was using rc1.
    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from JuniperMelody

    Hey there zombiepig333. I think we're just miscommunicating here. I didn't mean I put the entire directory stack of the download into the Biomes directory, I meant I put the ENHANCEDBIOMES.cfg file in the config\CustomSpawner\overworld\Biomes directory, overwriting the 'empty' file that was there.

    Just to overly clarify, the Biomes directory then contains 4 files:

    Vanilla.cfg
    Undefined.cfg
    MoCreatures.cfg
    ENHANCEDBIOMES.cfg

    This must be correct, right?

    -----------------------------------------------------------------------
    For the sake of making this process go quicker, I'll just start describing my test setup, maybe someone will see something.

    Computer: windows 7-64bit
    Game version 1.7.2, modded with Forge 10.12.1.1060

    3 mods in the mod directory:
    Enhanced Biomes 2.0.2.1 for MC 1.7.2.jar
    DrZharks MoCreatures Mod v6.2.0-DEV-R1.zip
    CustomMobSpawner 3.2.0-DEV-R2.zip

    Replace the file at:
    ...config\CustomSpawner\overworld\Biomes\ENHANCEDBIOMES.cfg
    with the new one zombiepig333 has supplied.

    Generate a Game Mode Creative game, using World Type: Enhanced Biomes and seed 9
    I set the game time to 18000.
    Lots of mobs spawn in the Forest biome to the SE, but none at all in the Boreal Forest biome at spawn.


    That is one of the biomes I have not added. I really need to finish the configs, I will find time tomorrow; report any issues that come up after I do so.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from JuniperMelody

    I'm putting it in "...config\CustomSpawner\overworld\Biomes". Since Custom Mob Spawner automatically created that directory and populated it with three other .cfg files, it seemed pretty clear.


    No, no, no, just throw the folder in the download into your config directory, nowhere else. I haven't had time to finish it 100% (it is at ~70% right now), but it should for the most part work. I should adjust it so you can throw the downloaded folder in your instance directory, but that will be later. Just put the CustomSpawner folder in the config folder.

    Quote from SMEZ1234

    Here's a few WIP screenshots of seasons:

    --snippity snip--



    Looking good! I can't wait to see this implemented soon!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1] ApertureCraft - New Sounds! (WIP) V4
    Quote from Herobrine9677

    Well, ask hippomaster! He kept mutant creatures from 1.2 to 1.6!


    Or you could just stop pestering the guy and leave it alone. He said he doesn't want to maintain the mod, end of story. None of your raging or whining or complaining is going to change that. Respect his decision and move on.
    Posted in: WIP Mods
  • To post a comment, please .