So I've been watching these mods since the 12th or 13th of this month when I finally decided to mess around with mods, and I've enjoyed the ones I downloaded, which are NC, Premium Wood, Wool Armor, Randomite, and Better Winter. Speaking of NC, I hope the problem with the obelisk gets fixed soon, or that you decide to ignore it for now and update it in other ways.
For the magic trees in the Premium Wood mod, I think potions that give you unlimited breath or immunity to fire damage for a set time would be a great idea for a 'life giving' tree, though I'd farm the things just for the sweet torches. Seeing the rest of the magic wood blocks would be great too. In my opinion, waiting 'til the rest of these blocks are done would be best before releasing the Silverbell tree, then you wouldn't have to worry about finishing two sets of the blocks instead of one.
I wish you the best of luck to your modding skills and hope to see vast, great changes to these mods that I've fallen in love with!
Unlimited would be great. I hadn't thought of that, just replenishing. I'll try and do this once I finish an update for ScotTools, which I may have finally finished. Thanks for the support!
I got a WTF face when i saw all the edited class files. See my suggestions and doubts:
I don't understand this:
"je.class - RecipesCrafting | Reason: Changed recipes for workbenches to new one, depending on plank types"
WTF is this? If we already have the new planks, only use them like any other recipe tot the new crafting tables.
I'm sure that there's a code to generate things without editing class files. Like in Millenaire. And is'nt the update of Modlkoader be able to do that? (With the already edited class files and the help of new ones) So these classes don't matter very much: wz.class - BiomGenRainForest qb.class - BiomeGenForest sb.class - BiomeGenSwamp
And you will need to create a optional download adding new blocks.
If you add new blocks, you will not need these classes: be.class - BlockLeaves bn.class - EnumToolMaterial ey.class - BlockWorkbench (I'm not sure if there's a posibility of new workbenches that do the same thing that the old ones without editing this file, but i think it's in NetherCraft already...) gb.class - Item gq.class - BlockBookshelf gs.class - BlockSapling jc.class - BlockFence to.class - Block tw.class - ItemBoat
You will still be able to have damage values.
And i don't see the difference between the old textures and the new ones.
For now, this class don't matter for me: "tz.class - BlockLog"
In my opinion for now, only these classes are important: gy.class - Crafting Manager | Reason: Allows crafting of different planks. (Already you can add different recipes,like one log side by side with the other and make 8 planks,but i will don't like that).
And "rw.class - ItemAxe" is perfect with a mod called "Better Wood" (Now "Premium Wood").
Hey scokeev9, how long after minecraft updates do you think it will take you to update your mods? (im asking all of my good mods, and i realize you would need modloader to update first anyway :biggrin.gif:)
Hey scokeev9, how long after minecraft updates do you think it will take you to update your mods? (im asking all of my good mods, and i realize you would need modloader to update first anyway :biggrin.gif:)
It all depends on how quickly MCP updates. Last time it took forever, but this time it may not, especially since not much new content is being added.
Almost completed ScotTools v3.0. It will add the ability to add blocks with harvesting levels, so if you set your ore to require 3 or higher, a diamond pick will be required for your new ore, etc.
Updated ScotTools v3.0. Just check the thread for more info. I don't have time to thoroughly test it, so there is a chance that bugs are there, so please let me know so I can fix it tomorrow. Thanks!
will you be updating nethercraft to 1.6 when 1.6 comes out?(even if theres no added features) Or is it completely abandoned that it wont get a compatibility update either?
This is a great mod and all but for whatever reason I can't craft linium tools, the spwn obelisk or grow dark wheat. Is there a problem with how i installed it or something or is there another thing to add to the mod?
will you be updating nethercraft to 1.6 when 1.6 comes out?(even if theres no added features) Or is it completely abandoned that it wont get a compatibility update either?
I'm going to attempt to update it, but if I still get the same generation error that I get now, I may ask help from a good modder to help with the issue. Not much more will be added in NetherCraft though, since I've already added a ton since the first release.
This is a great mod and all but for whatever reason I can't craft linium tools, the spwn obelisk or grow dark wheat. Is there a problem with how i installed it or something or is there another thing to add to the mod?
Thanks! And make sure you use ghast bone rods for Linium tools, be sure dark wheat is in the dark, and the spawn obelisk was removed because it was causing fatal glitches (only fatal to Steve).
suggestion for nethercraft: add another use to the pyridium?
-I don't really use it since I can just use the more powerful Linium
-Possibly a weapon specific to pyridium, such as a retrievable throwing knife or different type of weapon or tool? Just throwing out ideas.
otherwise, fantastic mod! I really enjoy playing with it.
That's odd. You are using v1.3 of NetherCraft, right?
Uhmmm... I'm using v1.4a, in case you were wondering. I suppose that one's glitchy. Also recently discovered that it required ScotTools. Big oopsy-doopsy. Well, I guess I just didn't see it...
Check out my Zelda Adventure Modpack, currently in alpha!
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Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
Unlimited would be great. I hadn't thought of that, just replenishing. I'll try and do this once I finish an update for ScotTools, which I may have finally finished. Thanks for the support!
Well, you can't make stone armor, so it would seem overpowered, since Netherrack is everywhere.
and if pyridium ore is equivalent of diamond, then why not pyridium armour?
There is already a diamond equivalent added to this mod: W-obsidion armour.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I don't understand this:
"je.class - RecipesCrafting | Reason: Changed recipes for workbenches to new one, depending on plank types"
WTF is this? If we already have the new planks, only use them like any other recipe tot the new crafting tables.
I'm sure that there's a code to generate things without editing class files. Like in Millenaire. And is'nt the update of Modlkoader be able to do that? (With the already edited class files and the help of new ones) So these classes don't matter very much:
wz.class - BiomGenRainForest
qb.class - BiomeGenForest
sb.class - BiomeGenSwamp
And you will need to create a optional download adding new blocks.
If you add new blocks, you will not need these classes:
be.class - BlockLeaves
bn.class - EnumToolMaterial
ey.class - BlockWorkbench (I'm not sure if there's a posibility of new workbenches that do the same thing that the old ones without editing this file, but i think it's in NetherCraft already...)
gb.class - Item
gq.class - BlockBookshelf
gs.class - BlockSapling
jc.class - BlockFence
to.class - Block
tw.class - ItemBoat
You will still be able to have damage values.
And i don't see the difference between the old textures and the new ones.
For now, this class don't matter for me: "tz.class - BlockLog"
In my opinion for now, only these classes are important:
gy.class - Crafting Manager | Reason: Allows crafting of different planks. (Already you can add different recipes,like one log side by side with the other and make 8 planks,but i will don't like that).
And "rw.class - ItemAxe" is perfect with a mod called "Better Wood" (Now "Premium Wood").
Pyridium is between linium and pyridium and linium is diamond but slightly better.
It all depends on how quickly MCP updates. Last time it took forever, but this time it may not, especially since not much new content is being added.
Think I will be on here often? Haha no.
I'm going to attempt to update it, but if I still get the same generation error that I get now, I may ask help from a good modder to help with the issue. Not much more will be added in NetherCraft though, since I've already added a ton since the first release.
Thanks! Glad you enjoy them!
Thanks! And make sure you use ghast bone rods for Linium tools, be sure dark wheat is in the dark, and the spawn obelisk was removed because it was causing fatal glitches (only fatal to Steve).
-I don't really use it since I can just use the more powerful Linium
-Possibly a weapon specific to pyridium, such as a retrievable throwing knife or different type of weapon or tool? Just throwing out ideas.
otherwise, fantastic mod! I really enjoy playing with it.
Uhmmm... I'm using v1.4a, in case you were wondering. I suppose that one's glitchy. Also recently discovered that it required ScotTools. Big oopsy-doopsy. Well, I guess I just didn't see it...
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Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
RIP http://playcrafter.com