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Author Topic: Minecraft - Mods Thread  (Read 975174 times)

mattie2009

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Re: Minecraft - Major Mods Thread
« Reply #300 on: April 19, 2012, 03:55:21 pm »

So I found out that Optifine does squat if you have a shitty computer.

It's hard to optimize minecraft to a toaster, Darvi.
I figured that one out the hard way.


No seriously though, my computer can actually make toast.
Lay a piece of bread on the case, try to run any program made after 2005 and wait five minutes.
Perfect every time.
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Darvi

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Re: Minecraft - Major Mods Thread
« Reply #301 on: April 19, 2012, 03:57:45 pm »

Mine can brew tea, so it's still an awesome lappy even if it sucks at its primary purpose.7

But seriously, it doesn't even attempt to make full use of the RAM and cores.
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Nega

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Re: Minecraft - Major Mods Thread
« Reply #302 on: April 19, 2012, 04:48:27 pm »

...Thaumcraft?
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #303 on: April 19, 2012, 04:50:07 pm »

He says it's an old mod :P

Although Thaumcraft 2 does eerily fit the description in places.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #304 on: April 19, 2012, 04:51:53 pm »

There was an old mod called crystalcraft. Might that be it?
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Peewee

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Re: Minecraft - Major Mods Thread
« Reply #305 on: April 19, 2012, 09:25:30 pm »

Anyone else get this kind of bug with technic 6.1.0-6.1.1 (latest)?
It starts appearing as a missing leg or two, then before I know it I'm being stared down by multi-textured werewolves and skeletons.
http://imgur.com/a/2sPgA

More importantly, anyone know how to fix it (other than just play on the recommended build until 7.0.0 comes out)?

Oh, and if those thaumcraft 2 (I think that's the right mod) pillar things are rare, this meadow has 3 of them.
Seed= 4902481285025371276
« Last Edit: April 19, 2012, 09:30:52 pm by Peewee »
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Lightning4

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Re: Minecraft - Major Mods Thread
« Reply #306 on: April 19, 2012, 09:37:43 pm »

Anyone else get this kind of bug with technic 6.1.0-6.1.1 (latest)?
It starts appearing as a missing leg or two, then before I know it I'm being stared down by multi-textured werewolves and skeletons.
http://imgur.com/a/2sPgA

More importantly, anyone know how to fix it (other than just play on the recommended build until 7.0.0 comes out)?

Oh, and if those thaumcraft 2 (I think that's the right mod) pillar things are rare, this meadow has 3 of them.
Seed= 4902481285025371276

Yeah, I posted it earlier in the thread, though it seems this thread has been moving rather quick lately.

http://www.bay12forums.com/smf/index.php?topic=106040.msg3202519#msg3202519
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Peewee

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Re: Minecraft - Major Mods Thread
« Reply #307 on: April 19, 2012, 10:30:11 pm »

Well derp.

Thanks, Lightning4.

Micro102

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Re: Minecraft - Major Mods Thread
« Reply #308 on: April 19, 2012, 11:10:56 pm »

Bit of a shot in the dark here, but there's this mod I remember from ages past and I cannot for the life of me recall its name. It's probably long discontinued, but for the sake of my sanity, I need to know.

Anyways, the mod added crystals to caves- they could exist on floors or ceilings, and would "grow," onto neighboring tiles and create pillars. You could break the pillars for more crystals to grow, or break and use any of the crystals to make wands that would shoot fireballs and things.

This mod was made back in Plasmacraft's youth, so probably quite a bit before 1.8.1, even, maybe around 1.5.1(or was it 5?), if memory serves. Anyone recall, by chance?

This? http://www.minecraftforum.net/topic/366246-166-crystals-that-grow-in-light-powerful-magic-and-eerie-goo/

I googled "crystal wands" :P
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Baijiu

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Re: Minecraft - Major Mods Thread
« Reply #309 on: April 20, 2012, 12:47:10 am »

Hot fuckin' damn, that's a thing of beauty.  How long did it take to find a spot with three silverwood trees?

I wonder if I could take hedge clippers and re-home some wild ones...
shears work on leaves, definately.

hmmm... when I move my house underwater, that means I can move that tree with me...

yay!

Silverwood leaves are used in a somewhat useful taint recipe, so you might want to harvest extra leaves in case you use them.
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hachnslay

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Re: Minecraft - Major Mods Thread
« Reply #310 on: April 20, 2012, 04:28:11 am »

I just now tried technic 7.0.0 - I generated a new world and was staring at a cliff. I looked up. The cliff extended at least 50 blocks. I proceeded to look around me - i was apparently in a swamp biome containing one rubber and one normal swamp tree less than 5 blocks away. In addition i was surrounded by cliffs on three sides, none further away than 20 blocks. I looked up again - there were trees on top of the cliffs. Jungle trees, stretching far above the 128 blocks mark. Since minecraft was lagging a lot at that point i closed and took a  look at the mods folder.
The new technic pack contains wedge.
I immediately increased the ram allocation to 2Gb and started to explore that awesome place. Just out around the corner i found the perfect place to build my base:
http://dl.dropbox.com/u/1011961/perfection.png (~1MB)

 - before i started i added battletowers, adventure items and better dungeons, i wonder if they will work...
 - seed is "modpocalypse" - don't know how wedge generates worlds, you might get something different.
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Briggsy16

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Re: Minecraft - Major Mods Thread
« Reply #311 on: April 20, 2012, 08:29:27 am »

How is Technic 7 out? EE and RP2 aren't updated yet.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #312 on: April 20, 2012, 08:30:23 am »

The dev build is version 1.2.3
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Darvi

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Re: Minecraft - Major Mods Thread
« Reply #313 on: April 20, 2012, 08:43:02 am »

I am D: at the fact that version numbers still aren't u2d in the OP.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #314 on: April 20, 2012, 08:52:08 am »

I am D: at the fact that version numbers still aren't u2d in the OP.
So find the information you'd like updated and post it here. M.o.M. isn't our update slave just because he/she started the thread.
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