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Author Topic: Minecraft - Mods Thread  (Read 154012 times)

Mephisto

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Re: Minecraft - Mods Thread
« Reply #1860 on: July 14, 2012, 08:24:17 pm »

"then you just drop the forestry jar into your /mods folder."

... The download contains no Foresty.jar

I'm thinking you either downloaded the source archive or you extracted the jar itself.

The link for the client version of 1.4.8.4, what you probably want, points to a jar. If your operating system tells you it's not a jar, rename it to one.
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I wonder what Toady thinks when he sees stuff like this. Does he take a more detached, scientific view of it, just focusing on the code? Does he share our sense of humor, delighting in the strange and macabre things we can do?

Or does he spend hours every day huddled in a corner, clutching his knees and sobbing "Why?! Why would they do that to the kittens?"

Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #1861 on: July 16, 2012, 02:21:06 pm »

And now, something for fans of the MobTalker mod

I actually have to commend this mod for looking pretty dang fantastic. It's not something I would use, but somebody with actual artistic skill went into this and made a good thing.
« Last Edit: July 16, 2012, 04:02:48 pm by Duke 2.0 »
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #1862 on: July 16, 2012, 08:12:54 pm »

Wow, that's a lot of skins and models involved o.O

I like the look.
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adwarf

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Re: Minecraft - Mods Thread
« Reply #1863 on: July 16, 2012, 08:50:27 pm »

Just found out TerraFirmaCraft works in SMP, and now I'm wondering why no one from B12 made a server for it. I mean who doesn't like cave ins and a much more FUN minecraft experience :P

forsaken1111

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Re: Minecraft - Mods Thread
« Reply #1864 on: July 16, 2012, 08:54:08 pm »

Just found out TerraFirmaCraft works in SMP, and now I'm wondering why no one from B12 made a server for it. I mean who doesn't like cave ins and a much more FUN minecraft experience :P
does it work with other mods?
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adwarf

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Re: Minecraft - Mods Thread
« Reply #1865 on: July 16, 2012, 08:56:05 pm »

Just found out TerraFirmaCraft works in SMP, and now I'm wondering why no one from B12 made a server for it. I mean who doesn't like cave ins and a much more FUN minecraft experience :P
does it work with other mods?
Most mods should work, and TFC metals work across mods (if those mods use the forge dictionary as well)

Mephisto

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Re: Minecraft - Mods Thread
« Reply #1866 on: July 16, 2012, 09:45:35 pm »

My connection/server aren't that great, but I've got a test TFCraft server up if anyone wants to try it. PM for IP.
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I wonder what Toady thinks when he sees stuff like this. Does he take a more detached, scientific view of it, just focusing on the code? Does he share our sense of humor, delighting in the strange and macabre things we can do?

Or does he spend hours every day huddled in a corner, clutching his knees and sobbing "Why?! Why would they do that to the kittens?"

Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #1867 on: July 16, 2012, 10:28:09 pm »

 A server would be nice. The recent change to ore generation has sorta made that mod unplayable in singleplayer, where the surface is devoid of anything useful in terms of metals except the rare starter metal. I've had worlds where I spend every ten steps on new territory hitting the ground with the prospectors pick and scanning mountains to no luck.

 There has been a pretty huge backlash at this so I hope the dev reverts this soon. I hear when you do come across a vein of metal it's like three or four chests of ore.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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The Merchant Of Menace

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Re: Minecraft - Mods Thread
« Reply #1868 on: July 16, 2012, 10:33:04 pm »

That sounds bloody awesome, I've always wanted MC to have massive veins of ore rarely generated rather than little bits all over the shop.

Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #1869 on: July 16, 2012, 10:42:38 pm »

That sounds bloody awesome, I've always wanted MC to have massive veins of ore rarely generated rather than little bits all over the shop.

You

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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #1870 on: July 17, 2012, 12:49:14 am »

That sounds fun to play with. A server where you actually have to work with other people to get the better metals.

Or possibly a server where a certain economic ranking forms, where those who find metal deposits far from spawn are the nobility, and the other people trying to either group up and kill and loot, or just grovel around hoping to find their own windfall. xD

Assuming basic plugins, of course. Such as Lockkit?
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Her desire to shank humans clearly stems from the martian combat-beast side of her family...
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Vattic

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Re: Minecraft - Mods Thread
« Reply #1871 on: July 17, 2012, 02:50:07 am »

I've always wanted similar myself. Would give us a good excuse to use minecarts and such.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #1872 on: July 17, 2012, 03:41:58 am »

Hm...

If I could get TF Craft, Smart Moving and Thirst Mod all in a server it would be like a realism mode.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #1873 on: July 17, 2012, 04:27:10 am »

And maybe some other mod that allows you to make wooden buckets, unless that's inside Thirst Mod.
Mo's Creatures tweaked to remove all the ogres and stuff, and just leave the increased wildlife would help with the atmosphere as long as it actually works in SMP...
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Her desire to shank humans clearly stems from the martian combat-beast side of her family...
Grand Unified Model programming collab / Erosion sim? ;3 (DirectX required)

forsaken1111

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Re: Minecraft - Mods Thread
« Reply #1874 on: July 17, 2012, 06:39:05 am »

Mo Creatures would work if we remove the more annoying ones, yes.

also I see no reason not to include railcraft. I probably will NOT include things like redpower and IC2. Redpower messes with world gen with no ability to turn that off, and I doubt it would play nice with TF Craft. IC2 trivializes the refining of ore into ingots compared to the requirements in TF Craft. Buildcraft... I don't know it it works with TF Craft's diamonds. If not I could set up a secure area for trading TF Craft gems for diamond gears and other items. I will probably include forestry, though I doubt the arboretum works with all of the new trees.
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