Search found 171 matches
- Thu Jul 06, 2023 22:38
- Forum: WIP Mods
- Topic: [mod] Animalia [0.6] [animalia]
- Replies: 178
- Views: 54399
Re: [mod] Animalia [0.6] [animalia]
Suggestion, could there be a crafting recipe for the bird nests? Perhaps a bird egg and some sticks could craft one.
- Fri Jun 23, 2023 22:25
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640740
Re: [Mod] Mobs Redo [1.57] [mobs]
Greetings, if I wanted to edit mob drops in the mod configs folder, how would I do this? (For example, having the bonemeal mod's bone item dropping from creatures)
- Sat Jun 10, 2023 03:05
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.30] [ethereal]
Greetings, I've noticed in the past that glow corals and seaweed aren't considered to be rooted-plant nodes, so a block of air forms around them. I was curious if there were any reasons why these nodes hadn't made the change?
- Mon May 08, 2023 21:25
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640740
Re: [Mod] Mobs Redo [1.56] [mobs]
Greetings, perhaps rats should be able to breed? Some potential food for rats could be things like seeds, or some underground foliage such as Ethereal illumishrooms and mossy cobblestone (when feed to a rat, it'd give a block of cobblestone back in return, since it chewed the moss off of it). Some ...
- Mon May 08, 2023 01:50
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640740
Re: [Mod] Mobs Redo [1.56] [mobs]
Greetings, perhaps rats should be able to breed? Some potential food for rats could be things like seeds, or some underground foliage such as Ethereal illumishrooms and mossy cobblestone (when feed to a rat, it'd give a block of cobblestone back in return, since it chewed the moss off of it). Some i...
- Thu Apr 20, 2023 04:03
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.29] [ethereal]
If the other fish textures are still needed, I finally figured out how to add my textures onto GitHub. Lol
https://github.com/BlueTangsRock/Blueta ... eal-fishes
https://github.com/BlueTangsRock/Blueta ... eal-fishes
- Sun Jan 22, 2023 01:00
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.29] [ethereal]
In a slightly similar situation, XOceans seems to be partially incompatible with Ethereal: Ocean stone deposits still generates, the mobs from the mod still spawn, and the modded corals do still occasionally form within MTG's default patchy coral reef generation. However, none of the sea grass, sea ...
- Thu Dec 08, 2022 17:29
- Forum: WIP Mods
- Topic: [Mod]Ocean [xocean][2.4]
- Replies: 90
- Views: 18428
Re: [Mod]Ocean [xocean][2.4]
Greetings, it seems like fish are suffocating themselves underwater, near the sides of nodes on the seabed. December 19th Edit: on closer inspection, my initial assumption seems to be wrong. Instead, the fish keep swimming to the surface of the ocean and suffocating there; resulting in the dead fish...
- Mon Oct 24, 2022 04:33
- Forum: Feature Discussion
- Topic: Water lilies should function on top of river water
- Replies: 1
- Views: 1004
Water lilies should function on top of river water
Greetings, a couple days ago I had the idea to collect some water lilies, so I could decorate a river next to my base (on the Valley World gen). However, from this attempt, I realized that water lilies don't seem to work on the surface of river water source nodes. Is there any technical reason for w...
- Tue Oct 11, 2022 18:46
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640740
- Sat Sep 24, 2022 09:48
- Forum: Game Releases
- Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
- Replies: 443
- Views: 198665
Re: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
Try adding: 1% chance that when making rings you get a BIGGER explosion, and maybe that ring (The One Ring). And if you have it then you are invisible when wearing (Nametag disappears too), and you are invincible to all with rings in their inventories. IICR, the mod is unfortunately no longer in de...
- Fri Sep 16, 2022 06:17
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
- Thu Sep 15, 2022 15:57
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
- Thu Sep 15, 2022 07:57
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
- Wed Sep 14, 2022 06:41
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.29] [ethereal]
Greetings! As a fellow fish enthusiast, I've noticed some interesting quirks with fish from ethereal mod, that I'm interested in addressing here: First, some of the fish names are slightly off; namely, within the mod blue tangs are called "bluefins", and koi fish are called "coys"...
- Thu Sep 01, 2022 20:23
- Forum: WIP Mods
- Topic: [Mod]Ocean [xocean][2.4]
- Replies: 90
- Views: 18428
Re: [Mod]Ocean [xocean][2.4]
Unfortunately, last time I tested ethereal with xoceans, nothing from xoceans generated (as either ethereal's ocean biome gen overwrite it, or xocean's blocks were not yet coded to generate within ethereal's biome gen). Though, this was a couple months ago, so I'm unsure how much was changed.
- Wed Aug 24, 2022 22:47
- Forum: WIP Mods
- Topic: [Mod]Ocean [xocean][2.4]
- Replies: 90
- Views: 18428
Re: [Mod]Ocean [xocean][2.3]
Would it be possible to allow the fish to suffocate/take damage outside of water-type blocks? That way, the beached fish don't indefinitely take up the fish spawn cap, until chunks are reloaded (assuming there is a spawn cap?)
- Fri Oct 08, 2021 16:51
- Forum: WIP Mods
- Topic: [Mod] Knog the giant gorilla [0.2.0] [mobs_knog]
- Replies: 28
- Views: 2884
Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]
Ah, Thanks!babyBalrog wrote: ↑Fri Oct 08, 2021 06:51Hi!
the fox comes from dmobs (D00Med's Mobs) https://github.com/D00Med/dmobs/
- Fri Oct 08, 2021 06:38
- Forum: WIP Mods
- Topic: [Mod] Knog the giant gorilla [0.2.0] [mobs_knog]
- Replies: 28
- Views: 2884
Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]
Just out of curiosity, what mod does the fox in the third image come from?
- Fri Sep 24, 2021 17:31
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.29] [ethereal]
This does help quite a bit, Thank youTenPlus1 wrote: ↑Fri Sep 24, 2021 05:43This might help BluetangsRock - https://notabug.org/TenPlus1/ethereal/s ... nf_example
- Thu Sep 23, 2021 14:15
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.31] [ethereal]
- Replies: 421
- Views: 162469
Re: [MOD] Ethereal NG [1.29] [ethereal]
I'm curious if there's anything that gives an in-depth guide to the many biomes present in Ethereal? It's a pretty large mod, so it's not easy for one to get familiar with each biome, and I hadn't found anything on the web that could act as a descriptive biome guide.
- Thu Sep 23, 2021 00:05
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines Animal World [animalworld]
- Replies: 68
- Views: 15549
Re: [Mod] Wilhelmines Animal World [animalworld]
There have been several fake-blocks in quite a few old mods iirc. I think the idea is interesting but would rather prefer garden-, zoo-, park or cultivated-blocks. Similar to the different kinds of water we have in some mapgens these could be blocks for use of areas under player-management, where s...
- Wed Sep 22, 2021 06:10
- Forum: WIP Mods
- Topic: Mobkit - Entity API [mobkit][alpha]
- Replies: 570
- Views: 69822
Re: Mobkit - Entity API [mobkit][alpha]
Is it possible for one to set loot drops from Wildlife's deers and wolves?
As an example, could it be possible for me to set it to that they could drop meat, leather, or bones from other mods?
As an example, could it be possible for me to set it to that they could drop meat, leather, or bones from other mods?
- Wed Sep 22, 2021 06:04
- Forum: WIP Mods
- Topic: [Mod] Wilhelmines Animal World [animalworld]
- Replies: 68
- Views: 15549
Re: [Mod] Wilhelmines Animal World [animalworld]
Might it be easier to fix the problem with animals disappearing? I don't know how to fix this, I think it is part of Mobs Redo that mobs disappear after some time. And even if they wouldn't disappear, the Zookeeper would have another problem: When an exhibit is designed with a specific floor, lets ...
- Fri Aug 20, 2021 17:23
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 640740