Search found 171 matches

by BlueTangs Rock
Thu Jul 06, 2023 22:38
Forum: WIP Mods
Topic: [mod] Animalia [0.6] [animalia]
Replies: 177
Views: 53832

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.
by BlueTangs Rock
Fri Jun 23, 2023 22:25
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635528

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)
by BlueTangs Rock
Sat Jun 10, 2023 03:05
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

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?
by BlueTangs Rock
Mon May 08, 2023 21:25
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635528

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 ...
by BlueTangs Rock
Mon May 08, 2023 01:50
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635528

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...
by BlueTangs Rock
Thu Apr 20, 2023 04:03
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

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
by BlueTangs Rock
Sun Jan 22, 2023 01:00
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

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 ...
by BlueTangs Rock
Thu Dec 08, 2022 17:29
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.4]
Replies: 90
Views: 18277

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...
by BlueTangs Rock
Mon Oct 24, 2022 04:33
Forum: Feature Discussion
Topic: Water lilies should function on top of river water
Replies: 1
Views: 998

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...
by BlueTangs Rock
Tue Oct 11, 2022 18:46
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635528

Re: Update:

TenPlus1 wrote:
Tue Oct 11, 2022 10:16
- Mobs_Animal mod has custom function added to spawn sheep in herds.
Is this function able to be applied for the spawning of other animals?
by BlueTangs Rock
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: 197916

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...
by BlueTangs Rock
Fri Sep 16, 2022 06:17
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

Re: [MOD] Ethereal NG [1.29] [ethereal]

TenPlus1 wrote:
Fri Sep 16, 2022 06:00
Nothing in the inbox I'm afraid.
Dang. Perhaps, I could send the textures to you over an email instead?
by BlueTangs Rock
Thu Sep 15, 2022 15:57
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

Re: [MOD] Ethereal NG [1.29] [ethereal]

TenPlus1 wrote:
Thu Sep 15, 2022 09:44
@BlueTangs Rock - Kewl, you can send me a private message and link me the file.
I believe that I was able to send you a private message earlier. However, I'm quite new to using the private messages on the forums, so I'm unsure if I sent it correctly or not.
by BlueTangs Rock
Thu Sep 15, 2022 07:57
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

Re: [MOD] Ethereal NG [1.29] [ethereal]

TenPlus1 wrote:
Wed Sep 14, 2022 09:00
@BlueTangs Rock - New and improved textures are always welcome for any of my mods :)
Nice! So far, I have six 20×20 pixel fish textures completed. Perhaps I could send them over, to gain some feedback?
by BlueTangs Rock
Wed Sep 14, 2022 06:41
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

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"...
by BlueTangs Rock
Thu Sep 01, 2022 20:23
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.4]
Replies: 90
Views: 18277

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.
by BlueTangs Rock
Wed Aug 24, 2022 22:47
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.4]
Replies: 90
Views: 18277

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?)
by BlueTangs Rock
Fri Oct 08, 2021 16:51
Forum: WIP Mods
Topic: [Mod] Knog the giant gorilla [0.2.0] [mobs_knog]
Replies: 28
Views: 2813

Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

babyBalrog wrote:
Fri Oct 08, 2021 06:51
Hi!
the fox comes from dmobs (D00Med's Mobs) https://github.com/D00Med/dmobs/
Ah, Thanks!
by BlueTangs Rock
Fri Oct 08, 2021 06:38
Forum: WIP Mods
Topic: [Mod] Knog the giant gorilla [0.2.0] [mobs_knog]
Replies: 28
Views: 2813

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?
by BlueTangs Rock
Fri Sep 24, 2021 17:31
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

Re: [MOD] Ethereal NG [1.29] [ethereal]

TenPlus1 wrote:
Fri Sep 24, 2021 05:43
This might help BluetangsRock - https://notabug.org/TenPlus1/ethereal/s ... nf_example
This does help quite a bit, Thank you
by BlueTangs Rock
Thu Sep 23, 2021 14:15
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.31] [ethereal]
Replies: 420
Views: 161229

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.
by BlueTangs Rock
Thu Sep 23, 2021 00:05
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 68
Views: 15398

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...
by BlueTangs Rock
Wed Sep 22, 2021 06:10
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 570
Views: 69465

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?
by BlueTangs Rock
Wed Sep 22, 2021 06:04
Forum: WIP Mods
Topic: [Mod] Wilhelmines Animal World [animalworld]
Replies: 68
Views: 15398

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 ...
by BlueTangs Rock
Fri Aug 20, 2021 17:23
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.61] [mobs]
Replies: 2494
Views: 635528

Re: [Mod] Mobs Redo [1.56] [mobs]

TenPlus1 wrote:
Fri Aug 20, 2021 10:31
Pandas will spawn in the bamboo biome when Ethereal mod is active, it's a special mob :) and penguins spawn on snowblocks.
Ah, Thanks for this information!