I like the idea, i was working on a porting of WayofTime's Blood magic(https://github.com/WayofTime/BloodMagic) if you are interested i already have some sigils ready to be implemented (they only miss the blood usage and the skin)
P.S. the liquid blood should be way darker
Search found 9 matches
- Fri Jan 26, 2018 10:53
- Forum: WIP Mods
- Topic: Bloodmagic [old and crappy]
- Replies: 107
- Views: 10621
- Fri Jan 12, 2018 16:07
- Forum: WIP Mods
- Topic: [Mod] villages built up by villagers [working_villages]
- Replies: 67
- Views: 28207
Re: [Mod] villages built up by villagers [working_villages]
Interesting mod! what about add the ability for villagers to build a road between villages?
- Tue Jan 09, 2018 14:34
- Forum: General Discussion
- Topic: Core/MTG dev(s)
- Replies: 15
- Views: 2129
Re: Core/MTG dev(s)
GitHub issues suck. Frankly, I think GitHub's bug tracker sucks. The sorting and filtering options are just a pain and I hate the crappy label system. GitHub automatically sorts issues by date which is mistake number 1: Important issues get pushed down the rabbit hole very soon and become invisible...
- Tue Jan 02, 2018 17:06
- Forum: Mod Releases
- Topic: [Mod] Gravel Sieve [gravelsieve]
- Replies: 73
- Views: 15363
Re: [Mod] Gravel Sieve [gravelsieve]
Nice mode. Good job. The only problem is that is if hold left click on the sieve is doing nothing while it should keep refine faster
- Thu Dec 28, 2017 16:27
- Forum: WIP Mods
- Topic: [mod] MC Like Mobs [mobs_mc]
- Replies: 101
- Views: 28186
Re: [mod] MC Like Mobs [mobs_mc]
Currently has been demostrated that endermen move fast and don't teleport when are hit
- Thu Dec 28, 2017 11:29
- Forum: WIP Mods
- Topic: magical weapons mod
- Replies: 34
- Views: 6137
Re: magical weapons mod
I think you are missing some files inside the mod, you have the craft for one single wand but not the node definition, am i missing something?veNext wrote:Update
Added crosshair
- Tue Dec 26, 2017 19:00
- Forum: Problems
- Topic: gravity change is not affecting sink in any fluid
- Replies: 2
- Views: 596
Re: gravity change is not affecting sink in any fluid
If i set the player gravity to 0.1 or to 10 the player will sink at the same speed, it should sink faster/slower Yes, now lower the viscosity of the liquids in the nodes Lia in default. Yea but this will affect the node, the logic must affect the skining speed too (higher gravity faster skin, lower...
- Tue Dec 26, 2017 18:40
- Forum: Problems
- Topic: gravity change is not affecting sink in any fluid
- Replies: 2
- Views: 596
gravity change is not affecting sink in any fluid
If i set the player gravity to 0.1 or to 10 the player will sink at the same speed, it should sink faster/slower
- Mon Dec 25, 2017 16:45
- Forum: Feature Discussion
- Topic: Crafter API?
- Replies: 1
- Views: 476
Crafter API?
What about API for creating and managing crafters?
I was thinking on something that, given a node, can set the dimension of the grid and using something like node.add_recipe() specifying ingredients will create a special recipe that is possibile only on that node
I was thinking on something that, given a node, can set the dimension of the grid and using something like node.add_recipe() specifying ingredients will create a special recipe that is possibile only on that node