[Mod] JKMod [15.9.2013] [jkmod]

CitroPotter
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by CitroPotter » Post

Adding something like creepers, zombies etc. would be nice because PilzAdams mod of sand monster and etc is not nice enough.
Hi!

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davidthecreator
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by davidthecreator » Post

why does the items on your mod disapear when placed

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Re: [Mod] JKMod [15.9.2013] [jkmod]

by IamTrubz » Post

EDIT: Nevermind, my stupid self figured it out :D

Ok, so I have attempted changing the name - as the original name of the file is not working - and I have extracted all, drag and dropped, copy/pasted, cut (you name it, I did it). I disabled another mod that might be conflicting with this one. I have no idea what I am doing wrong, so please someone, help me? I keep getting this error:

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Don
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by Don » Post

Did you rename the folder?
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by Sokomine » Post

I had some problems with this mod as well, and my local version doesn't seem to be running anymore either. What are you after in particular? If it's the mobs, then take a look at mobs_redo and mods that add mobs for those. As for farming, there where some nice videos on youtube about this jkmod. It's sad that it didn't get developed any further.
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by swordpaint12 » Post

It's also rather amazing that someone hasn't forked it. It looks nice, just needs to be updated.
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by TenPlus1 » Post

The majority of the items in JKmod are included in Farming Redo, Mobs Redo and Ethereal (for palm tree), although the grapes and wine may be a good addition to farming redo someday :)

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Re: [Mod] JKMod [15.9.2013] [jkmod]

by Sokomine » Post

TenPlus1 wrote: The majority of the items in JKmod are included in Farming Redo, Mobs Redo and Ethereal (for palm tree), although the grapes and wine may be a good addition to farming redo someday :)
Hm, yes, grapes and wine...I still have an experimental wineyard based on Mauvebics hydro mod growing on a hill in my experimental world...where that world all started:
Image
The idea was to let the plant grow to a height of 3 and then to allow the grapes to be harvested. And also to let them grow back automaticly after a time. Plus some wine making based on the barrels. The original hydro mod had some very specific requirements as to the plant growing. It was greenhouse farming instead of growing them on a mountain side.
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Don
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Re: [Mod] JKMod [15.9.2013] [jkmod]

by Don » Post

They look nice.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: [Mod] JKMod [15.9.2013] [jkmod]

by swordpaint12 » Post

@Don and Sokomine yes.
@TenPlus1 yes grapes would be an amazing addition!
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.

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