• Minecraft Mod Megathread v3 - (insert sub-title here)
    1,546 replies, posted
And even with that option you could bundle all the parts in one compressed file.
[B]Little Blocks[/B], [B]Sonic's Shaders[/B], [B]GLSL Shaders[/B] and [B]MAtmos[/B] are now 1.2.3 Also added [B]ExtraBiomesXL[/B] to the OP.
Someone link me to a good mod manager, I don't want to deal with doing it myself.
MCPatcher work fine. [url]http://www.minecraftforum.net/topic/232701-11-123update-35-mcpatcher-hd-fix-234-01/[/url] Backup your old jar, add and remove mods as you wish. Tell if incompatibilities. Alos have HD texture and few aesthetic mod in itself.
[QUOTE=subenji99;35113917]Lets put that one to the test with the core part of the 2 mods I mentioned. RedPower - Core 195KB [url]http://www.eloraam.com/files/RedPowerCore-2.0pr4d.zip[/url] Downloads Buildcraft - Core 113KB [url]http://www.mod-buildcraft.com/releases/BuildCraft/2.2.12/buildcraft-client-A-core-2.2.12.zip[/url] Downloads I think it's quite obvious here that both file size and upload restrictions are not an issue with the big mods. Look, I appreciate they want some income for what they've worked on, and again, I said - an adfly link here and there is perfectly acceptable. But they are clearly splitting their mods up into as many pieces as possible to abuse the system, and that's when people get annoyed. Also I'd like to point out that I'd never seen this kind of behaviour from modders before Minecraft. There were no adfly links or similar - modders were content with what they could get from website advertising and the like, and that people were playing their mods at all.[/QUOTE] I still don't see why it's an issue. Just open all of the links at once then skip all the ads as soon as possible. It's not like it's going to take you an extra half hour, it's pretty much a few more clicks. It's a minor inconvenience at best and if you really want the mod you should have no problem with supporting the modders who created something that you enjoy.
[QUOTE=LtKyle2;35111761]Why must most modders always use AdFly, fuuu.[/QUOTE] [url]http://userscripts.org/scripts/source/89322.user.js[/url] Skip it.
[QUOTE=Someoneuduno;35126567]I still don't see why it's an issue. Just open all of the links at once then skip all the ads as soon as possible. It's not like it's going to take you an extra half hour, it's pretty much a few more clicks. It's a minor inconvenience at best and if you really want the mod you should have no problem with supporting the modders who created something that you enjoy.[/QUOTE] For some reason, you can't do that. I've tried.
[QUOTE=Someoneuduno;35126567]I still don't see why it's an issue. Just open all of the links at once then skip all the ads as soon as possible. It's not like it's going to take you an extra half hour, it's pretty much a few more clicks. It's a minor inconvenience at best and if you really want the mod you should have no problem with supporting the modders who created something that you enjoy.[/QUOTE] Again, I've stated 3 times now that I don't really oppose them getting income. It's never happened before Minecraft but still that's more of a 'surprised it hasn't before' than some sort of opposition to it. But how many adfly links before you suddenly see them taking the piss? 7? 10? 15? What about when every mod does this? And then, what about busy periods - a new release for example, and the files won't download? It's hard enough to get one file to download, and you need to get 6 - what then? What about if Adfly is overloaded despite the fileservers just sitting there? How long does it take before this is more than a "minor inconvenience?" Because the longer this is put up with, the more liberties will be taken and opposing it will be more difficult. At this rate, we'll be seeing banner ads in game when you play a mod, after filling out 3 surveys to get your download links. Mods have been made for games for years - but this monetization is new. In itself it's not an issue - but only when it is used responsibly. One or 2 ad-supported links and the modders could always just put a donate link here and there, and everyone's happy.
There's a website with Mods and skins for World of Tanks and every link is an adfly link. getting to the main page, Adfly ad you wait 5 seconds to skip, click a link to go to german tank skins, another adFly link THAT. Is fucking ridiculous
WOO I got Optifine, GLSL shaders and Sonic's. Now here weee goo- oooh. . . [img]http://filesmelt.com/dl/B-E-A-UTIFUL.jpg[/img]
Someone fancy explaining how i daisy-chain redstone engines in buildcraft? (apologies if this isnt the correct thread)
Well here's hoping the adfly links will be considered against the TOS once modding goes official :v:
[QUOTE=subenji99;35128606]Again, I've stated 3 times now that I don't really oppose them getting income. It's never happened before Minecraft but still that's more of a 'surprised it hasn't before' than some sort of opposition to it. But how many adfly links before you suddenly see them taking the piss? 7? 10? 15? What about when every mod does this? And then, what about busy periods - a new release for example, and the files won't download? It's hard enough to get one file to download, and you need to get 6 - what then? What about if Adfly is overloaded despite the fileservers just sitting there? How long does it take before this is more than a "minor inconvenience?" Because the longer this is put up with, the more liberties will be taken and opposing it will be more difficult. At this rate, we'll be seeing banner ads in game when you play a mod, after filling out 3 surveys to get your download links. Mods have been made for games for years - but this monetization is new. In itself it's not an issue - but only when it is used responsibly. One or 2 ad-supported links and the modders could always just put a donate link here and there, and everyone's happy.[/QUOTE] Again, for all I care every mod could use it. I'm pretty sure Adfly have a vast array of safety arrangements to ensure that it can't get overloaded. If it's such an issue people could just as easily download their own copy and make it into a torrent or just upload it to another mirror so others don't have to 'suffer' through it. You're implying this is going to be what makes modders try and monetize their mods as much as possible when in reality it's a means for them to make a couple of dollars. For the record if any mod ever starts to include surveys it is no longer worth my time and similarly if you have such an issue don't download it. Monetization of mods is by no means new. UT2004 had community made advert mods, Source games allow people to put adverts in banners, hell, some servers even have trailers on them. People want to make money wherever possible, few people donate. Don't get me wrong, adverts annoy the shit out of me, but switching between tabs on a browser while it counts down is way easier than changing channel because some annoying ass ad is on.
Does Sonic Ether's mod work with anti-aliasing yet?
Quick question: Do clients need to have the mods a server has installed?
Once I get my computer I'm going to install that neat crazy biome mod and go through a nether portal to a far away mystical land of ponies and mountains.
[QUOTE=Floatation;35142799]Quick question: Do clients need to have the mods a server has installed?[/QUOTE] Plugins for bukkit, no. Mods such as Buildcraft Flan's planes etc. , Yes.
Zeppelin mod is awesome, just sayin'
It would make my day if Orgesean updated his Deadly Caves mod. Loved that mod so much. Any other physics mods I find dont allow for the same random collapsing of cavesystems that Deadly caves had, or they make everything else fall down too. I only want caves and such to collapse, not my goddamn house. Anyone know of a mod that does basically the same thing as deadly caves?
so i just installed Sonic Ether's Unbelievable Shaders [img]http://3.bp.blogspot.com/_NM0ygcZarHI/Sw4KCjxIm3I/AAAAAAAAAeM/zYS4vWzFTDU/s1600/neo-wakes-in-matrix-pod.jpg[/img]
[b][url=http://www.minecraftforum.net/topic/365357-123-eloraams-mods-redpower-2-prerelease-4e/]RedPower[/url] is now released for 1.2.3![/b]
Equivalent Exchange and Technic are both 1.2.3 [editline]19th March 2012[/editline] [url]http://www.minecraftforum.net/topic/711027-123-kenshiro-mod/[/url]
The Twilight Forest is incredibly beautiful, even with a standard setup(no texture pack or shader mods).
Mo' Creatures was updated to 1.2.3 [url]http://www.minecraftforum.net/topic/81771-v123-mo-creatures-v330-with-goats-jellyfish-mantarays-and-stingrays/[/url]
-snip- tested for myself
I'm having some ideas for two mods: 1. A block, that basically lights a whole room. I'm pretty annoyed by the fact if you make a glass sphere, and then put glowstone at the top the floor is still unlit. You could call this an Artificial Sun block or something. 2. A chest, in which you can put redstone and build circuits that actually work. Would you guys see any use in either of these mods?
Your second idea would be useful as all hell. It's like a circuit board, I guess? Anyway, I just installed Redpower on my server. I'd like to make a giant thermopile tower but I have no idea how to make it as efficient as possible. I've already tried doing that but it wouldn't even power one battery block, it also seems there's no amperes running through the wiring... Due to my lack of knowledge in electricity, I have no idea whether volts or amperes powers devices.
Amps power it. To get power out of thermopiles you need a temperature difference, the easiest is put water block on 2 sides, lava on the other 2
Do the water and lava need to be on the same height as the thermopile or can I put the thermopile on a block?
Same height I believe.
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