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quest mod thingy

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quest mod thingy

Post  eraticus on Tue May 10, 2011 7:39 pm


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Re: quest mod thingy

Post  eraticus on Tue May 10, 2011 8:16 pm


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Re: quest mod thingy

Post  eraticus on Tue May 10, 2011 8:22 pm


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Re: quest mod thingy

Post  eraticus on Tue May 10, 2011 8:24 pm


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Re: quest mod thingy

Post  eraticus on Tue May 10, 2011 8:26 pm

portcullises and bridges

Just found this video for this mod. It actually looks very good. And it can be used as a floodgate!. He also has a review of the portcullis mod there someplace and recommends it as well.



Last edited by eraticus on Wed Jun 08, 2011 9:25 pm; edited 1 time in total

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Re: quest mod thingy

Post  Tenfor on Tue May 10, 2011 8:55 pm

I vote yes for all of these. Twisted Evil
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Re: quest mod thingy

Post  Attypwn on Tue May 10, 2011 9:14 pm

I think the lamppost mod is a little unnecessary. Might add more load than its worth.

I can see a direct use of bone meal extension, as it would eliminate the needs for some signs. The less signs we need, the better off we are imo. Its not like flowers are an 'OMG' resource... so its not like people are spawning "diamonds-level" type items out of it.

The gates and bridges is interesting, adds a little functionality, not sure its worth the load though again.

Bug zapper (was that a different thread?), itd be useful for eliminating mobs in unwanted areas.

Fish People... very interesting as it could be nice for underwater building, but then it ruins the grandeur. Permissions make this a little more reasonable, but if we only give out scarce permission, then its only adding additional stuff on for very little functionality. (Perhaps we could permit Godmod instead since we already have that?)
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Re: quest mod thingy

Post  Attypwn on Tue May 10, 2011 9:16 pm

On a side note, thanks for checking out some mods. Never know when something groundbreaking might come out.
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Re: quest mod thingy

Post  steveompowell on Tue May 10, 2011 10:28 pm

yea, was gunna say, the underwater city is that much more amazing due to the work involved to make it. If everyone can breath underwater, it suddenly becomes... a usual occurance :/
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Re: quest mod thingy

Post  eraticus on Wed May 11, 2011 6:10 am

I think the lamp post thing is just sort of a cool mod to have. I doubt it's going to give us a huge load on resources.

The fish people mod would just make building underwater easier. You could configure it so that the helmet only extends your time underwater rather than making it unlimited. I would rather use it than god mode because god mode will completely take all risk out of the game period and that's no fun. I used it one time to remove some lava or something and now it just keeps turning itself back on too. Sad

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Re: quest mod thingy

Post  steveompowell on Wed May 11, 2011 10:33 am

Hm.. I do like the port / bridge mod, but must say it is the only one I like.

Personally, I like my glowstone to glow during the day for some builds, or even look like glowstone. Underwater mod feels like an exploit / game breaker to me (I feel I have proven vast underwater constructions can be built without any godmodes or such Wink ). Bone meal mod is 100% a gamebreaker, might as well allow full on spawning at that point, quest mod looks nice, but the author hasn't provided enough info, and it would appear to be exploitable regarding grinders and such, Tesla I like... as long as the blocks used are something hard to get and use, such as diamond blocks or lapis blocks ... or even gold blocks! (makes sense being one of the best conductors), we would also need a max height applied, such as a 5 block radius or so being the max allowed.

Just my opinions, don't be hatein' Wink
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Re: quest mod thingy

Post  Attypwn on Wed May 11, 2011 1:12 pm

I wont hate just yet. What do you feel is 'gamebreaker' about the bone meal mod though? A specific part of it? All of it?

I agree with the water one, though adding a little additional time with a gold helmet might be ok.

The quest one, I honestly didnt really read.

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Re: quest mod thingy

Post  steveompowell on Wed May 11, 2011 1:59 pm

The bonemeal one 100% gamebreak. It makes it so you can create Mossycobble, red roses, pumpkins, yellow flowers, mushrooms, and more, just with a little bonemeal. These are rare items, that are that much more fun to work with due to the work to find them! Especially things like mossy and pumpkins. Its just one step closer to a creative server as opposed to a survival server if ya ask me Wink
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Re: quest mod thingy

Post  Woojitsu on Wed May 11, 2011 3:59 pm

Regarding PuzzleQuest, the only thing that I kind of like about it is the ability to track when someone has picked up particular items or killed a certain number of mobs. However, I'm not sure if I'm comfortable with the idea of installing RedstoneChips. I always lean toward keeping things as vanilla as possible, and RedstoneChips is a pretty substantial change to the way circuits work.

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Re: quest mod thingy

Post  Xacktar on Wed May 11, 2011 4:30 pm

I like the glowstone one, but I agree with Woojitsu, the closer to vanilla the better.
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Re: quest mod thingy

Post  steveompowell on Wed May 11, 2011 11:08 pm

also agreed. Vanilla is by far the best way to go, and is infact what attracted me to Atlanta in the first place.
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Re: quest mod thingy

Post  eraticus on Fri May 13, 2011 6:31 pm


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Re: quest mod thingy

Post  steveompowell on Fri May 13, 2011 7:54 pm

With the photorealism, perfect mod, without it, pretty lame.

For those who havn't, you have got to try this mod out -

(first the patcher - one time run) - thanks jswizz
MCPatcher HD fix 2.0 beta4
http://www.minecraftforum.net/viewtopic.php?f=1021&t=252531

(Then the texture pack HD)
http://www.minecraftforum.net/viewtopic.php?t=136785

VERY easy to do and you can switch back and forth to original / other packs same way as usual! Smile The pictures don't do it justice, try it and be pleasantly surprised like a hardcore vanilla nut like me. I can't play without this now! xD
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