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NikkeiZX

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Everything posted by NikkeiZX

  1. uhhh maybe you know this by now, but do realize that mods like Asguard and legend gear got excluded because they stopped being updated to newer MC versions....... in terms of Legendgear though, It's back as "Legend gear 2" (for 1.7.10) because the creator finally updated it. and to kinda make up for Asguard, there's Battle Gear 2, which let's you dual wield almost anything. In fact, if i'm not mistaken, it's the only mod that does let you dual wield. and if you can get it to work with T-construct weapons, the possibilities are nearly endless.... I kinda feel you when it comes to Lycanites, but only because it's kinda buggy and the mods legit kinda creep me out.. and they're OP. But have you seen the weapons/spells you can cast in lycanites? They're pretty awesome ,atleast in my opinion... If I could just have the spells/weapons without the actual lycanites monsters, I'd be happy. So If I were you I wouldn't give up on hexxit so quickly. But that's just my opinion.
  2. I hope I'm not breaking any rules by replying to this so late, but I had a question: I'm not an expert at command blocks (or commands in general, to be honest), but would it be possible to create command blocks that input the "/weaponwield" command for all players and TC weapon types at the start, or would we just have to bite the bullet and manually do it for each weapon type (Cutlass, rapier, broadsword, etc)? I say "weapon TYPE" because even if you, for example, allow this for a cobalt rapier ,it appears to apply to all other rapiers. Needless to say I tried the command and it works, but I'm basically trying to find a work-around that does it for all players in the world, rather than them all having to input the command for every weapon or weapon type from TC. Just a theory that maybe someone experienced like yourself would be able to pull off. *edit* for what it's worth, I found out that (/weaponwield current both @p) seems to work. I haven't tried it in a command block though. I just got 1 of each weapon type in my hotbar and applied the above code
  3. Just out of curiosity, was anyone able to pinpoint my problem with my crashed game/save with the log I provided? o:
  4. Just something that came to mind: would using Dr. Zark's Custom Mob Spawner work? I just added it and it seems to recognize Fossils/Archaeology Dino's in the Custom Spawner's config file and allows you to play around with the spawn rates. I dunno if this is a good idea or not ,but it's just a suggestion.
  5. Sorry for the last post you guys. I submitted the wrong log last time. I don't do this often, sorry! here's the crash log: http://paste.ubuntu.com/8128580/ Thanks for the help guys.
  6. here's the code (let me know if I did this properly or not) http://paste.ubuntu.com/8117040/
  7. I'm not sure if anyone else has this problem, (and I hope I actually pinpointed the problem) but it appears that the Ancient Warfare Mod is crashing my game. one of my worlds is corrupted because the last thing I looked at was a generated structure ( a church/cathedral I believe?) from AW, and now the save crashes before it even loads. Also: this is slightly unrelated because I wanna make a private modpack that merges Attack of the B-Team with Hexxit, as well as some additional mods I like such as Magitech Armor, Better Beds, etc (which is much easier now that hexxit has been brought to 1.6.4), but I'm just curious: is Biomes o' Plenty compatible with ExtrabiomesXL? although I like BoP more, I do like some biomes from ExtraBiomesXL, plus it would be cool to have the volcano from Better Dungeons actually spawn in the volcano Biome from BoP.
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