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NikkeiZX

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Posts posted by NikkeiZX

  1. I used to love Hexxit, but not anymore. Almost all of what has been added I hate, and I miss nearly everything that was taken away. Hexxit used to have a perfect balance of the simplicity of vanilla Minecraft, between the complexity of Tekkit. That's what drew me to it so quickly, it wasn't too complex, and it held adventure and dungeoneering above all! Now, I'm saddened at the directions the game has taken.

     

    In my opinion, 2.0.0 and beyond has done nothing but spit on what was once an amazing modpack. When I saw Hexxit had finally updated, I was exuberant to say the least. However, my heart sank after I was exploring the new content on creative mode.

     

    Mobs that don't even look like they belong in Minecraft, (Lycanites mobs) not to mention these mobs spawn in juxtaposed areas, like demon mobs in a castle fort?

     

    Zelda Sword Skills nearly made me cry. What a horrible addition for Hexxit.

     

    And why? Why take out Legend Gear, More Bows! Immibis Microblocks, and Asgard Shields?

     

    I could write a five page paper on how Hexxit has destroyed itself in 2.0.0 and beyond. You'll never catch me playing any of those updates. It's 1.0.10 for me til I die. It'll be a sad day when any update past 1.0.10 is 'recommended'. If this post gets anyone's attention, and you would like to know more of why I think Hexxit has gone way downhill, let me know. Otherwise, I'll stop here before I make way too long of a post.

     

    However, I will say some things that are good additions... Dynamic Lights, updating the Bibliocraft mod, RopesPlus, Better Archery is nice, and Ancient Warfare(maybe, seemed kind of buggy to me) Those are some great additions. But almost everything else sickens me, and everything that was taken away makes me sad.

     

    I know I'm only one guy, but I fell in love with Hexxit once. Now, it has stabbed me in the back. Unless some serious changes happen, I'll only play 1.0.10

     

    Here's a link to a page I posted on the Hexxit Wiki, about my opinions on all of the latest updates 2.0.0 and beyond

     

    http://hexxit.wikia.com/wiki/Forum:If_Hexxit_continues_its_current_path_it_is_doomed

    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. Also, look at the "weaponwield" command, it seems to have been added specifically to address this issue; I was able to equip a broadsword by highlighting it in my hotbar and then typing "/weaponwield right".

    *edit*

    Ah, MB2 seems to not allow weapons with a special right-click ability to dual-wield, which seems to be the issue here.

    */edit*

    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. I need to find a way to disable this mod. It's breaking my game. There are so many dinos spawning that I can barely move at all in my world.

     

    I've tried the cofh kill all command like I do for the pixies in the promised land; but to no avail.

     

    I really don't want to disable it though, not if there is a way to fix it. So; any fix?

     

     

    Either remove all those numbers (biome IDs) or reduce them to a few where you'd like to see them spawn and it'll be fine.  If you remove all the numbers, you can still spawn them the old fashioned way (dino breeding through dna isolation and cultivation).

     

     

    The 1.0.12a update btw actually lowered the amount of dino spawns so tropicraft mobs could spawn, due to an issue previously where they were overrunning them and tropicraft mob spawns were a "what you see is what you get" type of situation (unless you killed a stupid amount of dinosaurs and had the right environment)

    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. :D

  4. always post logs so we can pinpoint the problem

    Error logs can be found when clicking the Cog-Wheel button on the top right corner on the launcher window.

    If you can't open the launcher the logs can also be found inside %appdata% -> Roaming -> .technic -> logs

    Paste the content on pastebin.com or paste.ubuntu.com and give the link.

     

     

    Crash log needed.

    I've encountered many o' structure.... Including the cathedral you are referring to.

    There are too many visual variables and discrepancies.

    In the future, open the crash log, copy it, and paste it in <code> here.

    If you need help posting in a particular format someone from staff, or the many guides on the internet can help you.

     

    EDIT: Putting together a tutorial for posting code in thread.

    I'll put it up tomorrow.

     

    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. :D

  5. always post logs so we can pinpoint the problem

    Error logs can be found when clicking the Cog-Wheel button on the top right corner on the launcher window.

    If you can't open the launcher the logs can also be found inside %appdata% -> Roaming -> .technic -> logs

    Paste the content on pastebin.com or paste.ubuntu.com and give the link.

     

     

    Crash log needed.

    I've encountered many o' structure.... Including the cathedral you are referring to.

    There are too many visual variables and discrepancies.

    In the future, open the crash log, copy it, and paste it in <code> here.

    If you need help posting in a particular format someone from staff, or the many guides on the internet can help you.

     

    EDIT: Putting together a tutorial for posting code in thread.

    I'll put it up tomorrow.

    here's the code (let me know if I did this properly or not)

    http://paste.ubuntu.com/8117040/

  6. 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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