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#Post#: 6475--------------------------------------------------
Orespawn
DIR By: HellerTech
Date: July 29, 2013, 6:43 am
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Hi everyone :) So I have this incredible mod installed in my
1.5.2 single player and I really enjoy it. I'm not sure if it
is for 1.6.2 yet though. Here's a review of it.
HTML http://youtu.be/AiiY6ZtnkzM.
For some features it may not work
as far as greifing/trolling could go. Well that's my 2 cents and
I wish everyone a good day . ;D
#Post#: 6476--------------------------------------------------
Re: Orespawn
DIR By: daniel_gagnon
Date: July 29, 2013, 7:49 am
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It would be a great idea, but we would have to reset the world.
Why? Because if you load a mod that adds new blocks into an
existing world, it corrupts the world, possibly the application
itself. So unless a majority of the people are good with a map
reset, forget about it.
#Post#: 6479--------------------------------------------------
Re: Orespawn
DIR By: HellerTech
Date: July 29, 2013, 11:18 am
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I would regret a new world too but this sorta happened with
1.6.2 since the map. Made players cause some lag due to finding
chunks where horses and dungeons were.so if a reset would occur
we could maybe implement this.
#Post#: 6501--------------------------------------------------
Re: Orespawn
DIR By: daniel_gagnon
Date: July 30, 2013, 5:25 pm
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But some people would want items to be carried over to the new
world with them, some claiming they needed people to bring over
"millions of diamonds and 50 dragon eggs" to the new side.
BUT: but,
If we got screenshots of the items and their enchants, MAYBE,
maybe, we could do it. All we need pretty much is some plugins
and we're good to go. It's all up to what Nick, Mike, and others
think.
#Post#: 6505--------------------------------------------------
Re: Orespawn
DIR By: HellerTech
Date: July 31, 2013, 3:12 am
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Ok in the Orespawn README file all recipes are listed also in
the. Folder is the options to disable certain mobs i think.Also
im 99% the mod did update to 1.6.2
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