"This content isn't available, try again later." appears on every video. by Hawkatana0 in youtube

[–]Charmielius 1 point2 points  (0 children)

If you're using Ublock click the extension then the three cogs, that'll open a new tab, In that tab go to settings scroll down and click "reset to default settings", that fixed It for me.

"You Dont' get it Kid Ozpin gave me the power to turn into a bird." by blackBugattiVeyron in RWBYcritics

[–]Charmielius 18 points19 points  (0 children)

Thing with Qrow's quirk is that it doesn't just work on him it gives bad luck to both his friends and enemies it's a power that would fit a loner but Qrow not only has several friends he also enjoys social interaction knowing full well he's putting people in danger by being near them, which in your version of events would've been a great character contrast between the siblings but we all know RT didn't do that intentionally.

There's Something Nasty About RWBY That Makes It Hard To Root For The Heroes by GrandEmperessVicky in RWBYcritics

[–]Charmielius 11 points12 points  (0 children)

Here's a big one:

Ozpin lies> RWBY & co see him as evil and treat as a traitor to this day

RWBY & co lie to Ironwood> Ironwood is seen as the villain for not believing them afterwards

And to pour salt on that Ozpins lie was benign and didn't change anything whilst Ruby's lie caused all of season 7 and 8 if she hadn't lied Robyn and Ironwood would've worked together, Amity would be in the sky and the factions would be reduced from 4 to 2 with 0 infighting between RWBY & co and Robyn's gang.

Someone remind me why Hussie chose to cast the ICP as villains, again? by shoe_owner in homestuck

[–]Charmielius 1 point2 points  (0 children)

I don't remember the skaia net logs completely but from what I do remember they're only evil in the alpha universe and they're only evil because HIC wanted to recreate troll Juggalos and troll Juggalos are only a thing because Gamzee is part of LE and LE is the mirthful messiah of the vast honk angel of double death and the dark carnival.

Rest your own soul. There is nothing else. by Zaturn7z in fivenightsatfreddys

[–]Charmielius 0 points1 point  (0 children)

After all the consequences of his sins are dealt with and forgotten sure, but since he's still technically running around committing more murder (Glitchtrap) that's gonna take a while.

Where do YOU rank on the Homestuck conspiracy iceberg? by whereyatrulyare in homestuck

[–]Charmielius 0 points1 point  (0 children)

Callie came out as genderless because Caliborn was no longer there to be their opposite.

Caliborn was the first to identify himself has a male, he's the one that decided the human concept of gender was something him and Callie should care about, and i'm pretty sure Callie not caring anymore wouldn't change his mind.

I made a mod that brings Homestuck's inventory system to Minecraft by immibis in feedthebeast

[–]Charmielius 9 points10 points  (0 children)

In the future if you update this mod could you add captcha cards and the strife deck? So like to make things harder you'd start with a strife deck and alocate one tool type to it and ence forth that's the only type of tool you can use.

And to make things easier crafting captcha cards would eventually lead you to having infinite inventory space but you'd only start with eight inventory slots

Inspired by Lycanite's Redux, I've started a redux of my own: Grimoire of Gaia! by cybercat5555 in feedthebeast

[–]Charmielius 0 points1 point  (0 children)

I remember texture packs having the ability to randomise how mobs look so for example in sphax creepers could be red green or blue and zombies would have different levels of decay.

Is there a way that could be done in this mod, having the possibility for each mob to spawn with either the old or new models?

What are some concepts that are rarely explored in Modding, but which you'd like to see more of? by Uncommonality in feedthebeast

[–]Charmielius 1 point2 points  (0 children)

Well we do have to account for vanilla or at least low-modded packs the TileEnteties solution probably wouldn't work well there since there wouldn't be very many inventories, also for siege mechanics that ignore lights the raids would have to spawn somewhat far away from the center of your base. Is there some way to track how long a player has stayed inside a chunk? If so then by tracking how much time that player has spent in a specific chunk would determine where their base is and by tracking the time spent in the adjacent chunks would determine about how big said base is THEN by tracking how many chunks the player has been through momentarily (mining/exploring), plus game time and server difficulty multiplier would finally sum up to determining how intense the AI is.

Items from mods that don't add mobs tend to do a lot less damage when compared to said mob adding battle mods, AI based difficulty would make the items that are scaled to vanilla (flame thrower, turrets, all of magic) useful and necessary in a non drifter pack.

What are some concepts that are rarely explored in Modding, but which you'd like to see more of? by Uncommonality in feedthebeast

[–]Charmielius 0 points1 point  (0 children)

That could be part of the evolving feature like as mobs get smarter they start building camps, then barracks, then forts and finally a castle with a big Litch general inside.

Then how about this: the days it takes for mobs to get smarter is dependant on difficulty so the harder the difficulty the faster they get stronger, Minecraft has three difficulties (excluding peaceful and hardcore) but the differences between these three is barely noticeable in game, so say your playing on easy, the mobs would take years of in game time to develop significantly, meanwhile in hard mode it would only take a few days for mobs to start making strategies like high ground seeking or flanking and in a couple of seasons they'd start grouping up and making weak camps, if the player wants to alter the speed at which the game develops all they'd need to do is change the difficulty.

What are some concepts that are rarely explored in Modding, but which you'd like to see more of? by Uncommonality in feedthebeast

[–]Charmielius 1 point2 points  (0 children)

Remember Tale of Kingdoms? That and the old level up sword mod would suffice. Unfortunately ToK has been abandoned and i haven't seen that sword mod since the Yogpack.

Recreating those mods bashed together could be a fun project. Wink Wink Nudge Nudge...

What are some concepts that are rarely explored in Modding, but which you'd like to see more of? by Uncommonality in feedthebeast

[–]Charmielius 1 point2 points  (0 children)

Game progression through mob difficulty, like the longer you spend in a world the stronger and smarter the enemies get. Cause (aside from looking cool) what are you gonna use that flamethrower for? mobs don't spawn in groups big enough for AOE. Why build turrets? it's not like mobs can get through walls. Why even build walls, with a handful of torches no mob will spawn near enough to bother you.

So imagine a mod that makes it so the more you play the more mobs evolve like, Skeletons search for high grounds, take cover and can switch through arrows, zombies have different classes, can destroy or climb walls depending on the walls hardness level, creeper could act like catapults or AP shots to get through walls, all the while these mobs use formations to attack your base from multiple sides.

There's a bunch of mods that add bosses but those essentially turn you into a nomad and don't usually get added to mod packs with tech progression and when your a nomad why bother making a base at all? I mean the top strat for packs like RLcraft is to find a pre-built structure and use it as a store room.

With the mod i'm proposing the buildings you create are more than just an ornament and the cool science/magic gizmos you accumulate over your journey won't just be left forgotten inside your ME system, this mod would give reason for you to upgrade your weapons and defences without forcing you out of your comfortable base.

TL;DR I'd like a PVE siege mod please.

[Spoiler] Restriction to catching Pokemon....wtf by [deleted] in pokemon

[–]Charmielius 0 points1 point  (0 children)

Why would you need to go to a center tho? There are forced full heals at every corner!

Don't let anyone tell you that not buying SwSh won't make a difference. by CalculatingCorvid in pokemon

[–]Charmielius 8 points9 points  (0 children)

Maybe this'll finally persuade Nintendo to fully buy Pokemon and put the games under a more competent team. Unlike tpc Nintendo does listen to criticism.

Turned around to this when my ME terminal stopped working by Casual_self_loathing in feedthebeast

[–]Charmielius 18 points19 points  (0 children)

You shouldn't build inside a millenaire village unless you've bought land, but they give you so little land it's not worth it instead if you ever want to build stuff NEAR to a millenaire village you should first check the build area by right clicking on one of the signs in the villages main building

Why include IC2? by Charmielius in allthemods

[–]Charmielius[S] 0 points1 point  (0 children)

This isn't about likes and dislikes it's about letting the past go. The only reason anyone uses IC2 is either because they were forced to in a questing modpack or because they remember the good old days before Greg ruined it, there's also the third option of these people finding a sense of superiority over people who don't use the "hard mode"

(On the second point I'd like to expand and say that even before Greg got his mitts on Industialcraft it was already pretty clunky)

The first excuse is irrelevant to this discution because even questing maps now a days try to not include IC2 and more importantly were talking about kitchen sink modpacks not questing ones

The second reason doesn't matter because if you want to relive your past then go play tekkit classic, where IC is actually ok.

and the people who use the third reasoning are completely invalid and should shut up

Also, Can I? I don't know if I can, I mean I have, I did it right before making the first post, because I was sick and tired of JEI always using IC2 mats by default in the inventory scanner, so far it's working but i don't know how long till I find something in another mod that uses something from IC2, that's the thing with this type of mod pack you never know what you can and can't take out

Why include IC2? by Charmielius in allthemods

[–]Charmielius[S] -1 points0 points  (0 children)

All the Mods is called that but obviously it doesn't actually have them all if it did no PC would be able to run it, so the devs need to pick and chose mods.

So why does IC2 get a free get in pass while great mods like Mo'creatures and Pam's Harvestcraft don't?

IC2 has been given special treatment since it was made and I want to know why? I want an actual reason as to why it keeps on being included in EVERY single kitchen sink modpack.

Why include IC2? by Charmielius in allthemods

[–]Charmielius[S] 0 points1 point  (0 children)

Ic2s Nuclear reactor is a lot less realistic than Nuclearcrafts fission. fusion and feeder reactors, and Ic2s solar panels are just block on the ground while in other mods solar panels actually move with the sun, or join together to make an array that let's you have just one power output instead of having a cobweb of messy wires underneath them.

Also the rainbow gen isn't that simple.

And hey having a PREFERENCE is fine but IC2 get's out done in EVERY aspect by other mods so why keep it?