I can't find meteoriteOptions.txt I downloaded everything, moved the files to the right locations, and started a new game, but I can't find that file in any of the Minecraft files.
I wanted to see if SDK's guns would work with them, it didn't, so I deleted my minecraft folder(stupidly didn't keep a backup) and re-downloaded them, now I get Blackscreen everytime, I tried it without Audiomod, I deleted META-INF, everything, and they're not working like before?
would there be a way to set the Meteor Spawner Staff to have a farther range, just as itself? Everything else using normal distance reach but when you hold the staff it has a longer range...?
Not that I know of.
Quote from Pyro627 »
Gold does not oxidize (i.e. rust). In fact, iron is the only metal that rusts.
Yes, thanks for the chemistry lesson.
That point is irrelevant to what a rust monster is. They eat metal. Why are they called rust monsters? Why are wolves called wolves? Read the link posted at the very beginning of the mod's description, then this page.
Perhaps then you will understand why this mob exists and behaves as it does.
Quote from mpastor »
I can't find meteoriteOptions.txt
Your machine should have a search function.
Quote from spartyn »
I get Blackscreen everytime, I tried it without Audiomod, I deleted META-INF, everything, and they're not working like before?
I have no idea. "Get a clean jar and try again" is about the best advice I can give.
Two new options are introduced, in response to a few comments on the reddit page about the video that showcased the meteorite mod.
explosionStrength controls how strong of an explosion is created on impact. Currently settable to one of three settings (1, 2, 3), with 1 being weaker and 3 being stronger than normal meteor explosions (ie, the standard size of explosion for this mod thus far).
heavyImpact can be toggled to "true" to cause the ore-chunks generated by explosion to imbed themselves further into the impact crater.
GnomeWorks, truly great work in applying community feedback this quickly!
Heh, no prob. Thanks for making the video, by the way.
Still working on figuring out how to get around the issue of generating the ore-chunk in mid-air after hitting a tree. That aspect is beginning to really irk me.
I had a question for you, is it possible to make it so the meteorite can actually fall on you? I was hoping to make an apocalypse style map where it constantly rains meteors.
Another question I have is is it possible to make it so meteors are made up of more then just one thing. To include things like regular stone or maybe even obsidian? A meter of six blocks of obsidian surrounding a diamond.
is it possible to make it so the meteorite can actually fall on you? I was hoping to make an apocalypse style map where it constantly rains meteors.
Setting meteorRarity to 1 and meteorRarity2 to, say, 20, should result in a map where the meteors are falling quite regularly.
As for making them fall on you, I am not certain if they do or not. I know that hostile mobs have a certain radius they will not spawn around the player, but the meteorite is (per the code itself) an animal, which may be able to spawn closer to the player. I have been digging through the code in an attempt to find an answer, but so far, no such luck.
Another question I have is is it possible to make it so meteors are made up of more then just one thing. To include things like regular stone or maybe even obsidian? A meter of six blocks of obsidian surrounding a diamond.
You can configure what ores appear in the ore-chunks generated by meteors in the options file.
There is currently no way to cause ore-chunks to generate in a specific pattern (ie, one thing in the center, one thing on the outside). Though having seen this particular idea mentioned a couple times, I may wind up looking into a way to do it.
Quote from Mexxy »
Heres the video i did last night reviewing your mod :smile.gif:
Nifty.
As an aside, when you were looking for a rust monster, were you only looking in well-lit areas? They only spawn underground, within 8 blocks of either iron or gold ore, and in low light levels.
Hmm... I may remove the light level restriction, as their spawn requirements are already rather strict.
Quote from mpastor »
where does it normally appear for other people?
The next question is - have you run MC since you installed it? The options file is only generated after running MC once you've installed the mod.
If you have done that, then I don't know what to tell you. "Get a clean jar and try again" is, again, the best advice I can offer.
Unless the mod has changed significantly from before Beta, I'd say that they won't fall on you. I once got called away from the computer suddenly and then came back. I walked around my base and it was ringed in probably about 100 meteors. This was, of course, a previous version that I don't believe had a meteor limit.
I have a suggestion for the meteor mod. maybe you could make a block that, when placed and activated by a redstone current, would call a meteor where the block was placed. This would make it possible to make a 100 block diameter meteor without killing yourself
Well, I was going to download this right away... because lets face it... it's -AWESOME-!
But, since there's an update coming to fix the fact that these can't actually spawn naturally... I'll just wait a bit, and enjoy this at it's full glory!
Still, here's a few things I salvaged from my Battle Tower before it was lost to me:
Rollback Post to RevisionRollBack
Showing My Support! Great Work Deserves Great Appreciation!
Whenever I summon a meteor, it wont hit the ground. as far as I can tell, this only happens with meteors that I summon, not with naturally spawning meteors.
I know some will agree and others may not, but, I think, in terms of balance, even if you have to find a way to survive a meteor summoned, or your using single player commands to increase your distance, whatever the case, including if you let the meteor kill you and go back to pick up the summoner stick... The ores that can potentially spawn is a bit much. (yes I know you can set the values...) Being able to summon 20 meteors worth of free, out in the open ore, seems a little unbalanced for two chunks of gold and a couple sticks... Anyone wanting to test this out most likely can get or already has TooManyItems mod so they could still play around with it, but for anyone thinking of making the summoner as a weapon, or a source of ore, makes the recipe unbalanced for what it will yield.
I don't mind so much really, because when I add GemCraft/MoreOres/CosmicOre Mod, there will be so many possible ores, I won't necessarily have a super benefit, but I will still get massive amounts of, free ore, if I make a summoner.
As for myself I will simply deactivate the summoner in my game. (Totally fun to play with though, especially using single player commands to increase your reach)
Either way I just thought I would share my thoughts on the matter. Because, I enjoy the crafting recipies on mods and want to actually play a legit game, without a mod causing a major balance issue. Either way, I love this mod, and now that it's ore code is fixed, it's super cool.
Have you ever thought of making the meteorites fly under an angle? Because in reality most meteors enter the atmosphere that way.
I have. This is something I would like to do, but at the moment, am not yet quite sure how to do it.
Option for a bigger crater would also be cool.
I am uncertain how to do this reasonably at the moment. I've got an idea or two, but nothing that leaps out and says, "this is definitely the way to handle this problem."
Quote from XKiloX95 »
Whenever I summon a meteor, it wont hit the ground. as far as I can tell, this only happens with meteors that I summon, not with naturally spawning meteors.
I am unable to replicate your problem.
Quote from Mezri »
Finally, I can bring that terror to minecraft. C:
Yep, exactly. I plan on doing a few other classic D&D monsters in the future, preferably monsters that make for interesting encounters rather than just more hack 'n slash.
Quote from ChibiAkagi »
As for myself I will simply deactivate the summoner in my game.
Initially I did not include the summoner for the reasons you mentioned, and insisted that I would not; my modding philosophy is to make your MC life more difficult, not easier.
However, for testing purposes, it was a necessity, and it's easy enough to turn it off in the options file. I would prefer letting folk customize their experience with my mods, rather than say, "this is how it is, take it or leave it."
Quote from SilverAlkaline »
For some reason massive numbers of the rust monsters spawned during a single night.
...huh. I have seen that issue before, and thought I'd fixed it.
I had only these:
Modloader
Audiomod
TooManyItems InvEdit
Meteorite
They all worked fine together.
I wanted to see if SDK's guns would work with them, it didn't, so I deleted my minecraft folder(stupidly didn't keep a backup) and re-downloaded them, now I get Blackscreen everytime, I tried it without Audiomod, I deleted META-INF, everything, and they're not working like before?
Not that I know of.
Yes, thanks for the chemistry lesson.
That point is irrelevant to what a rust monster is. They eat metal. Why are they called rust monsters? Why are wolves called wolves? Read the link posted at the very beginning of the mod's description, then this page.
Perhaps then you will understand why this mob exists and behaves as it does.
Your machine should have a search function.
I have no idea. "Get a clean jar and try again" is about the best advice I can give.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Two new options are introduced, in response to a few comments on the reddit page about the video that showcased the meteorite mod.
explosionStrength controls how strong of an explosion is created on impact. Currently settable to one of three settings (1, 2, 3), with 1 being weaker and 3 being stronger than normal meteor explosions (ie, the standard size of explosion for this mod thus far).
heavyImpact can be toggled to "true" to cause the ore-chunks generated by explosion to imbed themselves further into the impact crater.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Heh, no prob. Thanks for making the video, by the way.
Still working on figuring out how to get around the issue of generating the ore-chunk in mid-air after hitting a tree. That aspect is beginning to really irk me.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Another question I have is is it possible to make it so meteors are made up of more then just one thing. To include things like regular stone or maybe even obsidian? A meter of six blocks of obsidian surrounding a diamond.
yes it does, but it couldn't find the file either, where does it normally appear for other people?
Setting meteorRarity to 1 and meteorRarity2 to, say, 20, should result in a map where the meteors are falling quite regularly.
As for making them fall on you, I am not certain if they do or not. I know that hostile mobs have a certain radius they will not spawn around the player, but the meteorite is (per the code itself) an animal, which may be able to spawn closer to the player. I have been digging through the code in an attempt to find an answer, but so far, no such luck.
You can configure what ores appear in the ore-chunks generated by meteors in the options file.
There is currently no way to cause ore-chunks to generate in a specific pattern (ie, one thing in the center, one thing on the outside). Though having seen this particular idea mentioned a couple times, I may wind up looking into a way to do it.
Nifty.
As an aside, when you were looking for a rust monster, were you only looking in well-lit areas? They only spawn underground, within 8 blocks of either iron or gold ore, and in low light levels.
Hmm... I may remove the light level restriction, as their spawn requirements are already rather strict.
The next question is - have you run MC since you installed it? The options file is only generated after running MC once you've installed the mod.
If you have done that, then I don't know what to tell you. "Get a clean jar and try again" is, again, the best advice I can offer.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Hmm... yep, last update seems to indicate that one of the changes I made makes it so that meteorites cannot spawn naturally. That is unfortunate.
v3.4 will be coming within the next 12 hours or so, then, to fix that as well as change another thing or two.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
But, since there's an update coming to fix the fact that these can't actually spawn naturally... I'll just wait a bit, and enjoy this at it's full glory!
Still, here's a few things I salvaged from my Battle Tower before it was lost to me:
And by "within the next 12 hours," I apparently mean within the next ten minutes.
Meteorite v3.4 is live.
The spawning issue should be fixed, meteorites should once again spawn naturally.
Also a slight change in how explosionStrength works, it now allows you to set explosions to be as large as you like.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Player: "Does it have feelers?"
DM: "Yes."
Player: "I RUN!"
Finally, I can bring that terror to minecraft. C:
I don't mind so much really, because when I add GemCraft/MoreOres/CosmicOre Mod, there will be so many possible ores, I won't necessarily have a super benefit, but I will still get massive amounts of, free ore, if I make a summoner.
As for myself I will simply deactivate the summoner in my game. (Totally fun to play with though, especially using single player commands to increase your reach)
Either way I just thought I would share my thoughts on the matter. Because, I enjoy the crafting recipies on mods and want to actually play a legit game, without a mod causing a major balance issue. Either way, I love this mod, and now that it's ore code is fixed, it's super cool.
This is barely a fifth of how many there was.
I have. This is something I would like to do, but at the moment, am not yet quite sure how to do it.
I am uncertain how to do this reasonably at the moment. I've got an idea or two, but nothing that leaps out and says, "this is definitely the way to handle this problem."
I am unable to replicate your problem.
Yep, exactly. I plan on doing a few other classic D&D monsters in the future, preferably monsters that make for interesting encounters rather than just more hack 'n slash.
Initially I did not include the summoner for the reasons you mentioned, and insisted that I would not; my modding philosophy is to make your MC life more difficult, not easier.
However, for testing purposes, it was a necessity, and it's easy enough to turn it off in the options file. I would prefer letting folk customize their experience with my mods, rather than say, "this is how it is, take it or leave it."
...huh. I have seen that issue before, and thought I'd fixed it.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker