Do you happen to know whay this happens? I start the game, open a world, walk 1 or 2 block, then the game freezes! Then I have no choice but to exit the game.
Plz help.
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Being a nerd is noting to be ashamed of. Who made the internet? Nerds. Who made computers and tablets? Still nerds. Who made every game you played in your life and ever will? Nerds, nerds, and more nerds. I am a nerd and I'm proud to be one.
I understand many people are fascinated at the current structures that spawn out of the box, but I am more concerned creating new ones adding to that set.
Can someone please, who actually somehow does understand it, explain the the maze tiles properties settings? I want to get started, but the wiki is useless and the setting UI is not behaving like i think it works. See my previous post on page 183. Thank you.
Do you happen to know whay this happens? I start the game, open a world, walk 1 or 2 block, then the game freezes! Then I have no choice but to exit the game.
Plz help.
Well, I can't help you without a crash log (or runtime log if it just freezes - console tab from the launcher).
I understand many people are fascinated at the current structures that spawn out of the box, but I am more concerned creating new ones adding to that set.
Can someone please, who actually somehow does understand it, explain the the maze tiles properties settings? I want to get started, but the wiki is useless and the setting UI is not behaving like i think it works. See my previous post on page 183. Thank you.
Did you read my response already? I'm gonna try to expand the wiki with a little more infographic action later, but at least in terms of single components, I'd hope the picture would help already?
Well, I can't help you without a crash log (or runtime log if it just freezes - console tab from the launcher).
Nevrmind, seem like it was just a one-time thing.
Rollback Post to RevisionRollBack
Being a nerd is noting to be ashamed of. Who made the internet? Nerds. Who made computers and tablets? Still nerds. Who made every game you played in your life and ever will? Nerds, nerds, and more nerds. I am a nerd and I'm proud to be one.
Haha... Didn't think someone would ask that at this point... I've got pretty much all the big ones covered, no?
The only big thing I'm missing would be cocktails, but I don't think that's a huge priority, in comparison to more drugs.
Hi Ivorius and everybody !
I have made a french translation for YGC. It is a fr_FR.lang file, to be put in \assets\yegamolchattels\lang\ folder.
Here is the link : https://www.dropbox.com/s/9chpj1p8q5504bc/fr_FR.lang?dl=0
Have fun !
Oh, cool! Do you want me to include it in the mod itself?
Haha... Didn't think someone would ask that at this point... I've got pretty much all the big ones covered, no?
The only big thing I'm missing would be cocktails, but I don't think that's a huge priority, in comparison to more drugs.
Not sure if you remember, but I used to ask about that every 5 pages or so. Haven't used the mod a whole lot lately, but I'm going to give it another try and see what's in it nowadays.
EDIT: I didn't see arak in there. https://en.wikipedia.org/wiki/Arak_(drink)
Also the mod was glitching out really badly on my laptop, worse than it ever used to. However that's probably just because it's an old computer (with intel graphics) and the mod would probably run better on my desktop anyway.
Not sure if you remember, but I used to ask about that every 5 pages or so. Haven't used the mod a whole lot lately, but I'm going to give it another try and see what's in it nowadays.
Also the mod was glitching out really badly on my laptop, worse than it ever used to. However that's probably just because it's an old computer (with intel graphics) and the mod would probably run better on my desktop anyway.
Not really related to this Psychedelicraft, but if all you want to do is add Araq into Minecraft to add a bit more spice to middle-eastern style areas, the LOTR mod has it. All you get from it is standard nausea though, no special effects, so having it in here would be pretty cool.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Apologies i am a fool. My eyes were not scanning right.
Edit:
Studied the wiki changes and correlating it to your post. Following with this thinking:
I now understand the connector syntax. Always "[none|male|female][:]string".
I then must archer the world with XYZ, left hand rule, Y thumb direction, Z pointer, and X 2nd finger. Size then goes from (from a top map view) left-lowest-down, to right-highest-top. This does NOT increment in world coordinates, i must stay relative to the maze settings.
Unclear with:
What is Generation ID to Maze ID? Right now i think Generation ID is the public name for the whole maze, and Maze ID is something internal? If it must match up like it says in the wiki, doing so anyways by hand is confusing.
Default Connector?: I think this literally means all exits on tile default to this. Yet each new exit needs its own connector sting anyways by hand?
Room sizes: So say my base size is 17x2x17 (a platform), it is a 4-way, i intend to connect the side centers with exits one block high (on top of the platform). Also i want the 4-way to be female for finer control of hallways connected. With this i would then set one positive room size over the tile following the XYZ rule above. I then make the 4 exits with the range sliders, for example north exit at [8,2,17]. I then give exits names of "female:platform". Looks ok so far.
The maze generator: What? Looks like it needs a exit to match a tile exit string used in the maze for a opening, ok then. But the room size settings stuff is confusing me, i understand a global XYZ size to build within only. Perhaps some of these settings intend to help how the generator place virtual tiles in the world when generating?
What are Blocked rooms? Relatives understanding to my room size settings understood so far?
My questions may get more wild as i experiment with what i know so far. Sorry.
Not really related to this Psychedelicraft, but if all you want to do is add Araq into Minecraft to add a bit more spice to middle-eastern style areas, the LOTR mod has it. All you get from it is standard nausea though, no special effects, so having it in here would be pretty cool.
I use that mod from time to time but I don't like its alcohol system as much. Also the dates are somewhat inconvenient to farm.
I made a spotlight for Recurrent Complex that looks at all of the features and gives guides on how to do stuff, because reading can be boring sometimes
Of course you may, I think the translation is neat. If you want, I've got some 256x textures for TGC (you saw the flags and shelf some time ago, but there are some more). I could make a (partial) resource pack.
Well, I certainly think it might be cool for people that like using HD texture packs, but it's your choice after all. I can't really tell you what to do
Apologies i am a fool. My eyes were not scanning right.
Edit:
Studied the wiki changes and correlating it to your post. Following with this thinking:
I now understand the connector syntax. Always "[none|male|female][:]string".
I then must archer the world with XYZ, left hand rule, Y thumb direction, Z pointer, and X 2nd finger. Size then goes from (from a top map view) left-lowest-down, to right-highest-top. This does NOT increment in world coordinates, i must stay relative to the maze settings.
Unclear with:
What is Generation ID to Maze ID? Right now i think Generation ID is the public name for the whole maze, and Maze ID is something internal? If it must match up like it says in the wiki, doing so anyways by hand is confusing.
Default Connector?: I think this literally means all exits on tile default to this. Yet each new exit needs its own connector sting anyways by hand?
Room sizes: So say my base size is 17x2x17 (a platform), it is a 4-way, i intend to connect the side centers with exits one block high (on top of the platform). Also i want the 4-way to be female for finer control of hallways connected. With this i would then set one positive room size over the tile following the XYZ rule above. I then make the 4 exits with the range sliders, for example north exit at [8,2,17]. I then give exits names of "female:platform". Looks ok so far.
The maze generator: What? Looks like it needs a exit to match a tile exit string used in the maze for a opening, ok then. But the room size settings stuff is confusing me, i understand a global XYZ size to build within only. Perhaps some of these settings intend to help how the generator place virtual tiles in the world when generating?
What are Blocked rooms? Relatives understanding to my room size settings understood so far?
My questions may get more wild as i experiment with what i know so far. Sorry.
The Generation ID is, in fact, just an internal ID for saving purposes. The Maze ID is what's used for the identification of the maze type, so it must match up.
The default connector is the connection type of any exits you don't specifically overwrite in the exits GUI. By default, it's just a 'Wall', and for most cases that can pretty much stay as such.
The maze generator generally defines the context + confines of how the maze generates. The 'rooms' are the space where the maze generates inside of, whereas the 'exits' are genuine exits / entrances in and out of the maze.
The blocked rooms are not a thing anymore - the wiki was outdated at that spot, I guess. I made a quick edit there, now.
I see, thank you, i understand better now. I can see some clever ways the exits work.
I sorta understand the room spaces system. Question, if one tile has many space entries, will they overlap in order? Like using positive space of 2 to make a cross, then a negative space somewhere inside to cut in?
I see the way exit labeling works right now takes careful precision to mark the coordinates down for later. Can you can make this easier? Perhaps a "exit" block placed on the tile that when exporting will index itself on the exit list with preset coordinates.
A example of exit complexity will be making a tile with several exits, then cleverly adding other exits inside the tile to mark zones to place random prefabs or sub-rooms. Or Something like generating a floating island and manually generating rocky spires underneath (by chaining random 'nature' exits for rocks). Thus so, using many exits for special details.
I sorta understand the room spaces system. Question, if one tile has many space entries, will they overlap in order? Like using positive space of 2 to make a cross, then a negative space somewhere inside to cut in?
Yep, that's exactly how it works, and why I did it this way.
I see the way exit labeling works right now takes careful precision to mark the coordinates down for later. Can you can make this easier? Perhaps a "exit" block placed on the tile that when exporting will index itself on the exit list with preset coordinates.
Yes, I agree that the system right now is very theoretical when it could be bound to physical space to make it a lot easier to understand. I have several ideas noted down to address this, one of which I will definitely implement in the future.
A example of exit complexity will be making a tile with several exits, then cleverly adding other exits inside the tile to mark zones to place random prefabs or sub-rooms. Or Something like generating a floating island and manually generating rocky spires underneath (by chaining random 'nature' exits for rocks). Thus so, using many exits for special details.
You seem to understand well now. I haven't personally used the maze for anything beyond normal mazes yet, but it's certainly a possibility.
It's not even a crash report. It just refused to work.
That is indeed a proper crash report - and it tells me that you are using Java 6, rather than Java 7, which is required for my mods. Please refer to this tutorial to upgrade.
I have a suggestion. Add methamphetamine ( or meth ) into the mod and make it so there are two ways to make it. One way gives you normal meth and one way gets you heisenberg blue.
Is there any way you can add a config option that makes using the grindstone really difficult to repair tools, like it takes way longer and feels more grindy? It would really help me rebalance my modpack, and would avoid exploitation
Do you happen to know whay this happens? I start the game, open a world, walk 1 or 2 block, then the game freezes! Then I have no choice but to exit the game.
Plz help.
Being a nerd is noting to be ashamed of. Who made the internet? Nerds. Who made computers and tablets? Still nerds. Who made every game you played in your life and ever will? Nerds, nerds, and more nerds. I am a nerd and I'm proud to be one.
I understand many people are fascinated at the current structures that spawn out of the box, but I am more concerned creating new ones adding to that set.
Can someone please, who actually somehow does understand it, explain the the maze tiles properties settings? I want to get started, but the wiki is useless and the setting UI is not behaving like i think it works. See my previous post on page 183. Thank you.
Well, I can't help you without a crash log (or runtime log if it just freezes - console tab from the launcher).
Did you read my response already? I'm gonna try to expand the wiki with a little more infographic action later, but at least in terms of single components, I'd hope the picture would help already?
Love your mods, especially ye gamol chattels. I heard these things are a part of psychedelicraft:
http://imgur.com/mmmszR1
What do these things do?
Nevrmind, seem like it was just a one-time thing.
Being a nerd is noting to be ashamed of. Who made the internet? Nerds. Who made computers and tablets? Still nerds. Who made every game you played in your life and ever will? Nerds, nerds, and more nerds. I am a nerd and I'm proud to be one.
Are you adding more drugs in future updates of Psychedelicraft? If so, could you add things like meth, LSD, etc.?
Yes, when I get to work on it again. Non-synthetic drugs are a priority though, so I can't say when I will add those specifically.
What about more types of alcohol?
Haha... Didn't think someone would ask that at this point... I've got pretty much all the big ones covered, no? The only big thing I'm missing would be cocktails, but I don't think that's a huge priority, in comparison to more drugs.
Oh, cool! Do you want me to include it in the mod itself?
EDIT: I didn't see arak in there. https://en.wikipedia.org/wiki/Arak_(drink)
Also the mod was glitching out really badly on my laptop, worse than it ever used to. However that's probably just because it's an old computer (with intel graphics) and the mod would probably run better on my desktop anyway.
Not really related to this Psychedelicraft, but if all you want to do is add Araq into Minecraft to add a bit more spice to middle-eastern style areas, the LOTR mod has it. All you get from it is standard nausea though, no special effects, so having it in here would be pretty cool.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Apologies i am a fool. My eyes were not scanning right.
Edit:
Studied the wiki changes and correlating it to your post. Following with this thinking:
I now understand the connector syntax. Always "[none|male|female][:]string".
I then must archer the world with XYZ, left hand rule, Y thumb direction, Z pointer, and X 2nd finger. Size then goes from (from a top map view) left-lowest-down, to right-highest-top. This does NOT increment in world coordinates, i must stay relative to the maze settings.
Unclear with:
What is Generation ID to Maze ID? Right now i think Generation ID is the public name for the whole maze, and Maze ID is something internal? If it must match up like it says in the wiki, doing so anyways by hand is confusing.
Default Connector?: I think this literally means all exits on tile default to this. Yet each new exit needs its own connector sting anyways by hand?
Room sizes: So say my base size is 17x2x17 (a platform), it is a 4-way, i intend to connect the side centers with exits one block high (on top of the platform). Also i want the 4-way to be female for finer control of hallways connected. With this i would then set one positive room size over the tile following the XYZ rule above. I then make the 4 exits with the range sliders, for example north exit at [8,2,17]. I then give exits names of "female:platform". Looks ok so far.
The maze generator: What? Looks like it needs a exit to match a tile exit string used in the maze for a opening, ok then. But the room size settings stuff is confusing me, i understand a global XYZ size to build within only. Perhaps some of these settings intend to help how the generator place virtual tiles in the world when generating?
What are Blocked rooms? Relatives understanding to my room size settings understood so far?
My questions may get more wild as i experiment with what i know so far. Sorry.
I use that mod from time to time but I don't like its alcohol system as much. Also the dates are somewhat inconvenient to farm.
I made a spotlight for Recurrent Complex that looks at all of the features and gives guides on how to do stuff, because reading can be boring sometimes
Well, I certainly think it might be cool for people that like using HD texture packs, but it's your choice after all. I can't really tell you what to do
The Generation ID is, in fact, just an internal ID for saving purposes. The Maze ID is what's used for the identification of the maze type, so it must match up.
The default connector is the connection type of any exits you don't specifically overwrite in the exits GUI. By default, it's just a 'Wall', and for most cases that can pretty much stay as such.
The maze generator generally defines the context + confines of how the maze generates. The 'rooms' are the space where the maze generates inside of, whereas the 'exits' are genuine exits / entrances in and out of the maze.
The blocked rooms are not a thing anymore - the wiki was outdated at that spot, I guess. I made a quick edit there, now.
I see, thank you, i understand better now. I can see some clever ways the exits work.
I sorta understand the room spaces system. Question, if one tile has many space entries, will they overlap in order? Like using positive space of 2 to make a cross, then a negative space somewhere inside to cut in?
I see the way exit labeling works right now takes careful precision to mark the coordinates down for later. Can you can make this easier? Perhaps a "exit" block placed on the tile that when exporting will index itself on the exit list with preset coordinates.
A example of exit complexity will be making a tile with several exits, then cleverly adding other exits inside the tile to mark zones to place random prefabs or sub-rooms. Or Something like generating a floating island and manually generating rocky spires underneath (by chaining random 'nature' exits for rocks). Thus so, using many exits for special details.
Yep, that's exactly how it works, and why I did it this way.
Yes, I agree that the system right now is very theoretical when it could be bound to physical space to make it a lot easier to understand. I have several ideas noted down to address this, one of which I will definitely implement in the future.
You seem to understand well now. I haven't personally used the maze for anything beyond normal mazes yet, but it's certainly a possibility.
That is indeed a proper crash report - and it tells me that you are using Java 6, rather than Java 7, which is required for my mods. Please refer to this tutorial to upgrade.
I have a suggestion. Add methamphetamine ( or meth ) into the mod and make it so there are two ways to make it. One way gives you normal meth and one way gets you heisenberg blue.
Is there any way you can add a config option that makes using the grindstone really difficult to repair tools, like it takes way longer and feels more grindy? It would really help me rebalance my modpack, and would avoid exploitation