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    posted a message on Automating Server Startup and Shutdown

    A little new to this, where would I find a plug in that does this. Or which.

    Posted in: Server Support and Administration
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    posted a message on Automating Server Startup and Shutdown

    Well it's going to be force closed as the computer shuts off, but if it's auto saving then that shouldn't be a problem.


    Kind of a branch off that... any way to automatically remind anyone on the server that it would be restarting? /say in the .bat if time gtr than 5:50:00.00?


    Edit: I'll try putting a loop in after the initialization in the server start up.


    Update: Once the .bat gets to the server initialization it doesn't pass that line until the server closes... I'll try to test a couple other things

    Posted in: Server Support and Administration
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    posted a message on Automating Server Startup and Shutdown

    So I'm the type that doesn't like a a computer running indefinitely and am trying to automate a personal server to save at 05:55:00.00 so a computer restart can occur at 06:00:00.00.


    I have the .bat to start the server and am working on the computer restarting .bat, but how would I get the server to save at said time?

    I'm operating a Windows 10, so if the script could be in the CMD for that

    Posted in: Server Support and Administration
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy»

    Are you using any other mods at the same time?


    100% support for all mods' tools, that's gonna be a no, sorry.


    I will look into that.

    Okay, let me clear a few things up:

    • Personalities: Each personality has a preferred interaction, influenced by the villager's mood. Your potential success with an interaction is calculated by: baseChance - recentInteractions * 6 + personalityChance + moodChance + bonusChanceByHeartLevel
        • This value becomes a percent success rate.
        • You can see your calculated success rate for each interaction from the interaction menu by pressing Ctrl.
    • Dialogue: If you have issues with the dialogue, you can modify it yourself or contribute your own lines. MCA's language file is located in its .jar at assets/mca/lang/en_US.lang.
    • Basic Features: If you think MCA hasn't changed drastically, try version 4.1.3 (RadixCore here) then come back and tell me MCA 5.x is the same

    "If [you] could mod" you'd hopefully have a bit more appreciation for the time people put into these things. You'd also revise your "review" to remove claims that you'd do so much better "if you could". A statement like that only makes you look like a jerk, and invalidates any criticisms you have or changes you hoped would be made based on your opinions. So...you're going to waste a lot of your own time if your "reviews" are always like that.


    In the event that you decide to learn how to create a mod, or need assistance doing so, MCA is open-source so you can see how I've done everything. It's definitely not the best thing to use for education, but it could help in some cases. Contributions are always welcome as well.



    Fair enough. I was pretty frustrated at the time and was just astounded at not being able to make any progress.

    So with a level head, there are things I think you should probably fix, and they should be pretty easy. First, those success percentages IMO should either be default on or have an option to make default on. Second, handshaking is always the highest % of success no matter the personality meaning that there is no reason for any of the other options (at least not to what I have seen from the NPC's that have appeared/born in my village).

    I do in fact understand how difficult and tough it can be to program as I have taken a couple courses (relation-ally attributable). I make very clean modules but messy programs myself, most likely due to me needing a more "floor plan" layout. I actually want to eventually make a Steampunk mod that would use gears and axles to transmit "power" and have machines/gear/tools to match. Once my life isn't actually dedicated to my job so much (working on some side ventures to try to be home more to learn and do other things).

    I am actually an CIS BS, and have a couple ideas if you would listen to me after all that XD. First, make the personalities 5-6 variable rather than 2 for more complexity. Second, make the Chat, Joke, Story, and Flirt have sub options (like Joke=>Animal/Monster/Town/Adult) to add more attribution pairing of interaction options. Third, NPC relations should be able to be negative between each other, primarily that you cant just pair any two NPC together as they may not like each other (if they aren't already). I would not mind contributing with lines if it got this in depth either.

    And sorry for the harsh post, its been a very long week and I wasn't having any of it from something that was suppose to be relaxing.


    After thought:

    ... I need to change my profile pic... thing is near 10 years old XD

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    I have to say... great idea, but terrible execution. The relationship building is unintelligent with this random chance for success concept. As well, the tutorial stated that they bore of conversation quickly and to come back later. This give a real "tap it, leave, and wait for her to call back" feel. Not that I have a ring yet, but I seem to just irritate them off more than make them like me with the first chat/joke/etc. And for the personalities, you might as well label them easy-hard as there is nothing you can do appeal to any one personality it seem, and if there is such system the random success chance muddles it to nothing. As well, having only 2-3 lines of dialog for each pro/con for each option makes it feel weird. Like, why would I make a joke about their pig again given I found out they dont like that?


    This mod needs some TLC in the form of expanding on ideas present. In chat, give me options on what I chat about, one that has impact with this personality or that personality. Give me feed back/ score board on what has been successful or failed.


    I was so eager to play when I read the description, and to get this. It is really disappointing that this mod has been out for so long and its basic functions haven't been improved upon from release. If I could mod, I would trump (not the person!) this mod so hard. I am sorry for the harsh review, but seriously.

    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Haven't been in minecraft for a while, but I remembered this mod as I was recently thinking about a project i had for its predecessor and was like, "well I have an advance electronics concept that could fit in this to continue that project in minecraft".

    Essentially, it would be a much more powerful "redstone" signalling system. As well, the game is 90% prepped for its execution.

    The project I want to continue is to make a music machine that doesnt have to stretch for a day and beyond to play a song and nor will you have to run or ride along side to stay in range

    If you are interested Mr_TJP, PM me. But if you dont have time, i understand too.
    Posted in: Minecraft Mods
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    posted a message on Blocks Deleting When Looked at
    Quote from wraith2476

    I'm having the same issue with Thaumcraft4. If it's not too much trouble would you mind posting any further results you get from nei? Thanks in advance.


    After some more testing, I found out that this only happens when the "Highlight Tooltips" in the "World" option is turned on. Turn it off and the plants wont delete anymore to what Ive seen
    Posted in: Java Edition Support
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    posted a message on ChickenBones Mods
    BUG REPORT:

    NEI is deleting plants from Twilight Forest and Thaumcraft. Specifically when looked at in mineable range. Anyone else getting this bug?

    Took my halve an hour of mod swapping, and the issue subsided when NEI was taken out but I do understand it could be a chain of mods that causes a wayward reaction.

    Here is my mod list:
    BiblioCraft
    Buildcraft
    Chicken Code Core
    CoFH Core
    Ender Storage
    Extra Biomes XL
    Forestry
    Industrialcraft
    Iron Chests
    Minefactory Reloaded
    Nether Ores
    Not Enough Items
    Power Crystals Core
    Railcraft
    Redstone Paste
    Tinkers Construct
    Thaumcraft 4
    Thermal Expansion
    Translocator
    Twilight Forest

    Wireless redstone - Chicken bones edition

    EDIT:
    after some more testing, this only happens when "Highlight Tooltips" in the "World" option is on
    Posted in: Minecraft Mods
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    posted a message on Blocks Deleting When Looked at
    Im looking for Mods with a comparability bug that Deletes or changes blocks when looked at. I know the mods effected are Twilight forest and Thaumcraft so far. The specific incidents Ive ran into are:

    A number of Twilight forest plants deleting (roots, berry bushes)
    Both flowers from thuamcraft deleting
    Greatwood leaves changing to silverwood leaves

    I'm running through mods my self, But if someone finds it before me. What mod is doing this?

    Heres my mod list:
    BiblioCraft
    Buildcraft
    Chicken Code Core
    CoFH Core
    Ender Storage
    Extra Biomes XL
    Forestry
    Industrialcraft
    Iron Chests
    Minefactory Reloaded
    Nether Ores
    Not Enough Items
    Power Crystals Core
    Railcraft
    Redstone Paste
    Tinkers Construct
    Thaumcraft 4
    Thermal Expansion
    Translocator
    Twilight Forest
    Wireless redstone - Chicken bones edition

    All just updated but this has been a persistent issue. I'll post back if I find the instigating Mod

    Edit:

    Mods Tested:
    Biblio
    ExtraBiomes
    Industrialcraft
    Buildcraft
    minefactory

    Edit2:

    To my dismay, NEI is the instigating mod. I will proceed there to report it
    Posted in: Java Edition Support
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from Tal-N
    Kind of makes me wonder if this mod would benefit from adding an extra block which is used for reinforcing overhanging blocks. Sort of like a block with a small set of metal pins at an angle / \ that function like support reinforcements. Obviously the 'pin' blocks themselves would be unaffected by gravity.


    Quote from Sigma85
    I like this idea. Special support blocks, maybe a whole set of them for different purposes, but definitely add a config to blacklist blocks from gravity. Special bridge/arch/butress blocks that make "X" number of blocks in "Z" direction(s) unaffected by gravity and stable would add a fun new elemant to building and mining. There was an idea a few pages back you could incorporate too for some sort of mining supports, where "X" # of blocks around the support are uneffected. That would be cool, also adding another element to the game, forcing you to add support beams every so often in your mines, much like real life.


    You can add blocks to the config and set its amount of "hang". Blocks arent effected by gravity but by the number of blocks around it, which is what the valuing in the config for added block most likely is. Though there is an affected and a must fall setting. But you dont need a special block in this mod to make a block resistant to falling, just an extra block from another mod that would suit the purpose.

    But I seriously dont think making a block unable to fall is fair, maybe very resistant but unable to you might as well turn physics off.
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Just had a gold ore block change to stone as I tried to mine it

    Quote from silentDrew

    the physics system needs some work, that or customizable stability values. As it is you can't even build a proper arch out of stone bricks.


    Stone arches are round, An impossibility* in minecraft. With some logs as support though (making the arch 3 thick) you can build some decent arches. I have a bridge that spans 6 "unsupported" blocks, with a total thickness of 4 and 3 in the middle (mix or stone bricks and logs). I could make this 100+ unsupported, but it would be pretty thick on either ends. for my arches (for bridges) it thickness = 3 + (Distance / 2 - 1) / 2. So theoretically 102 span bridge would be 28 thick on the ends. And drops off linearly, so technically no nice circle look.

    Edit: Have a design thought of for a nice looking dome (mix of stone brick, logs and glass). But have yet a reason to build it
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quick bug I found, Not a biggie but irritaiting at the same time.

    Blocks changing when they fall

    I believe this is a meta data issues, as I keep getting the wrong saplings from the extra biomes trees. But there was a time that a block of coal turned to stone as well. Ill edit this post should I recreate the vanilla block changes (been avoiding it because I want the coal)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from hulduet

    I miss the pipes from TE/RP2, shame no mod does those in a similar way. The bc pipes are a little too meh for my taste, but they work at least.


    This is my exact problem when RP2 died. Been racking my brain on how to make a cohesive mass storage facility, but its not possible without dozens of diamonds and hundreds of eyes of enders. BC pipes are not usable because I will lose so much materials from kick outs. I know theres that energistics(?) mod, but thats so expensive too.

    By the way, why i need a mass storage is because I build bedrock castles, a staggering 64 height castle built on/near bedrock which has 30 blocks from the castle cleared down to bedrock as well. Most of the lower castle is the storage with facilities at the top. Thats 16 chunks of materials.
    Posted in: Minecraft Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Wow, no explanations on the no? I thought it was well thought out, maybe I didnt add enough of the mechanics I was thinking of, but I was trying to keep it short, just the basics.
    Posted in: Minecraft Mods
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Probably a bad time to intro this idea, but just to plant the thought.

    A tower defense set up:
    Structures
    Maze Heart - a nexus like block, expensive (4+ diamonds), but does nothing except allows for soldier spawns
    Tower Base - a base for towers utilities to be placed, comes in wood, stone, and iron (wood supports one add-on, stone 2, iron 3)
    Spire Mount - A tower add-on that increases weapon ranges, comes in wood (+1), stone (+2), Iron (+3)
    Face Mount - A tower add-on that increase the number of weapons attachable, comes in wooden Fence (2), Stone post (3), Iron Post (4)
    Maze Wall - Effective wall against soldiers
    Tower Dispenser - a Weapon modifyable by upgrades, comes in wooden (2), Stone (4), Iron (6)

    Weapon Upgrades (can be made of various materials to increase effectiveness)
    Main type
    adds ons
    Auto-Bow - base projectile damage adder (Bow or dispenser + ???)
    Gatling - Increases projectile Attack speed (repeater + ???)
    Weighted Bolt - Increases Knock-back (Arrow + Iron or obsidian)

    Cannon - base ball damage adder
    Weighted Ball - Increases Knock-back (Iron or obsidian)
    Explosive - Deals AoE damage (4 stone + gunpowder)

    Redstone Charger - Base Lightning damage adder (4 Repeaters + iron)
    Precharger - Increases attack speed (4 iron + repeater)
    Arc'er - Increases jump amount (3 iron + 2 redstone)

    Freezer - Base ice damage adder (snowball or snow block + ???)
    Hyper Chiller - increase slow (snowball or snow block or ice block + ???)
    Vent - Makes an AoE from tower, range based on number of vents (3 iron + Dropper)

    Flamethrower - Base Fire Damage adder (2 blaze rod + ???)
    Igniter - Increase burn time (Furnace + blazerod)
    Vent - Makes an AoE from tower, range based on number of vents (3 iron + Dropper)

    Soldiers
    Spawn Based on matterials around the Maze Heart, min 16 and max 32, and will naturally be drawn to attacking the heart.
    Dirt (Weak against cannon, strong vs fire)
    Stone (No weakness or strength)
    Clay (Weak Against ice, strong against lightning, will turn to brick in fire)
    Wood (Weak againt fire, strong against ice)
    Brick (weak against cannon, stron against lightning)
    Iron (weak against Lightning, strong vs projectile)
    Redstone(no weakness or strength, will arc lightning to another target)
    Glowstone(Weak against cannon, will light up when hit by lighting)
    Obsidian(Strong against everything)
    Sand (Strong against cannon, will turn to glass when hit by fire or lightning)
    Glass (Weak against cannon)



    Yes no?
    Posted in: Minecraft Mods
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