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Nov 1, 2013Posted in: Minecraft ModsQuote from Azanor
Actually it does not - shortly after he stopped recording I was like: "Derp, wait - this won't work."
I'm considering making the "log" versions of pure nodes actually do change any biome into magical forest.
How will that work?
Will it change any biome that the tree was planted, or the biome it's in(say, a tree is inside a magical forest biome with a plains biome right next to it, and one of the logs with a pure node inside it made it into the plains biome)?
Or it will just change a small area around it?
Or it will just change dirt/grass blocks around it like in Direwolf20's recent video?
If so, what will the range be?
I mean, if the range is infinite, and there is dirt/grass going on for miles, you would end up with a super massive magical forest biome!
Oct 30, 2013So, this is the first time I hear of such a mod, and I didn't even know there was already a mod that this is based on!Posted in: Minecraft Mods
From what I got from the description, I had to take the assets, bullets, and guns folders from inside the Simple Cod by Marz.zip and drop them into the .minecraft/GunCus folder!
However, after testing it around on creative I still cannot figure out how to get the weapons added by this addon!
Yes, I know you have to craft them, but there are like a gazillion combinations!
Oct 30, 2013So, I have been reading posts on this topic and across the internet that people had chunk resets in an area where there were an enderchest and a chunkloader, and now I'm freaking scared of using an enderchest!Posted in: Minecraft Mods
So, what's the deal with that?
Has it been fixed?
If it hasn't, how can you avoid it?
I do keep back ups of my save files, but it would be tedious to check every time if a chunk reset!
One more question, where is there a change log for ChickenBones' mods?
Oct 27, 2013AznaktaX posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)So....any detailed information as to what the mod does?Posted in: Minecraft Mods
Oct 27, 2013AznaktaX posted a message on [1.7.2, 1.6.4] [Forge] [SSP/SMP] SPENCERIO'S MOD MOD 5000+ dls! Tons of Stuff + Spawn ANY Mob! Really need a new showcase!I suggest that if you want more people noticing this, you start adding some screenshots and more information!Posted in: Minecraft Mods
Oct 27, 2013AznaktaX posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Posted in: Minecraft ModsQuote from Logger1010
is there a way to change the spawn rate i looked in the config i saw nothing (im using the jar launcher and changing to getting the mod without the launcher is not an option)
Spawn rate of what?
If it's the mobs, then there is the Mob Spawn Controls mod that could probably help you!
Oct 19, 2013Posted in: Minecraft ModsQuote from Steelflame
@AzanaktaX - Buildcraft doesn't mess it up, because Buildcraft adds an Ocean biome. Ocean biomes run on a separate generation manager from the land based biomes, which is why oceans are virtually always the same, regardless of what changes to the biome selection you make. Oceans are therefor very consistent, and you can change them without hurting the usual purposes of a seed,
What about the OilDesert biome?
Quote from SteelflameIf you REALLY want that seed with that exact generation, only thing I can say is to make the seed, explore very large area with creative, and then run the regeneration feature of Thaumcraft. Note that this will at the edge of explored chunks create chunk walls, A trick to avoid these chunk walls would be to explore the entire continent, so that all new chunks would be in the ocean (and therefor not generate chunk walls), but that would take a very long time possibly depending on the size of the continent.
I know that already!
I want to avoid that, because what's the point?
The truth is I use AMIDST to find biomes, villages, strongholds, and other things I want!
It's not just a few locations!
So, your solution is not an option!
Thank you for trying to help though!
Oct 19, 2013So, I'm trying to create a new world with a seed I used back in 1.6.2, but Minecraft generates totally different biomes!Posted in: Minecraft Mods
After experimenting a little, it seems the culprit is Thaumcraft!
This is the one I used back in 1.6.2, and this is also what I'm trying to get again!
And this is what I get with Thaumcraft!
This is the same save, I only added Thaumcraft, and deleted the files from inside the region folder!
Why would it do that?
Is there any way to tell it not to mess up the Terrain Generator?
I'm guessing it's because the mod adds new biomes, but buildcraft adds new biomes too, and yet it doesn't mess up the biomes like Thaumcraft does!
Please, give me a solution!
I really want to have Thaumcraft in my world, but I don't want to mess up my seed for that!
Oct 7, 2013AznaktaX posted a message on Idfix and Idfix Minus: mods for resolving Id conflictsPosted in: Minecraft ModsQuote from PixelDragon13
This is a very good mod, but when i start buildcraft with much mods (70in total) the 1st time works, 2st time= crash
This is the crash log:Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 4069 to the Fluid 'oil' but this Fluid has already been linked to BlockID 1530. Configure your mods to prevent this from happening.
This is your problem!
Oct 6, 2013AznaktaX posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)Posted in: Minecraft ModsQuote from Aroma1997
Good point. I will maybe make that dungeon a config option.
That's fine and all, but what exactly is that special dungeon?
How does it look?
Where do you find it?Is it underground?
How big are they?
Do they have traps?
This might shock you, but I still haven't got on getting into the dimension because, well...I was not ready, for various reasons!
Sep 29, 2013AznaktaX posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!At last!Posted in: Minecraft Mods
Glad you are back!
Quote from immibis
Got any ID resolver mods installed?
Yes, but the Dimensional Anchor mod worked fine....that is before I tried to update forge and some other mods!
Sep 19, 2013AznaktaX posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)So, any information on these new features?Posted in: Minecraft Mods
What gives with the special dungeon?
It kinda contradicts the concept of a world whose purpose isn't so much about exploring but rather about using it as a large quarry!
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Nov 16, 2012Posted in: NewsQuote from MichealIkruhara
I'm sure I'm not the first to say this, but most of the Mod-Makers in the community must be Flipping Tables and drop-kicking their desktops with all the updates lately. XD
Not just the mod makers!
I always run a heavy modded world with as many mods(My 1.3.2 world has 90+ mods) as possible!(it takes me several days to put all the mods together so that most conflicts and bugs are away)
Every time a new update comes out, it puts me into anxiety because I know I will have to w8 1-2 months(maybe more) before I can begin a new world!(and I say new world because keeping my world with all these mods is obviously next to impossible :P)
And I know it can't be helped!(at least, until a good official mod api comes out)
Bugs HAVE to be fixed!
Personally, I'm not optimistic at all even with this 1.4.5 pre-release!
Don't be surprised if more come!
Mar 30, 2012Posted in: NewsQuote from HeadHunter67
Minecraft updates are coming out so fast, mod developers are unable to keep up with the pace.
We're just now starting to see mods being updated for 1.2.4, and now 1.2.5 is right around the corner.
It wouldn't be so bad if the MC updates didn't break all the existing mods.
How about Mojang takes a little more time and doesn't update again until that mod API is ready?
Hey, at least you guys are playing with 1.2 mods!
I'm still with 1.0 because I w8 for the mod api before I add any new mods!XD
Feb 14, 2012Posted in: News
Block ids have been increased to 4096
have been increased to 4096
increased to 4096
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