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    posted a message on ChickenBones Mods

    Hi, I'm using the current 1.7.10 recommended builds.


    When using NEI as well as Ender Storage, hovering over an item in NEI and pressing (default) 'u', it takes about 3 seconds to display usages of hovered item. If Ender Storage is not present, displaying usages is almost instantaneous. Is there a known performance bug about Ender Storage/NEI interaction?

    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    @SMEZ1234: I think I have found two further issues in/related to Enhanced Biomes.


    Firstly, when the EB-specific ores are generated (those that blend with the new stones) and the config option to have those mined as normal minecraft ores is chosen, the resulting Ore items do not have the correct meta. I have seen Iron Ores having (15:10) and (15:8). It seems when getting a drop from mining, only the block-ID is overridden, the meta stays as it was. These wrong-meta ores can be smelted, but do not interoperate well with mods like Thermal Expansion that expect 15:0 items for, e.g., pulverizing them into dusts.


    Secondly, when combining EB with the mod Harvestcraft, it is not, at least not in a stable way, possible to plant Harvestcraft seeds on EB's dirt blocks. Even though those special dirt blocks can be tilled, only vanilla seeds/melons/pumpkins can be planted. How does farmland interoperation work between mods? Is it even possible to integrate EB and Harvestcraft such that this works? If no, I'd value a config option such that shoveled EB dirt gets converted to vanilla dirt (just as with the ores).

    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from SMEZ1234»

    I have noticed both of these things, but I thought that I had gotten the cave one fixed up. It's a function of it not digging through the new dirt and grass, usually. I believe that I also had the Riparian zone slightly higher than rivers in the last update, to allow more space for trees. I've got it fixed for the next update already though.


    Please clarify: You have fixed it such that in the next version of E.B. the caves will digg through the grass to the surface? Or did you say that you only fixed the rivers being more disconnected?


    Do you have any feelings as to when the next version could be? Is it rather in the order of days or months?


    Do you need someone to test that next version regarding the cave thingy? If so, I'd be happy to. I generated a lot of new worlds (hundreds) recently in order to find a seed to my liking, and might be able to spot missing cave corner cases.

    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    I like this mod, it creates fantastic visuals of landscape!


    But I think there is a bug regarding the naturally generated caves. In contrary to vanilla minecraft, in Enhanced Biomes there are very very few caves reaching the surface. The caves are there, you can see them clearly with tools like MCEdit. But there is almost always one or two layers dirt/stone separating the top end of the caves from the surface air.


    Is there anything in the algorithm that does something like +2 from the heightmap generated by minecraft, or maybe something else with a similar effect? Somehow also supporting this +2 theory is also that the Riparian Zone seems to be even more discontinuous than the vanilla minecraft's rivers, which might be caused by the surface being too high, leading to less water tiles for the river and narrowing it too much.


    Is this a known bug? I can take a couple of screenshots if no one knows what I'm talking about.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Hi, my server is not set to peaceful but spawn-monsters is false. Is there a way to change the Peaceful Table working with that kind of setup? I really like it's idea, but don't like to set my server to peaceful.

    I like hunger and all that, but not monsters, and would still like to be able to acquire ender pearls, bones and all that stuff...
    Posted in: WIP Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Reaperguy666

    I have a proposal for a "gate" of sorts. It would be called a "Redstone Signal Strength Detector".

    You can build this using http://minecraft.gamepedia.com/Redstone_Comparator quite easily.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Just wanted to post some volcano screenshots. Some of them look strangely narrow, and one has actually been generated on top of a mushroom.





    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    I think volcanoes are much too frequent. I would love to have a config option to have fewer of them generated per 1k chunks or so.
    Posted in: Minecraft Mods
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    posted a message on [SMP] Trade Booth Mod
    Are you planning to update Trade Booth Mod to 1.7.2?
    Posted in: WIP Mods
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    posted a message on Slime back in 1.5? And they HURT!
    The new update gave me reason to start my server and update an old world. Then I wandered around in my big cave system. In heard a strange sound I've never heard before, then I saw some green movements. It's what the slime drops when it jumps around. I couldn't see the slime itself because it was diagonally hidden, but i saw the drops. Then I opened the wall and there it was. I'd say it was medium size.

    And touching it hurts me now. I killed it.

    On my way up I saw another, small one.

    Yes, you will say "picz or it didn't happen" and stuff. I am not trying to convince anyone, merely asking: Is this official or a glitch that might've happened because of the conversion of the world?
    Posted in: Survival Mode
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    posted a message on Redstone Logic Gates and FAQs Compendium
    Quote from Wrathful »
    Thanks Banjo et al for this:

    Oh my frikkin' god! Thank you so much for this!

    Now here's the decimal one.

    4-Bit To 7-Segment Decimal Decoder (15x17x6) by Banjobeni (schematic)
      This circuit can be used to drive a 7-segment display. It will show the decimal digit corresponding to the four bits of input on the display. Inputs are on the bottom of the picture, the most significant bit being on the left. Outputs are on the top side, from left to right: a, f, b, g, e, c, d, corresponding to the second picture. Invalid inputs, namely, those corresponding to the binary numbers 10 to 15, will produce garbage.

      Requires: 56 torches, 368 redstone
      Delay: 4 ticks

    Those on the bottom are repeaters. It's even faster than the hexadecimal one.

    Oh, and by the way, there is no one to one correspondance between decimal value and the middle layer, because the logic is reduced (to the minimum, I hope).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Logic Gates and FAQs Compendium
    Quote from Wrathful »
    Banjo, on this 4 bit to 7 segment device you posted, is there are order to the decimal outputs on the bottom? As in, I want to figure out which answer is being selected before I hook it up to my display and can't verify it's accurate. There are only 14 rows which trigger the 7 outputs, so I have no idea which should be which. I hope this makes sense, thanks.

    Sorry to not answer your question for such a long time, I have been busy with non-Minecraft stuff. And I have yet to read up on all the new posts.

    I think I gave pretty exact instructions though on how to use it. Plus, you can always download the .schematic and try around.

    Quote from Banjobeni »
    4-Bit To 7-Segment Hexadecimal Decoder (15x34x5) by Banjobeni (schematic)
      This circuit can be used to drive a 7-segment display. It will show the hexadecimal digit corresponding to the four bits of input on the display. Inputs are on the bottom of the picture, the most significant bit being on the left. Outputs are on the top side, from left to right: a, f, b, g, e, c, d, corresponding to the second picture.

      Requires: 127 torches, 618 redstone
      Delay: 6 ticks


    If you only need a decimal encoder, not a hexadecimal, and you ask nicely, I might consider making one.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Logic Gates and FAQs Compendium
    Quote from gotothun »
    Here's some diode uses i've come up with.

    How can the wire on the right power a block? Does that really work? Can't try it myself in-game just now.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Logic Gates and FAQs Compendium
    Quote from Wrathful »
    Thanks Banjo!

    You are very welcome.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Logic Gates and FAQs Compendium
    Quote from Wrathful »
    Do you guys have any insight on creating a compact 2-to-1 multiplexer?

    Being able to compact circuits depends a lot on the exact specification for placement of inputs/outputs. I'm pretty sure it can be built smaller, maybe with the repeater to isolate the selector input..

    Multiplexer (3x4x3) by Banjobeni
      Use the middle input to switch the output between the state of the left/right input.

      Requires: 6 torches, 5 redstone
      Delay: 3 ticks
    Posted in: Redstone Discussion and Mechanisms
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