• 0

    posted a message on InGameConfigManager - Modify your config INGAME!

    The link to this on your old thread is broken, may wanna fix it.

    Posted in: Minecraft Mods
  • 0

    posted a message on InGameConfigManager - Modify your config INGAME!
    Quote from DaRuskiy»

    There is a bug in the latest version for me, tested on both server and single player. If you make new recipes for "crafting table add" they work fine while you are in the world or on the server. However when you restart the server or reload the world, all the recipes vanish except for the very last one made, yet the documentation stays in the .cfg file. When you try to craft from the old recipes that disappears it still lets you, however no icon shows up on the output window.


    I am experiencing this as well. I checked the file on my server and it is all still there in text form, it's just not loading it into the game itself (except for that last item)
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs

    Any chance this will ever UBCify "Dense Ores" from the mod of the same name?

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    Thankyou kindly for answering all my questions! :-)

    Keep up the great work!

    Posted in: Minecraft Mods
  • 0

    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    I think Cooking for Blockheads has an update newer than the one in the modpack. I am having some of the issues the newest version says it fixes. I can dl it myself, but talking my friends through it so they can play on the server with accurate versions is.... complicated. lol

    Posted in: Mod Packs
  • 0

    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    I can't seem to figure out how to use the OR function.

    For example, "Build a door" quest.

    I selected OR in the quest options. Then under tasks added a crafting task. In that task I added two items a reg vanilla door with NBTdisabled, and added a mod added door (carpenters doors). But it lists both as being needed to craft to complete.

    I also tried adding two separate crafting tasks inside the same quest, with OR selected, and that didn't work either. It simply put the tasks on separate pages, but still required them both to be completed.

    I realized now that the AND Or Function is for setting up quests that require other quests to be completed first, and not for multiple possible items inside one quest... Is there a way to do that??? I hope so...


    And now some suggestions/questions.


    *Any way to increase the size of the Description input line???

    *Any way to rename the item required field? If I put Oak Wood Log in with a NBT ignore, I want it to say "Any Wood Log" instead, but there is no way to do that as I can see.

    *When selecting an item from the right side of the "choose Item" screen (where it says search and lists all available items). You can only ever have x1 on the item count, unless you set up a stack beforehand in your inventory outside of the quest editor. A way to increase this stack size from within this screen would be lovely. I noticed you can go into RAWNBT after and change the amount there... but having to do that just adds a step.

    *Having newly added quests auto place an x,y near the last quest you made instead of right on top of a quest and being completely hidden would be great. Took me 10 min to realize that my quests were all stacking up on the quest grid screen and I was at a loss as to why they weren't showing up until I hit GRAB and dragged one.

    *A way to duplicate a quest in the editor, so you can have a template of sorts when making a "new quest" that is much like previous ones.

    *Was I missing something, or were quests supposed to announce to the player somehow when they were completed with silent:off. I never saw any messages or anything when I completed quests? I didn't even hear completion sounds of any kind.

    *Is the Global Quest and Global Share settings for all players on the server, or for teams? What is the difference between them exactly?

    *A repeat reward option, so completing a quest the first time can give a different reward than repeating it does, would be neat.

    *Is there a way to do reset_all for a specific player, a specific team, and not always have to do it to everyone?

    *How about a way to reset just a single quest for all players, by using its quest ID?

    *A server option to only "autoclaim" if inventory has space, otherwise require manual claiming? Dropping it on the floor could be dangerous, especially if the player doesn't notice it happened.

    *How about a server option to auto-set the first player to join the server to a team based on their name (like "Blue001's Team"), and then having all other players who join also force set to that team?

    *Have the game save your quest layout separate from the AUTO one... so if you hit AUTO accidentally, you can easily undo it...

    *Instead of having "Main" as an option, why not reword it to "Shape" and have it have the following options... Burst(the current main one), Star, Circle, Square, Triangle, etc etc. This way you can group quests into more different types if you want.

    *A "hidden" quest option, so the quest won't appear on the grid until you complete it's pre-req's. Also a way to hide or lock the Main Quest-line buttons on the left, so you can show/unlock them when one section or specific quest is complete.

    *This probably would go into another expansion, but a "Enter Biome" and "Enter Dimension" quest type. I see that you can do locations based on x,y,z and dimension, but you can't just do plain ol dimension by itself without an x,y,z... as far as I can tell. Nor can you have players seek out and explore each biome type on a random generated world.

    *A way to send a message to players in the chat window on a quest being complete. So you can send custom congrats or hint messages for certain quests.


    Lastly, Any chance you could add the welcome screen functionality from this " A Requested Mod " into your mod. I think it would fit well here inside this mod as letting players know how to access the quest screen and such would be great.

    Posted in: Minecraft Mods
  • 0

    posted a message on Journey to the Core Modpack
    Quote from Overflow123456»

    In regards to armour what is the best armour to go for? that is worth building?


    Cook up the Rotted Flesh you get into leather. Then make leather armor. It's the most common material for armor at the start besides that slooowwwwwwwww cobble armor.
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack
    Quote from KocLobster»

    At the very beginning of this modpack, everything works correctly, but the first quest that requires a few dirt/wood/gravel I can't seem to complete. As far as I can tell, it's some kind of bug. For whatever reason, the quest just will not recognize that I have the dirt in my inventory, and as such I can't progress any further.


    I have searched all over this thread, the forums, google, youtube..everywhere, and I seem to be the only person experiencing this problem. There was one post earlier in this thread describing the same thing but he edited his post saying he resolved the issue, but doesn't explain how. I have tried reinstalling the instance, disabling/enabling mods, I've gathered every damn piece of dirt in beginning part of the map outside the cave, nothing seems to work.


    Has no one else really experienced this problem? Why will HQM just not recognize that I have the dirt? I can't seem to get past this, and as such I can't even play the modpack because of it. Please help, someone! :(


    Well there are only 5 "actual" dirt which are directly below the oak tree. The rest are not real dirt. Once you have them, you can hit "manual submit" at the bottom of the page if it isn't detecting it automatically.
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack
    Quote from v0xelll»

    Can someone help me out here? I'm attempting you host a server for some friends and myself using this modpack but when i launch the server it generates a vanilla map...



    The only way this modpack works is if you click "Create Server" on the AT Launcher under Packs. The world you need is included when the server is created. If you delete your world folder on the server, then it will indeed generate a new world that doesn't work for the pack when you launch it again.

    If you want more than one server, simply use "Create Server" once, and then copy paste that new server folder over and over renaming each one, BEFORE you use it.



    I keep trying to startup a server for me and a friend but i launch the server with the command file it does it s thing then i dont get a servers properties file can anyone help?


    You have to open the EULA file and change false to true. then launch again. It really is annoying that this does this.
    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack
    Quote from EveTater1»

    Hey, I haven't found anything on this anywhere I've looked so I'll ask here, is there special blocks that don't fall? Or is there a way to disable the falling thing? It's honestly extremely annoying and (Without a bucket, had to restart my world after it got curropted) I can't set up a farm without taking multiple hours to ensure the dirt doesn't fall into the water.



    I find the best tactic in this pack is dig a base underground into the side of a hill or mountain/pillar... Building one above ground is asking for problems. Roofs become hard to place when you are building them manually. So digging deep enough that you naturally have a 3+ thick roof is best. Then make your main rooms floor 10 blocks lower than your roofs bottom block, so you can plant trees, crops and all that jazz in them, underground. And never build along a coastline, as you have said, things tend to fall into the water. You can't get a bucket right off, but the plots of fertile land they give you from the quests don't need water (or a hoe) to grow crops, so you can start a farm underground easily. Then when you progress you can get iron enough for the bucket you need to expand your farm regularly.

    Also, having such a large room underground prevents you from suffocating so quickly, always remember to place mushrooms in your base to keep you air'ed up, or make the "1 glass, 1 torch" combo item to prevent it as well. Good luck in the core!!!

    Posted in: Mod Packs
  • 0

    posted a message on Journey to the Core Modpack

    Suggestion for difficulties sake...


    The quest that gives you Pig eggs, Epic Bacon + 32 Chocolate bacon should NOT be repeatable.... I NEVER have use for any of the other food the modpack seems to think I need, like crops I worked hard to obtain/grow, and make plots for. It makes most other food obsolete and takes up all of my storage space in my Eske as I can't carry or for the life of me eat the chocolate bacon before it goes bad. And in multiplayer it's even worse as all of us get 32 that only stack to 8... and end up tossing half of it.


    The same goes for the Carrot, Potato and Egg quests because of the sheer number of items they give you and their repeatability...


    I say either drop the amount of food each gives you, by 3/4ths or perhaps make a smaller repeatable version you can do after these ones and turn of their repeatability.


    Also a note... Is there an error in the Grout recipes??


    Currently there are two recipes...


    1 clay (ball form)

    1 sand

    1 gravel

    -------------

    4 Grout


    and....


    1 Clay (block)

    4 Sand

    4 Gravel

    --------------

    8 Grout


    If we look at this , we can see that a 3 cost->4 yield is wayyyyy better than a 12 cost -> 8 yield. I say 12 because 1 Clay block is 4 clay balls... so technically you are wasting 3 clay balls doing it that way... making a 9 cost recipe into a 12 cost one...


    Perhaps choose one and remove the other???


    Also, any way you could add a recipe to turn the excess number of 1/4th hearts quests give you into something useful (if you wanted to, and aren't playing with lives turned on). Multitudes of quests auto-give you these, and they are utterly useful. Maybe, putting 9 of them into the crafting grid could give you a Tinkers Construct Full Heart (the ones you can eat to get 10 hearts). Since it would take 9 of these each time, it wouldn't be too overpowered, and you would have a reason to keep them around. It's also annoying to have two types of hearts with almost the same graphic that do different things, that don't interact with each-other in any way, and this would solve that.


    Also, change the quest that gives you 1 rice seed, to instead give you 1 rice itself, as you must plant it in water from that form, as you have Pams Harvest Crafts B:enablecropspecialplanting=true in the config by default. Having this on makes rice impossible to plant from seed form and If you plant it on a crop plot it will pop out automatically, and you can't plant the seed in water. Right now, you give the player rice in seed form from that quest, making it unplantable in any way... making that reward useless.

    Posted in: Mod Packs
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Quote from AnonTheMouse»

    There's already a number of grave mods out there. One of my personal favourites includes its own waypoint beacon in case you don't use minimaps (I personally dislike how they make vanilla map and compass pointless) and partial theft protection, so that you don't lose all your things to looters, but there's still an aspect of PVP risk. Check it out.

    I'm not specifically asking for just the grave part. I want and need the part of the death controls that lets you specify what you drop and what you keep when you die.

    That was the powerful part of the mod.

    Dropping 50% of you hotbar, 20% of your inventory, and 25% of your armor at random, rather than all of it. For example.
    And setting items to a blacklist to never drop, for important items (like HQM's Quest Book)
    Posted in: Minecraft Mods
  • 1

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Quote from Tmtravlr»

    =/ Yeah. According to his profile, Soultek101 has not been on the forums since June. I do see the code on Github though at https://github.com/soultek101/projectzulu1.7.10, so if anyone finds any major bugs, I suppose I could try to fix it myself.

    Yeah... it still has the same icons.

    Since it is on Github and is open source, any chance anyone can extract the Death rules stuff and the graves, and move them to a separate mod of their own? I don't use any other part of Project Zulu and it seems silly to dl the whole 4 module mod just to use one of the modules.

    Also, I have some ideas on how the death controls stuff could be expanded to make it better...
    Like, per player death controls, and difficulty changing how much is dropped... etc.

    I think it would do well as its own mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Journey to the Core Modpack

    Where are the most updated changelogs?

    Posted in: Mod Packs
  • 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)

    Any chance for a button to sort things alphabetically by item name?

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.