What I'd like to know is this: How is that turtle on the left making the sand fall up in the animated graphic you can see on the link to that page? There doesn't seem to be anything pushing the sand up when it places it from underneath. Falling entities don't usually defy gravity in vanilla Minecraft, so that looks like some modded behavior to me!
Cheers ...
BrickVoid
0
Why doesn't your mod do good old fashioned Extreme Hills biomes? It turns the vanilla Minecraft Extreme Hills into a boring large-scale mound that goes up one side and down the other. Where are the cliff faces and overhangs that used to appear in vanilla Extreme Hills biomes?
When I think of Extreme Hills in Minecraft I think of something that is quite difficult to get over, and very steep sided. This RTG mod doesn't do anything like that and it also wipes out cave cutouts that generate in Extreme Hills biomes and doesn't generate any caves in it at all! It is extremely boring and plain to look at.
I'm using 1.1.1.3 as included In Caigan's The Ferret Business modpack, is there any way to alter just how hilly the Extreme Hills biomes can be allowed to get in that version of your mod? is there a later version that can be added to 1.7.10 installations and allows more customizable hillyness?
I live on the Atherton Tablelands with some very hilly terrain, this RTG terrain is a smoothed out rounded mound in comparison!
Cheers ...
BrickVoid
0
One thing I would add to all of what you said, do check the floor of the dungeon you're on: If it is gravel or sand, that means any chests found in that particular depth of the dungeon could be trapped chests and may have TNT hidden underneath, wired and ready to go off.
I found this out the hard way, whilst exploring one dungeon level, found a trapped double chest and sure enough there was TNT hidden cleverly underneath it ready to go off if you opened the chest without first checking underneath it!
Other TNT variations include elaborate redstone wiring channels hidden in walls or under floors, and can include dispensers too!
I actually had to take this mod out of a modpack, not that I disliked it being in there, but I have enough trouble just dealing with the vanilla mob AI.
The reason it was taken out was because the cave intersections were tearing into the dungeon generation and exposing lower levels too soon. It would be much more structured to encounter the dungeon levels properly.
Cheers ...
BrickVoid
0
I'm having issues with this mod and terraingen in 1.7.10, specifically, what is happening is that Minecraft vanilla cave generation will sometimes cut through this mod's dungeon generation and break the progression tree, causing encounters with mobs you're not at a level to deal with.
For instance, I found myself suddenly down a few levels and facing multiple sets of skeletons with power III bows killing me really really fast. I only had two unenchanted pieces of armor on (helmet, legs) from another mod, but the level of mobs I was suddenly encountering due to Minecraft's tendency to cut through this dungeon tells me that I'd gone down a level or two.
Is there a way to override Minecraft's terraingen cutting habits in this mod? I believe that your dungeons are intended to generate so that the player would procedurally work their way down through them, not skip levels and encounter death in ridiculous numbers.
A small problem is that the surplus leather armor you supply in starting chests just isn't my thing, when I dress my character i like it to fit in with what I've got from other mods. Is there any way to have it find and integrate other mod's armor pieces into it's loot generation?
I'm playing on FTB's recently released CrackPack modpack, version 1.1.0 if that's of any help.
Cheers ...
BrickVoid
0
It would appear there's an updated version of this modpack on the FTB launcher, as the mini-bosses mod isn't in the the new version. This solves the issue I was having as if that mod isn't in the modpack any more, I don't have to worry about the bosses or their structures.
Cheers ...
BrickVoid
1
I'm using a modpack with version 1.2a of this mod in their modpack, and I would like to know if I can configure the behavior of the loot spawning chests that the mini-bosses create when they die.
When they die, they create a column of nether brick fences where they died at and this wrecks any potential ore deposits that might be nearby. Since I can PortalGun these mobs they get buried in a 2-high block space where they suffocate to death, as they're rather overpowered for a new player or one who is starting a world from scratch, and has come across them before having a chance to gear up, I quite like killing them this way.
It is of significant concern that they generate a nether brick fence structure with a loot chest somewhere above it, though, as this is rather unusual for a mod, they should really not be redesigning my world at all. I'd like to know if structure generation on death can be avoided with some sort of configuration setting in this mod. I'd also prefer they dropped loot in either a loot bag designed for them or on the ground, where I could pick it up if I wanted to.
I have no idea what is going to happen to a mob trap if an MFR mob grinder starts grinding one of these mini-bosses as I have no idea if they spawn randomly or at specific points in the terrain generation. I therefore also require information on how to design mob traps that would either deal with or avoid problems these mini-bosses would create by creating their structures on death.
I'm using the recently released modpack from Mindcrack on the FTB Launcher, Mindcrack CrackPack 1.0.0, for Minecraft version 1.7.10 and if there is a version of this mod or a config setting that could be updated to or changed so as to avoid these mini-bosses creating structures on death that would be great news.
Cheers ...
BrickVoid
0
To GreatOrator: Is there a way for you to implement and publish a fix for the way your menu system does not respect the size of the Minecraft window it's in and renders itself beyond the window borders? I just crafted the Draconic Evolution Information Tablet, and I can't read or see any item at the top or bottom of it, this was in FTB's Infinity Evolved modpack over on feed-the-beast.
I don't know how you determine the size of the screen or window you mod is supposed to render to, but if something can be fixed or changed, I'd appreciate it.
Cheers ...
BrickVoid
0
Apparently, Kaspersky thinks there is a virus in the version of this program I have on my PC: trojan.Win32.Generic
I recently upgraded to Windows 10 from Windows 7, and it has been quite some time since I have even used your program, which is very likely to be an old and out-of-date program anyway. It went and quarantined the program, I'm not even sure why Kaspersky suddenly decides it's a virus.
It might be because of new heuristics hitting old program files as some kind of attempt at ensuring a "clean" system, but as anyone who's investigated into PC operating systems for any length of time can tell you, there's no such thing.
Anyway if you get any queries from Kaspersky on this virus they think they found, or have anyone you know at that organization, please just tell them what you're able to about it, perhaps if they understand it better they will improve their heuristics on the cataloging of virus suspects.
I'm sorry that I'm not able to give you the version information on the file in question, being in quarantine and all that. I just don't remember what version I had on my system prior to upgrading to Windows 10 from Windows 7.
Cheers ...
BrickVoid
0
Is anyone aware of the existence of the bug with Sakura trees generating with glitched leaves that don't properly render their transparency? It makes it very time-consuming to try and chop down one of these trees without a Tinker's Construct Lumber Axe. Not all modpacks for 1.7.10 have axes that chop trees down from the bottom up, and I was wondering if this bug is going to be fixed for 1.7.10, or for 1.8 or later versions? With the leaves glitched, the wood doesn't get rendered properly and you can't find where it is without having to demolish a lot of the tree leaves to find the remaining pieces of wood.
Cheers ...
BrickVoid
0
Are you planning on adding a backpack to pick up Chisel 2 world-generated blocks? Currently, in the 1.7.10 version of the DireWolf20 modpack, no Forestry backpack will pick up Chisel 2 world-generated blocks, meaning they don't get stored out of the way like vanilla cobblestone and other blocks do. There are a lot of Chisel 2 blocks in worlds generated with the latest version of the Direwolf20 modpack, I'd hate to have to lug around extra bags just to cart all of the excess Chisel 2 blocks I have to mine through.
It'd also be nice if your backpack could be customized as to what it picks up, it doesn't have to work the same way the Forestry backpacks do, for crafting them, although I'm quite okay with it if you want it that way for the recipes for the bags, if you decide to add them.
Cheers ...
BrickVoid
0
I do appreciate that you're trying to make blood magic ridiculously hard, but I'm not sure i like this extremist approach, particularly if I only play by myself and don't even use blood magic until my base is properly set up for such complicated mods.
Edit to add: Being on "normal" mode I was of course starving to death, and had half a heart and an empty food bar before death, is that some special combination or something? I wouldn't expect accidentally killing oneself once would trigger such a timer.
Cheers ...
BrickVoid
0
Mhykol is having trouble with this mod because it keeps on spawning him inside of a Big Reactor's Control Rods he's making in the Obsidian sized room. Are you planning on adding spawn point setting options for inside of the room, because otherwise this is a big problem, his fans don't want a radioactive Mhykol on the CrackPack server.
Cheers ...
BrickVoid
0
Cheers ...
BrickVoid
0
Cheers ...
BrickVoid
0
There's an improvement request I'd like to see in your program: Can you code the program so it'll remember the file folder and path to the last folder you were in?
As for the coordinates themselves, can it not directly translate actual coordinates into the chunk I want to find? I mean if I'm looking at these SpawnX and SpawnZ coordinates, I should be able to click a button or keyboard shortcut to have the program directly take me to the corresponding chunk.
If it really doesn't exist and is not an error, fine, but the program says these coordinates exist and I can't actually view them, to me, that means either I'm doing something wrong or the coordinates don't refer to a chunk somewhere.
Cheers ...
BrickVoid
0
I want to examine the chunks in the area to see if I can find more information about why the Minecraft version in the FTB modpack I'm using (Direwolf20 1.6.4 version 1.0.25) doesn't want to load this world save file. It removed this file from the list of world saves, after crashing with a "ticking tile entity" error report, and now I can't load the world so I hope I can figure out if there's a way I can continue using the world.
Cheers ...
BrickVoid