• 0

    posted a message on Mystcraft Age Corruption (Will my age be corrupt?)
    Yes. Standard terrain and Caves conflict.

    I'm not sure about the fog options. If those are considered sky descriptors, then that would make your world corrupt also, because they would conflict with "Normal Sky Color"
    Posted in: Mods Discussion
  • 0

    posted a message on [1.5] FML : a new mod loader
    Quote from Fauxiss

    I am running FML, ModLoader, Inventory Tweaks, Rei's Minimap, Optifine, CodeChickenCore, NotEnoughItems.


    You should never run FML and Modloader at the same time. FML is supposed to take the place of Modloader.

    I don't really understand why you are trying to run FML separately from Forge. Forge incrludes FML, and FML replaces modloader. Just install Forge, start up the game, and then close it down. Then install the rest of the mods according to their instructions. It should all work fine.

    Also, don't ever put a .zip file directly into the minecraft.jar. If a mod says to put it in the minecraft.jar, then unzip it first, and then dump the contents into the minecraft.jar.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1]More Wood![V6.0]
    Quote from Redman1024

    I wonder if this inspired 12w30d o.O

    Most awesome necro ever!
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from ChaosGuardian

    I've seen pretty OK-sized pools of lava. But I've only been in one area in my world and it's down in my mining tunnel at y=8

    In skylands?

    I've flown in creative mode from island to island, and never seen one that had any blocks below y=14.

    My guess is that it is still using the same y values for placing ores, caverns, and lava pools, and since it never generates land below y=14, lava pools never spawn.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Calacbolg

    I have a few questions revolving around Sky-dimension-type worlds.

    -Does Sugar Cane generate? I have yet to see any, and that's bad, due to the fact that there are no villages or strongholds, I can't get a hold of books, rendering me incapable of making an Enchantment table. If not, could it be possible to make Sugar Cane try to generate around water lakes?


    I was just wondering about this also. I'm playing a mod that requires books for progression, and didn't really want to cheat.

    I've also noticed that lava is very rare. There are no lava lakes, only single source blocks of lava. Getting 10 for a portal takes a lot of exploring.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    BWG3 works with MO'creatures SMP :D


    I'm quoting this from a couple of pages back. Do you know of other mods that work well with this? Would it be worth building lists of compatible mods for SSP and for SMP?

    I'm specifically looking for SSP. I just tried EE (using the Forge version of BWG3), and it worked.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Pamiiruq

    I will pay 50 Euro's when you make it Bukkit Compatible, bring up some proof, server log, screen shots showing its on a bukkit server etc, i'll pay, you can then release it, seem fair?


    Hmm... time for kickstarter!
    Posted in: Minecraft Mods
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from MineCrak

    Oh my; Looks like there will be something new for AMIDST to support now. Jeb has added a "Large Biomes" World type to snapshot 12w19a.

    I'm dying to see one of those worlds laid out in AMIDST to see what that new Terrain Generator can do! :D

    I agree. I came to this thread, just to see if he's planning on supporting it.
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.2.5] Dvorak preset [First release!]
    Quote from dmrv1

    so... what exactly does this do? yes i have read what it does but i just don't know what you mean :/


    Well, do you know what a dvorak keyboard is?



    As a dvorak user, I always have to change the keybindings every time I download a fresh minecraft. I always use 'A', ',', 'O', 'E' for moving, for example, instead of WASD.

    Personally, I just made a copy of my settings file, so that I can drop it into any new minecraft installation, but if I hadn't, then I guess I could use this guy's mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mods IC2 and Buildcraft
    Quote from Relical
    My only question is, Since I'm a newb to some of these mods, Can I pick and choose which mods I want on and which I don't?


    It's a better question for the Technic pack forums than here, but I believe that you can by either using the "Mods" button on the launcher, or by removing the ones you don't want directly from the %APPDATA%/.techniclauncher/technicssp/mods/ directory.
    Posted in: Mods Discussion
  • 0

    posted a message on Searching for terrain gen mod to create floor-to-celing mining
    Bump. I'd like an answer to this also.

    Fishtaco's height mod used to do it, but I don't think it's been updated recently.
    Posted in: Mods Discussion
  • 0

    posted a message on The easiest way to play Minecraft online!
    Quote from ParkerM6

    Just one question, will you be able to save worlds? I wish to do so right now, but I cant figure out how/


    Do you mean download the worlds? That's a good question. I was wondering about it also. The site is pretty simple, so I'm pretty sure it isn't there.

    Quote from WedTM


    1. Mods are almost an essential part of the Minecraft experience. They're also extremely resource intensive if you don't manage them correctly.


    That could be the understatement of the month, hehe.

    I really like the concept of Minefold, and hope it does succeed, but can't really fathom how you will support mods.

    The obvious part is placing the different mods in packs, and just giving a few mod pack choices. Giving a config file for turning things on and off would be very nice, but isn't strictly necessary for a first implementation.

    The hard part is how to deal with worlds that become unplayable. Memory and processor time can be quota'd for the individual worlds, and could even scale as more people join a world. That would keep one world from hurting others. But then you need a recovery plan for servers that have been corrupted by a mod behaving badly. And I have no idea what kind of solution you'll come up with.

    Is there a plan to ever support rollbacks? Maybe one backup per day could be kept, and they would last one week, or something like that. I'll bet most worlds are played less than once per week, so the storage space for backups wouldn't really be that large.
    Posted in: Other hosts
  • 0

    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Quote from m2pt5

    ...That's not even what I was asking. With a Dark Matter Pickaxe or a Red Matter pickaxe, (I think it has to be charged to at least one level) when you right-click on an ore vein, it mines the whole thing and drops it near you in the from of a black ball.


    Ah, I'm the idiot then. My reading comprehension ability used to be fairly high. I don't know what happened here!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Sorry to double post, but this is only vaguely related to my last post.

    I just tried donating, and got a Paypal error:

    We cannot process this transaction because there is a problem with the PayPal email address supplied by the seller. Please contact the seller to resolve the problem. If this payment is for an eBay listing, you can contact the seller via the "Ask Seller a Question" link on the listing page. When you have the correct email address, payment can be made at www.paypal.com.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Quote from m2pt5

    Is there an easy way to add ores from other mods to the mass-mining list for the dark matter / red matter pickaxe? I'm using the current stable release version of Technic (running on MC 1.1, so that would be EE2 1.39), and it's not working on Nether Ores. If it's more than just adding it to a list in some configuration file somewhere then I won't bother, but I'd like to be able to use it on those.



    Any ore in the Technic pack that can be macerated (iron, tin, copper) cannot be used in EE directly. You macerate them first to turn them to dust, and then use EE or electrofurnaces to convert them to bars.

    Nether ores are the same, but there's yet an additional step. You have to smelt them to turn them into basic ores, then macerate them to turn them to dust. If the ore itself had EE values, then users could get free EMC by turning iron dust into nether ore iron, and then macerating it. Every time they did this, they would double the value of their ore. This would obviously be bad.

    Also, you should be aware that the version of EE in Technic pack is ancient. It's not even v1.39, but v1.38, which pre-dates when the current developer (Pahimar) took over.


    By the way, even though the EE crowd is becoming friendlier to Technic pack users, they are still a bit reluctant to help us out. It should be clear from this post why that is. This is well outside the realm of EE.

    In the future, you should probably ask questions like this on Technic pack board. Oh, and please donate to the EE project, and let them know it is from a Technic pack user, so that they continue to be our friends. The technic pack developers don't need any more enemies! :)
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.