• 0

    posted a message on Making Water Dirty

    Thank you for the suggestion, I've known of that modpack for a little while now but never really checked it out. I'll see what I can come up with


    *edit Well sadly I looked into how that pack deals with water and its basically the same thing as how mine is. It doesn't have near as many containers for liquids but in the brief time I was trying stuff I discovered you can make a Immersive Engineering barrel and put water in it which then converts any dirty water into normal water which the same problem I'm having with my pack

    Posted in: Mod Packs
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    posted a message on Making Water Dirty

    Dang, that's what I was afraid of. Making a mod for MC is way out of my realm sadly. I guess if anyone would want to make a mod that does what you have described, that would be awesome but I'm not going to depend on that happening. I guess I'll have to deal with how it is now and possibly in the future find a way to change it.

    Posted in: Mod Packs
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    posted a message on Making Water Dirty

    So in my modpack I am using Enviromine and I want to make it so purifying water is something you need to do, otherwise all water you get is either dirty or salty. My problem is that when water is put in a container for liquids, it will make it purified. I want to try figuring out if there is a way I can make it so any water that is put into those containers will be dirty water instead of clean water but I'm not sure if that is even possible, but if anyone knows of a way or has ideas I'm open to hear them.


    My pack currently uses a few different mods that include containers for water, including: Open Blocks, Agricraft, Thermal Expansion and Extra Utilities

    Posted in: Mod Packs
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Wow why didn't I think of that lol, that should work like a charm, after I've done some testing I'll report back at how well it worked. My modpack is using a mod that makes most of the overworld ocean biome with land being very rare and mostly only small islands and it is using MC version 1.7.10 so no fancy stuff like elytra's are in it. Sadly I'm not too big a fan of MC after 1.7.10, that's kind of where it died for me lol

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    So I've been working on my modpack off and on for the last few months now and I'm finally at a point where I think it is actually almost done, the only thing I want to do now is make all my structures spawn a lot less. I know that using spawn weights determines how often they spawn but my issue is that with my modpack the overworld is about 99% ocean biome so my structures are spawning too close to one another. Does anyone know of a good way to make them much more spread out? I currently have around 80 structures that spawn in my world and for each of them I've set the spawn weight to 1 as to completely randomize which ones spawn. I've tried making some of the weights higher on some of them but I still get the same results, just too many structures spawning close by each other. Since I'm using only one biome I imagine that might be why they are so frequent, but still if anyone knows a way to spread them out I'd very much appreciate to know how

    Posted in: Minecraft Mods
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    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    Awesome man, just tested it out and it works like a charm!!! I'm so stoked, you've helped me more than you can know. I will be giving you credits in my pack for the help, as you deserve it. Also I really like how you did the tier system for each recipe. At first I was kind of thinking it would still make it a little easy to craft the basic Aqueous Accumulator but the fact its using the fused quartz still makes it much harder. In my pack the Nether is much more difficult to traverse.


    So happy though, I can finally get this pack finished! Thank you so much again Solarkoid!!!

    Posted in: Mod Packs
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    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    Here is the first iteration of my pack https://mods.curse.com/modpacks/minecraft/261418-world-of-watercraft


    I put it up a while back and had planned on updating it soon after, but then ran into these recipe problems. So if you want to try your hand at making the recipe changes I'd greatly appreciate it. Should be able to make the changes and then send me the scripts that I can add into my Dev pack that I've already got changes made to. I'll post images down below of what I want to change the recipe to.


    I only need the basic Aqueous Accumulator changed as while playing you will need the basic one to make the other tiers. This will make all of the Aqueous Accumulators harder to craft in a whole, which is what I want to accomplish. I'm basically trying to nerf how easy it is to obtain water because my pack is focused more around making the survival aspect harder. On a side note, if you guys can think of any other "easy" way to obtain water that I might have overlooked, please let me know.


    So here is the normal Aqueous Accumulator recipe:


    And here is what I'm wanting to change it to:


    The copper gears in the bottom left and right corners are the same as normal

    Same goes for the Pneumatic Servo in the bottom middle and the basic machine frame in the middle

    The glass on the middle left and right sides are Fused Quartz from Ender IO

    The coils in the top left and right sides are Redstone Conductance Coils

    And lastly the tank in the middle top is a Resonant Portable Tank


    If you can make this work I will be indescribably happy.


    This pack is my first time putting one together and its kind of my little baby that I've been working on for months now, so getting this stuff all ironed out is a huge step in getting it to a point where I consider it be at a point where I won't need to change or add anything else to it. Again I want to thank you any of you guys that have given me advice or even just looked at this post at all, as any feedback is beyond helpful.


    Also here is what I've been working on in the meantime while trying to get the recipe stuff figured out:

    Posted in: Mod Packs
  • 0

    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    I'm using MC version 1.7.10 and yes I am trying to accomplish these recipe changes either with the backpack mod or using MineTweaker RecipeMaker because I'm not good at figuring out how to write out the scripts from scratch with ModTweaker.


    The thing that bums me is out is that this process is taking so long for me to figure out. Once I get the recipe changed and all that I'll be able to move on with the rest of the recipe changes I want to make, which should be easy considering they won't be from Thermal Expansion lol.

    Posted in: Mod Packs
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    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    Ok I'm still having a tough time with trying to change thermal expansion recipes. Basically I'll explain what I'm trying to do: Ok so I want to make it so that the Aqueous Accumulator is harder to craft. I make my changes in the Backpack mods GUI and save it, then move the overridden.drd file to the Dynamic Recipes folder like you said but the new recipe still won't show. After this was happening I thought maybe I needed to first disable to normal recipe for the Aqueous Accumulator and then the new recipe would work.....still nothing, so again I'm at a stand still with this stuff.


    It just really bugs me at how thermal expansion has all its machines setup in these weird tier'd systems and NBT crazyness, I can't even specify which of the Aqueous Accumulator recipes I want to change. When I search for Aqueous Accumulator all that pops up is Redstone Furnace and that is because it is using meta data for all those different machines to determine which is which. I'm guessing the tier of each machine is then determined by a NBT tag or something.


    If anyone can figure out how to change the machine recipes for Thermal Expansion and have it all work, please let me know how you did so, I've tried all I know to get this stuff to work and its really aggravating. Also I could not figure out how to simply remove the normal recipe from the Aqueous Accumulator using the backpack mods recipe GUI so I had to use the MineTweaker RecipeMaker to do so, not sure if this has anything to do with it not working correctly, they might not work well together or something.

    Posted in: Mod Packs
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    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    Ok I added that mod to my pack and checked out the recipe editor. This looks amazing and fairly easy to use, my only question now is any changes I make to recipes will stay that way for good? So like if I package up the modpack and others download it, they will have the recipe changes too? Also this mod is really neat in itself, I think its going to replace my current backpack mod I'm using

    Posted in: Mod Packs
  • 0

    posted a message on Developing a custom modpack, want to change recipes but am stuck with certain recipes

    Ok so I want to change some recipes in my modpack to make it more unique and balanced in a way I think it should be. I am using ModTweaker along with the MineTweaker RecipeMaker add-on and it works great for most all basic recipes. The trouble I'm having is with trying to change some recipes from Thermal Expansion. I can't figure out how to change specific tier'd machines without changing them all or messing up the recipes somehow. I've read on a reddit post that the only thing that separates the thermal expansion machine recipes from a normal recipe is something wrote into their data called "level" and this "level" tag is what signifies the tier of the machine. It would seem there is a way to write out the scripts with MineTweaker so that they can specify to change the specific machine with the "level" or "tier" that I want, but my problem is that I'm not very good at writing out these scripts myself as to why I'm using the RecipeMaker add-on with it. It would seem with RecipeMaker that you cannot specify these different "levels" or "tiers" and I would need to instead write out the recipe script with MineTweaker like normal. If anyone can help me out making these scripts or even point me in the right direction to a good tutorial on learning how to properly write them, I'd very much appreciate it.

    Posted in: Mod Packs
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Ok another question I had and forgot to ask earlier, what is the maximum size you can make a template? I'm currently trying to figure out how big I can make the base plate before it causes the game to crash and so far I tried a 129 x 129 and it did just that. Then I tried a 64 x 64 and that worked just fine, so I'm going to keep trying sizes up from that to see how big I can go without issues.


    Edit: After further testing with this, I tried out a 80x80 and it was still crashing so then I tried a 71x71 and that worked. Seems that is the max or close to what is the max that I can go with a template. Not sure if this is computer dependent though, seems I remember reading somewhere about someone saying they made a template that was over 100 blocks long, so might just be my PC can't handle larger templates than 70

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Ya I realized last night why I had thought that about the base plates, when looking at the layers, some of the lines were longer than others and it was because some of the blocks used were represented by numbers past 10,11,12 etc. I didn't take that into account when I had first looked at the layers for the underwater base. Also I have figured out how to use preserveBlock rule. I didn't realize you needed to put in placeholder blocks and then switch them to preserveBlock in the .tml file.


    As for getting my structures to spawn in without water inside the parts I want to be air, the only thing I could come up with was to use embed_into_distance and drop them down into the bottom of the ocean so that just the top layer of the structure could be seen. Doing this made it so no water was inside. Its not quite what I was wanting at first but after doing it and messing around a bit, its not so bad actually.


    After I make all the templates I plan on making for this modpack I will out them all together for anyone to use if they want. So far I've made biodomes containing things from each biome inside a glass dome, some obsidian pillars that are filled with random ore, and some laboratory buildings that act as dungeons with mob spawners and loot chests

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Thank you for the tips, I'm going to try some stuff to see what I can come up with. Another thing that is kind of making me scratch my head a bit is the base plate that you put down to have the structure on. First I thought that the plate needed to be a square shape, but then when I had looked at a couple different templates, one being the UnderwaterBase, I noticed that it seems like the base plate goes off of this square pattern. I'm not sure if that's the case, but I had tried making a base plate that was more of an "L" shape to test it, but the structure would not spawn after I did that, so I might be wrong about that and the plate does need to be a square/rectangle shape


    In any event I will report of my finding and what I get to work for me. I am making a modpack that revolves around most of the world being a ocean, so most all my structures are going to be underwater to some extent.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    So I'm hoping someone can help me out, I've been trying to figure out how to get structures to spawn in the way I'm wanting them to and I have figured it out for the most part except for one thing. So my structure is a room that spawns underwater on the ocean floor, but my problem is that the sections of the template that are supposed to be air are not working and are instead water. I do have preserve_water=1 but I would think that having the "0"s in my layer template would for sure make those blocks air and not water. I have been trying everything I can to get this to work and its really frustrating, so if anyone can offer some advice or tips or anything, I'd appreciate it greatly. Also if it matter at all I'm using Minecraft version 1.7.10 with Ruins version 15.4



    # Created by Ruins mod version 15.4 Ingame Parser
    # authoring Player: ChthonianCthulhu

    biomesToSpawnIn=ocean,deep ocean
    weight=5
    embed_into_distance=1
    acceptable_target_blocks=stone,grass,dirt,sand,gravel
    dimensions=8,22,9
    allowable_overhang=7
    max_leveling=5
    leveling_buffer=0
    preserve_water=1

    rule1=0,100,chisel:laboratoryblock-2
    rule2=0,100,chisel:laboratoryblock-6
    rule3=0,100,chisel:laboratoryblock-5
    rule4=0,100,MobSpawner:Zombie
    rule5=0,100,ChestGenHook:dungeonChest:8-3
    rule6=0,100,ThermalExpansion:Dynamo-0
    rule7=0,100,ThermalExpansion:Cell-1
    rule8=0,100,ChestGenHook:dungeonChest:6-4
    rule9=0,100,chisel:glass-6
    rule10=0,100,0

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    endlayer

    Posted in: Minecraft Mods
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