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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Reika, you may wanne go on reddit and adress this before a witchhunt sprawls out of it:


    http://www.reddit.com/r/feedthebeast/comments/32lne2/this_seems_excessive_what_if_all_mod_authors/

    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    Quote from TheCricket26»

    What?


    http://imgur.com/R5Aj30Q,MHHMtyA#0

    what happens versus what I wish was an option
    Could you make this happen?
    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    Could you program it so there are two instances of blocks with connected textures? controlling where the edge lines are is a touch annoying
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    http://i.imgur.com/RKUoXfk.png



    I doubt this is intended behavior

    (look closely at the greatwood tree)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I'm assuming you added the crystal bees yourself (if not,disregard)



    It's a small,but noticeable bug:your hives can be broken by pickaxe,while it should ("forestry lore" wise) be broken with scoops
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from ozzymud»

    For which mod?

    for rotarycraft, it is in configs/Reika/RotaryCraft.cfg at the bottom:

    "other ids" {
    I:"Freeze Potion ID"=35
    }

    Dammit,ofcourse now you mention it's placed at the bottom,I start noticing it all all the confiq files >.>
    Thanks man,completely overlooked them
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Well,this is awkward



    Kind of the same problem,where can change potion IDs? I've looked through the confiqs but cant find it
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    I have to commend you for apologizing, though your case was more tame than several others I see regularly.



    True enough,looking back on old posts really make me cringe :/

    edit:
    reactorcraft page mentions this:
    Note: Due to internal game mechanics, active fission reactors in unloaded chunks risk a meltdown. Use chunkloaders or shut down your reactors as necessary.

    Does this include SSP logging in/out?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    A couple of months ago,I came into this thread and acted pretty unreasonable,and would like to apologize for this
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    Did you read my reply? It is because the crash is so early in the load phase that none of that has initialized.


    I find this weird,how come your mod can't,but the ID conflict finder in the FTB packs can find out what mod is conflicting with the other mods?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    While I'm not a expert,I'm just making observations

    As far as i recall forge *usually* automatically allocates IDs (if registered with the proper method,but i could be wrong),I recall that standard logging includes some kind of mod signature (X item wants itemID Y but mod Z already took it),problem being your notation doesn't include the mod it's conflicting from

    unlocalised name + no info on the mod that adds it = who the hell is causing this problem?

    I'm no noob at reading logs,I can solve a lot off problems,be it ID conflicts or finding the item that causes crashbugs - but i cannot find out whats happening if the log is lacking



    Sorry for being so rude in my first post btw,I was a bit pissed about 30 minutes off constant crashes that kept coming from your mods (like also a biome ID problem,which i solved by disabling BoP because i don't really like that one much anyways)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Mel1993 »
    1. At least Reikas mods are detecting ID conflicts and do not just let you run into glitches/crashes because of ID conflicts.

    2. This is more a problem with the wrench than a problem with Reika. Actually in most cases it is easy do determine which mod is conflicting. For example if it were block.grass you would automatically knew that it the vanilla grass block.(stupid example but you see the point)

    1. You mean like it does by default? the more helpful default that tells you what mod it's from? Reika replaced the default with a message stating it shouldn't be reported (which i agree with) but in doing so left out important information

    2. Nope,there are MANY mods that add the same items,IC2 and forestry both add copper/tin for example (thank god for oredict),or forestry and natura add slabs - the mod identity is there for a reason
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    No offense,but your way off handling conflicting IDs is just plainly idiotic



    ---- Minecraft Crash Report ----
    // Everything's going to plan. No, really, that was supposed to happen.

    Time: 8/3/14 2:41 PM
    Description: Initializing game

    Reika.DragonAPI.Exception.IDConflictException: GeoStrata was not installed correctly:
    CONFLICT: 10000 item slot already occupied by item.wrench while adding Crystal Shard
    Check your IDs and change them if possible.
    This is NOT a mod bug. Do not post it to the mod website.

    How is this in *any* way helpful? at least 5 mods add a wrench - and either I'm overlooking the confiq or it didn't generate due to the conflict
    ,I'm seriously wondering why you didn't use the (I'm assuming forge adds it - I modified a existing pack) ID conflict logger

    I'm running a old version (MC 1.6.4) so if you since have changed it,disregard this,I'm just frustrated I couldn't get the mods to work because they do seem interesting
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    silverwood sapplings can't be placed,i suspect this is intentional (nodes drastricly changed)
    Posted in: Minecraft Mods
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    posted a message on [WIP]Dungeon Keeper mod
    I don't exactly think the forum admins/mods appriciate huge bumps like this

    actually:im trying to learn java and then jump into minecraft modding,but i got a lot on my plate at the moment
    Posted in: WIP Mods
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