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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's

    No idea what that mod does, but if it affects how dropped items are rendered, then yeah, that would affect the pedastal. It renders a "fake" item entity with some rotations applied.


    (The entity is created, but never spawned in the world, and is only used to be passed off to the rendering system to be drawn)

    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from GalaxyDash»

    oh yeah, one last question, is there a way I can display items other from this mod in the pedestal?


    Uh.
    I don't remember.
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's

    Open the config file and change the Entity ID for the clay golem. If it's not 77, then the conflict is elsewhere: CandyCraft is trying to register an entity with ID 77 and that ID is taken.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    You've got a pretty big mod list there.


    Can you try and reproduce the missing ore with only RR? In the COG settings for creating a new world, go to the Hard Mod Ores tab and turn on "force mod ores" and then turn everything but copper off again.


    If that generates copper, try and figure out what mod combination makes it vanish again. Shouldn't take more than a few tries, using a binary exclusion method (remove half of your other mods, if it doesn't happen, remove all and replace with half of the other half, etc.)

    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Andyghandi»

    I understand, no pressure. Developing a mod should be done only if having fun doing it. Will Always check on The progress of this mod though, might be my favourite of all time.

    Its one of my favorites too. Its just that I did it at towards end of my 1.6 development, after I'd learned a lot about the Minecraft internals and really grew as a programmer, and took several leaps in trying new things. Consequently with the changes to vanilla, namely in how items and blocks are rendered, I haven't achieved the same level of understanding. Was all I could do to update my Reasonable Realism mods (another "leaps and bounds of trying new things" but with simpler blocks and items) to 1.10, and it pretty much exhausted me.
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's

    In terms of updating, everything here should be possible on 1.10. Some of it will be more of a PITA than the rest of it (mostly the item visuals) but the biggest hurdle will be the fact that it can't be updated straight across. Too much has to be re-coded from scratch and I just don't feel up to it right now.

    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Killerjdog51»

    How do you repair durability of artifact armor? I tried to use manaessence but it didn't work.


    Depends on the armor's material. If it's "[Whatever] Iron Armor" you need to combine the manaessence with an iron ingot first.
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Andyghandi»

    Just wanted to check if we are looking for an 1.10.2/1.11 update soon or if it is just off The record. I really miss this mod, even though The mod itself doesnt add too much, I really really loved having this is my 1.7.10 modpack, made exploaring so much more fun :)


    I've been here and there again with mod development and I'm currently "there" again, so it's not forefront on my plate.

    Massive changes to 1.10's systems (rendering and capabilities) is going to make this mod a right pain to update. More like "complete rebuild from scratch."
    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from cleverpanda714»

    Oh right! Yeah, that makes sense.
    also is there a specific reason andesite or granite are not allowed for the stone tools?



    Originally because I was using Gany's Surface or some other mod that was supplying a diorite rather than vanilla. I meant to look in on granite and andesite as viable tool material and never got around to it. In any case, diorite is pretty common. It's intended to be "limited access, but readily available" as opposed to the vanilla "dig a hole, mine 11 cobblestone: 3 for a new pick, 8 for a furnace."

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from cleverpanda714»

    No prospecting in 1.10? any plans for that or how are we supposed to find ores?


    That feature is handled by Ore Flowers. Harder Ores requires Ore Flowers in order to run. So it's still around, it just isn't duplicate code any more. :)
    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Pushed a new build of Lib, Ores, and Industry.

    New lib is not required, but will make crafting the millstone and foundry easier (will use any vanilla stone variant).

    Should at least work around the error in COG's regex (I decided to put a breakpoint at the offending line and see what the block descriptor was which let me locate the config that was causing the problem). I'll want to change it back when COG gets fixed though.

    Also fixed an error in the Foundry and casting mold that was preventing imprinted molds from being inserted into the Foundry: they were being given excess NBT data that was messing things up (you'll have to trash any busted ones).

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from SeriousCreeper»

    (prints out the error: null thing again).


    Yeah, that error is thrown when something went terribly wrong inside COG and stuff is just flat broken. I tried figuring out once why the command did that, rather than throwing a more helpful error, but I wasn't.


    Also, I found an issue with the Foundry. The molds weren't being created correctly and the foundry wasn't accepting them. I've also realized that the vanilla stone variants aren't oredicted as something generic allowing all forms of stone to be used in recipes the way I had intended, so I'll be updating HardLib to handle registering those (as I have a recipe in both Harder Ores and Expanded Industry that would benefit). Would be non-critical to update the lib, other than to get the less restrictive recipe.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from roderik1990»

    Sorry, but that still didn't get me any wireframes/commands.


    Darn.
    There's definitely something going wrong. I was hoping that maybe it was something in my distribution files, but if all the distributions are set to "none" then it's not that.
    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from roderik1990»

    That didn't seem to work, or perhaps I don't see any wireframes because none have generated.


    Entirely likely.
    Try one thing for me, if you would:
    Set all of the Hard Ores distributions to "none" and see if you get wireframes / commands. I doubt that you will, but if you do, then that points to there being something in my configs that is causing COG to do naughty things (although COG should handle the problem should it arise); I've just never been able to locate it.
    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from SeriousCreeper»

    Hm yeah so even when i compile Cutom Ore Gen (1.2.26-71) i get the same Error: null thing and nothing else. Very strange.


    Curious if anyone else has tried to use it in 1.10 yet and had similar results.



    Ok, yeah, looks like there's still an issue on COG's end of things.
    Open an issue here: https://github.com/lawremi/CustomOreGen/issues


    In the meantime, if you generate a world with Debugging mode turned on (COG's general tab) and turn wireframes on (a setting that shows up when you turn debugging on) that should make wireframes visible initially, even if commands are broke.

    Posted in: Minecraft Mods
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