• 0

    posted a message on [1.7.10][Forge]LootBags (and technically Carbonization too)

    The lootbag textures seem to be missing? They are showing up as purple blocks.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Visuals v1.0.5 - Blur, Blood, Slender, Dust effects

    Ok thank you, will give that a go. you say it won't be in 1.11. is that because your going to update your mod or is that a 1.11 vanilla change? If it is an update fix for your mod can you apply it to 1.10.2 if possible? (If not that's fine, will edit the resource pack)

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Visuals v1.0.5 - Blur, Blood, Slender, Dust effects

    Ahh sorry for the late reply, been busy with university. Yes I use resource packs. Here is a download link to a .zip containing all of the packs i use.

    https://www.dropbox.com/s/yyusbva3n04sb8b/ResourcePacks.zip?dl=1

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Visuals v1.0.5 - Blur, Blood, Slender, Dust effects

    I have fast render set to 'Off' and it still does it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Visuals v1.0.5 - Blur, Blood, Slender, Dust effects

    I am having the same issue as mcbaseball15.


    "Whenever I use this mod,(1.10.2: v1.08) after some of the effects that cause your screen to go black, it will stay on that black screen where I can't see anything. I am still on the game, just everything's black. I also use optifine. Do you know what's causing the problem?"


    I am using forge 1.10.2-12.18.3.2272. I am using optifine 1.10.2 HD U D7.

    I have 1.10.2 mods which are:

    3D Maneuver Gear

    Baubles

    Mr Crayfish Furniture Mod

    Conquest Reforged

    Custom Main Menu

    Custom NPC's

    Decocraft

    Expandable Backpacks

    Journey Map

    Minecraft Comes Alive

    More Player Models Mod

    MrTJPCore

    Neat

    Project Red (Base, integration, mechanical, universal)

    Resource Loader

    Sound Physics

    Tough As Nails (This might be the culprit as it effects starting health and gives a thirst bar.)


    Hope you can recreate it and let me know how to fix it. I really want to add a bit of blood to my pack.


    -Drake

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    kk. Hopefully it gets sorted one day soon. :3
    Posted in: WIP Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from Master_Hill_

    The Morph mod is, and always will be, in Beta. There is no way to make the two mods "compatible," or to make any mod have special compatibility with Morph, as iChun has never taken it seriously enough to output an API for it. Any special compatibility at this stage would require using the source code of Morph and hooking into it that way, which, as you can likely guess, would give iChun cause to complain.

    Quote from ZedEhco

    Any incompatibility would be Barracuda's thing, due to the way the dragons are coded. In one of the recent-ish updates for 1.6, Barracuda changed something, making Dragonmounts incompatible. I think ever since the second version for 1.6, any Dragon acquired morphed turn into pigs with huge hitboxes. I already queried iChun as to why this happens, he said it was due to Dragonmounts.(This was a long time ago).
    Also, morph has an API..
    http://ichun.us/mods/morph/
    The link is down, unfortunately.


    Ok, so it is the dragonmounts? Cause other mobs introduced by mods, usually work with morph, without any special recoding of morph. Cept the dragonmounts dragons. Also, ender dragons from vanilla work fine. So its just these dragons.
    Posted in: WIP Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Hi. I play bteam (modpack which ur mod is incorperated into.) The morph mod is great, and turning into the ender dragon is great. But one little thing me and players of the pack would love, is if the dragons in your mod were morph compatable. Turning into fire and ice and all the other breeds of dragons would make the pack so amazing to play. please consider looking at making the dragons from your mod morphable :D would make people sooooo happy
    Posted in: WIP Mods
  • 0

    posted a message on NOVA SERVER! [24/7, plugins, Attack of the B-Team, 50slots]
    Server is running brilliantly. Join now :D
    Posted in: PC Servers
  • 0

    posted a message on NOVA SERVER! [24/7, plugins, Attack of the B-Team, 50slots]
    NOVA SERVER FOR FUN SURVIVAL AND ROLEPLAY (Attack of the B-Team modpack server!) 24/7, plugins included.


    Hi.

    Nova
    is a server with full plugin/modpack unity to provide a great minecraft
    experience. The Attack of the B-Team modpack from technic works great
    on this server, and makes the game one giant fun fill adventure for the
    whole family...well, anyone in the family who plays minecraft. We are a
    pretty chill and relaxed community here who's rules are few. Our main
    rule, Have fun. So come join us, and have an amazing time out this
    mod-pack.

    (To all those who have played on NOVA, this is our new IP.)

    INSTALLATION:


    http://www.technicpack.net/ and select the technic tab and download the technic launcher.

    Once downloaded, open technic launcher and find Attack of the B-Team mod-pack (Use verion 1.0.9c) and hit play.

    Once loaded, go to multiplayer, and enter our ip.

    Done. See, simple.

    IP: 192.95.30.82:25655



    Dynmap:
    http://tinyurl.com/novamap

    Enjin:
    http://nova-server.enjin.com/

    Good Luck

    -DEL
    Posted in: PC Servers
  • 0

    posted a message on Dynmap help, webchat not working.
    Ok, so I have my server and it is working great, I am so happy with it, except dynmap webchat isnt working.

    I have forge mcpc plus for 1.6.4 working, with the dynmap mod, as dynmap plugin wont work with mcpc plus.

    I also have dynmapcbbridge and dynmap-griefprevention.

    Dynmap will show game messages, but dynmap webchat wont show up in game. He is my config for it and a list of plugins I have, I am using attack of the B-Team modpack, if anyone here knows of any mods causing this.

    PLUGINS:

    Citizens
    CoreProtect
    Dynmap-GriefPrevention
    Essentials
    FlagsPlayer
    Giant Trees
    Giants
    GriefPrevention
    Marriage
    mcMMO
    Multiverse-Core
    Multiverse-Inventories
    Multiverse-NetherPortals
    Multiverse-Portals
    Multiverse-SignPortals
    PermissionsEx
    PorteCoulissante
    Ships
    Vault
    WorldEdit


    CONFIG:
    # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/

    # All map templates are defined in the templates directory
    # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
    # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
    # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
    # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
    # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
    # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
    # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
    # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
    # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
    # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
    # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
    # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
    deftemplatesuffix: hires

    components:
    - class: org.dynmap.ClientConfigurationComponent

    - class: org.dynmap.InternalClientUpdateComponent
    sendhealth: true
    sendposition: true
    allowwebchat: true
    webchat-interval: 5
    hidewebchatip: false
    trustclientname: false
    includehiddenplayers: false
    # (optional) if true, color codes in player display names are used
    use-name-colors: false
    # (optional) if true, player login IDs will be used for web chat when their IPs match
    use-player-login-ip: true
    # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
    require-player-login-ip: false
    # (optional) block player login IDs that are banned from chatting
    block-banned-player-chat: true
    # Require login for web-to-server chat (requires login-enabled: true)
    webchat-requires-login: false
    # If set to true, users must have dynmap.webchat permission in order to chat
    webchat-permissions: false
    # Limit length of single chat messages
    chatlengthlimit: 256
    # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
    # hideifshadow: 4
    # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
    # hideifundercover: 14
    # # (Optional) if true, players that are crouching/sneaking will be hidden
    hideifsneaking: false
    # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
    protected-player-info: false
    # If true, hide players with invisibility potion effects active
    hide-if-invisiblity-potion: true
    # If true, player names are not shown on map, chat, list
    hidenames: false
    - class: org.dynmap.JsonFileClientUpdateComponent
    writeinterval: 1
    sendhealth: true
    sendposition: true
    allowwebchat: true
    webchat-interval: 5
    # hidewebchatip: false
    # includehiddenplayers: false
    use-name-colors: true
    use-player-login-ip: false
    # require-player-login-ip: false
    # block-banned-player-chat: true
    # hideifshadow: 0
    # hideifundercover: 0
    # hideifsneaking: false
    # # Require login for web-to-server chat (requires login-enabled: true)
    # webchat-requires-login: false
    # # If set to true, users must have dynmap.webchat permission in order to chat
    # webchat-permissions: false
    # # Limit length of single chat messages
    # chatlengthlimit: 256
    # hide-if-invisiblity-potion: true
    # hidenames: false

    - class: org.dynmap.SimpleWebChatComponent
    allowchat: true
    # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
    allowurlname: false

    # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
    - class: org.dynmap.MarkersComponent
    type: markers
    showlabel: false
    enablesigns: false
    # (optional) add spawn point markers to standard marker layer
    showspawn: true
    spawnicon: world
    spawnlabel: "Spawn"
    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
    showofflineplayers: false
    offlinelabel: "Offline"
    offlineicon: offlineuser
    offlinehidebydefault: true
    offlineminzoom: 0
    maxofflinetime: 30
    # (optional) layer for showing player's spawn beds
    showspawnbeds: false
    spawnbedlabel: "Spawn Beds"
    spawnbedicon: bed
    spawnbedhidebydefault: true
    spawnbedminzoom: 0
    spawnbedformat: "%name%'s bed"

    - class: org.dynmap.ClientComponent
    type: chat
    allowurlname: false
    - class: org.dynmap.ClientComponent
    type: chatballoon
    focuschatballoons: false
    - class: org.dynmap.ClientComponent
    type: chatbox
    showplayerfaces: true
    messagettl: 5
    # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
    #scrollback: 100
    # Optiona; set maximum number of lines visible for chatbox
    #visiblelines: 10
    # Optional: send push button
    sendbutton: false
    - class: org.dynmap.ClientComponent
    type: playermarkers
    showplayerfaces: true
    showplayerhealth: true
    # If true, show player body too (only valid if showplayerfaces=true
    showplayerbody: false
    # Option to make player faces small - don't use with showplayerhealth
    smallplayerfaces: false
    # Optional - make player faces layer hidden by default
    hidebydefault: false
    # Optional - ordering priority in layer menu (low goes before high - default is 0)
    layerprio: 0
    # Optional - label for player marker layer (default is 'Players')
    label: "Players"

    #- class: org.dynmap.ClientComponent
    # type: digitalclock
    - class: org.dynmap.ClientComponent
    type: link

    - class: org.dynmap.ClientComponent
    type: timeofdayclock
    showdigitalclock: true
    #showweather: true
    # Mouse pointer world coordinate display
    - class: org.dynmap.ClientComponent
    type: coord
    label: "Location"
    hidey: false
    show-mcr: false

    # Note: more than one logo component can be defined
    - class: org.dynmap.ClientComponent
    type: logo
    text: "NOVA"
    logourl: "http://i.imgur.com/H2BuGZA.png"
    linkurl: "http://nova-server.enjin.com/"
    # # Valid positions: top-left, top-right, bottom-left, bottom-right
    position: bottom-right

    #- class: org.dynmap.ClientComponent
    # type: inactive
    # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
    # redirecturl: inactive.html
    # #showmessage: 'You were inactive for too long.'

    #- class: org.dynmap.TestComponent
    # stuff: "This is some configuration-value"

    # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
    display-whitelist: false

    # How often a tile gets rendered (in seconds).
    renderinterval: 1

    # How many tiles on update queue before accelerate render interval
    renderacceleratethreshold: 60

    # How often to render tiles when backlog is above renderacceleratethreshold
    renderaccelerateinterval: 0.2

    # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
    tiles-rendered-at-once: 2

    # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
    # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
    # in more competition for CPU resources with other processes
    usenormalthreadpriority: true

    # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
    saverestorepending: true

    # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
    save-pending-period: 900

    # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
    zoomoutperiod: 30

    # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
    initial-zoomout-validate: true

    # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
    # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
    # also be set on individual worlds and individual maps.
    tileupdatedelay: 30

    # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
    enabletilehash: true

    # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
    #hideores: true

    # Optional - enabled BetterGrass style rendering of grass and snow block sides
    #better-grass: true

    # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
    smooth-lighting: true

    # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
    # false=classic Dynmap lighting curve
    use-brightness-table: true

    # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
    # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
    block-id-alias:
    # "14": 1
    # "15": 1
    # "16": 1

    # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
    # Has no effect on maps with explicit format settings
    image-format: png

    # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
    # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
    # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
    use-generated-textures: true
    correct-water-lighting: true
    transparent-leaves: true

    # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
    ctm-support: true
    # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
    custom-colors-support: true

    # Control loading of player faces (if set to false, skins are never fetched)
    #fetchskins: false

    # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
    #refreshskins: false

    # Customize URL used for fetching player skins (%player% is macro for name)
    skin-url: "http://s3.amazonaws.com/MinecraftSkins/%player%.png"

    # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
    # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
    # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
    compass-mode: newnorth

    # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
    # To disable, set just 'none' and comment/delete the rest
    render-triggers:
    - blockupdate
    #- blockupdate-with-id
    #- lightingupdate
    - chunkpopulate
    - chunkgenerate
    #- none

    # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
    webpage-title: "NOVA"

    # The path where the tile-files are placed.
    tilespath: web/tiles

    # The path where the web-files are located.
    webpath: web

    # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
    # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
    #webserver-bindaddress: 0.0.0.0

    # The TCP-port the webserver will listen on.
    webserver-port: 8123

    # Maximum concurrent session on internal web server - limits resources used in Bukkit server
    max-sessions: 30

    # Disables Webserver portion of Dynmap (Advanced users only)
    disable-webserver: false

    # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
    allow-symlinks: true

    # Enable login support
    login-enabled: false
    # Require login to access website (requires login-enabled: true)
    login-required: false

    # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
    timesliceinterval: 0.0

    # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
    maxchunkspertick: 200

    # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
    progressloginterval: 100

    # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
    # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
    # setting this to equal or exceed the number of physical cores on the system.
    #parallelrendercnt: 4

    # Interval the browser should poll for updates.
    updaterate: 2000

    # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
    fullrenderplayerlimit: 0
    # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
    updateplayerlimit: 0
    # Target limit on server thread use - msec per tick
    per-tick-time-limit: 50
    # If TPS of server is below this setting, update renders processing is paused
    update-min-tps: 18.0
    # If TPS of server is below this setting, full/radius renders processing is paused
    fullrender-min-tps: 18.0
    # If TPS of server is below this setting, zoom out processing is paused
    zoomout-min-tps: 18.0

    showplayerfacesinmenu: true

    # Control whether players that are hidden or not on current map are grayed out (true=yes)
    grayplayerswhenhidden: true

    # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
    #sidebaropened: true

    # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
    #http-response-headers:
    # Access-Control-Allow-Origin: "my-domain.com"
    # X-Custom-Header-Of-Mine: "MyHeaderValue"

    # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
    trusted-proxies:
    - "127.0.0.1"
    - "0:0:0:0:0:0:0:1"

    joinmessage: "%playername% joined"
    quitmessage: "%playername% quit"
    spammessage: "You may only chat once every %interval% seconds."
    # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
    webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"

    # Control whether layer control is presented on the UI (default is true)
    showlayercontrol: true

    # Enable checking for banned IPs via banned-ips.txt (internal web server only)
    check-banned-ips: true

    # Default selection when map page is loaded
    defaultzoom: 0
    defaultworld: world
    defaultmap: flat
    # (optional) Zoom level and map to switch to when following a player, if possible
    #followzoom: 3
    #followmap: surface

    # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
    persist-ids-by-ip: true

    # If true, map text to cyrillic
    cyrillic-support: false

    # Messages to customize
    msg:
    maptypes: "Map Types"
    players: "Players"
    chatrequireslogin: "Chat Requires Login"
    chatnotallowed: "You are not permitted to send chat messages"
    hiddennamejoin: "Player joined"
    hiddennamequit: "Player quit"

    # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
    url:
    # configuration URL
    #configuration: "up/configuration"
    # update URL
    #update: "up/world/{world}/{timestamp}"
    # sendmessage URL
    #sendmessage: "up/sendmessage"
    # login URL
    #login: "up/login"
    # register URL
    #register: "up/register"
    # tiles base URL
    #tiles: "tiles/"
    # markers base URL
    #markers: "tiles/"

    # Spout support controls
    spout:
    # If false, ignore spout even if detected
    enabled: true
    # If true, previously loaded textures will be assumed to still be valid (faster startup, but
    # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
    # to clean cached textures and force reload on next startup)
    use-existing-textures: true

    # Snapshot cache size, in chunks
    snapshotcachesize: 500
    # Snapshot cache uses soft references (true), else weak references (false)
    soft-ref-cache: true

    # Set to true to enable verbose startup messages - can help with debugging map configuration problems
    # Set to false for a much quieter startup log
    verbose: false

    # Enables debugging.
    #debuggers:
    # - class: org.dynmap.debug.LogDebugger
    # Debug: dump blocks missing render data
    dump-missing-blocks: false

    Posted in: Mods Discussion
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