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    posted a message on Shaders Mod (updated by karyonix)
    Hoping I can get some help on optimizing my setup here. I'm using the Direwolf20 FTB pack. When running the game using my 64 x 64 resource pack, I get an average of 120 fps. When using the vanilla textures, it's closer to 180 fps. When running the shaders mod and using NO shaderpacks, my fps plummets with the 64 x 64 Resource Pack. I'm using Minecraft version 1.6.4. FTB uses Forge, and I'm using the correct version of the Shaders Mod afaik. Any suggestions would be amazing. Optifine is a no go, as it doesn't play so well with Forge anymore.

    System:

    Windows 7 64 bit

    12 Gb of Ram

    Intel i7 950

    Nvidia GeForce GTX 760 4Gb Video Ram (using recommended driver from OP)
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from JonnyBrando

    Amazing, thx for all of the hard work, Karyonix!





    This is a known issues with GLSL Shaders 1.46, it is because of the way that Karyonix and SonicEther got the Normal/Specular maps working. Karyonix is also in the process of re-writing the texturenm algorithm, along with porting to forge.

    If you want to use these mods, roll back to 1.45.2 (in my sig) along with Optifine 1.5.2 UD2. You'll lose Normal/Specular maps (meaning no Bump Mapping or Parallax Mapping).



    I tried this to use the new M release of Sonic's Shaders, but I just got a black screen. I'm using Optifine 1.5.2 UD2 and the 1.45.2 shaders....did I misinterpret your comment? Or am I perhaps running into a different issue?
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from ClassyTurtle

    Its still possible that they overlap. I think for Buildcraft, the item ids are pushed up in-game an extra 256 ids. So if they are within that range they would interfere with each other.

    Quote from SnatchNL

    I'm not 100% sure but all Item ID's are +256. So when you register an Item with ID 1000 in it's mod's config file it's actually 1256 ingame.


    THAT WAS TOTALLY IT. HERMIGOD YOU GUYS ARE BRILLIANT!!! Seriously. Thanks. Been installing Minecraft mods since 2010 and I never ever knew that. :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond: :Diamond:
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    One problem with the config file was that IDs weren't actually being assigned. It should be fixed now, but I haven't tested it with other mods.


    It's fixed now, as in the version available for download, or the version coming when you have time to update again?
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    It's [hopefully] fixed for the next update. All of the config stuff was moved to pre-init, where it should have been in the first place.


    So my buildcraft/BOP incompatibility wasn't me being crazy? While looking at the recipe for the quarry, I had willow leaves and wood instead of iron and gold gears. I tried messing with both configs, but the overlapping items didn't share IDs. Could this pre-init issue have caused a problem like that?
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So I decided to uninstall Mo' Creatures from my server, no hostile mobs spawn at all. I'm not sure if passive ones do. They still spawn in the mob trap I have in a Mystcraft Age, but otherwise nothing. I stood in the middle of a forest at night with nothing attacking me. Went spelunking without torches. Nothing. I haven't changed any server config settings, just removed the mod (and custom mob spawner). I'm seeing the same issue in the nether. No Magma cubes, zombie pigmen, Ghasts...Just Blazes when standing near a blaze spawner.
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    After installing the Thaumic Goggles module I have the aura meter overlay, but I can no longer see aura nodes in the world, or the aspects in containers such as the crucible or warded jars. It says experimental on your modules page, but I just wanted to make sure you were aware.
    Posted in: WIP Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quote from The_WeatherPony

    It's just trying to put a file in a non-existant folder. Until the next version is completely finished, if you just make a directory named "DIM<insert number>" for each Mystcraft dimension directory, then your Myst ages will have seasons.


    Ok, lemme make sure I understand ... So for Mystcraft age 14, which defaults to folder DIM MYST14, I should create a second folder, DIM14 for seasons to put it's file in? Did I get that right?
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quick bug: When using Mystcraft and Seasons, I crash upon entering a custom age. Does this mod allow for dimensions other than the Overworld, the Nether and The End? I tried copying the seasons NBT to my custom age and that didn't help. Removing Seasons fixed it. That's what I have to do for now :( Really missing my seasons though!
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    I don't see anything about MPS there. Only exceptions are from MFFS and backtools, and the crashing exception is in setting up furnace gui..? However, it is insanely long, so I barely skimmed it. We usually don't need all the 'fine detail' crap, just the exceptions, which are usually on the crash screen.


    Noted. Incidentally, I didn't have a crash after I posted that. I've gotten them while power running, using a furnace whilst holding the power tool, and I was attacking a skeleton with the power tool once as well. Oh wellz. It is alpha after all ;) Great mod! I love it! I'm excited for the coming features, and had a suggestion too. I was thinking as a mid tier item, you could have a grapnel like module working like the Hookshot from Ropes+. Anyway, loving this so much :)
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    I keep crashing while using the powersuit abilities or the power tool. Here's the latest crash log. This is in Multiplayer, not single.


    Edit: Forgot the crash log *facepalm*

    Crash-log
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Lol. I literally JUST checked them. Local config was set to vanilla recipes. Thanks though!
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    I'm trying to craft components in SMP, and while the recipe shows correctly, I can't craft it. Giving myself the item via commands works fine...but you know...breaks the game and such...I don't have IC2. I do have Thermal expansion, Buildcraft and UE.
    Posted in: WIP Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quote from TheReactiveGamer

    Is anyone else having the problem with that one season gets stuck?

    I have been having autumn for about 10 minecraft days and each time i look at the seasons watch it says
    that theres 3 days left. Is it 3 real life days or 3 minecraft days?

    Im using some other mods if you are wondering.. like the extrabiomesXL mod...


    are you using a bed to sleep through the night? If so, look at my last post in this thread.
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    For anyone wanting to use beds, The_WeatherPony's suggestion worked great for me. In your world folder, edit , the SeasonsData.dat with an NBT editor. Change the "transition_day" tag to a value greater than 6. This tells the mod what time the season should transition to the next day. It's default is 1, which is skipped while sleeping and therefore never "passes". I changed the value to 10 and have had the full range of seasons while sleeping each night. Thanks WeatherPony!
    Posted in: Minecraft Mods
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