• 0

    posted a message on Thermal Expansion 4 Ore gen
    Seems setting Cluster Size to 0 still generates 1 ore of that type.



    Also deleting the Ore completely from the json file just causes the ore to generate with defaults.



    Haven't found a way to completely disable the ore generation from Thermal Foundations. I have resorted to ClusterSize =0, NumClusters=1, Min and Max Height 0-1. It at least has made the ore exceptionally hard to find.
    Posted in: Mods Discussion
  • 0

    posted a message on Underground Biomes Constructs
    H seems to be working pretty good, but still getting a lot of console spam with onGenerate redoing ores.

    Also I have UBfying ores off, is there a way to make this process not be called when ores aren't actually being replaced to possibly help chunk generation?
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Zeno,

    I have updated to 0.6g and now the cobble recipe is back in and working, but 0.6g is no longer paying attention to the UBifyOres=false. I am still getting Coal at least UBfied (edit: Verified Iron as well, so probably all of them). Also a huge amount of console spam about onBiomeReplaceOres detail.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Zeno,

    In 1.7.2, it appears as though converting UB cobble to regular Cobble is broken? I have checked the config setting and it is set to option 4, which is 2x2 converts to 4 regular cobble, but it isn't working. Nothing is conflicting with the recipe, just no regular cobble. I tried upgrading to 0.6e, but still doesn't work.
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    OK, actual bug/exploit this time, I know the last few were more my issues. :)

    The Brew Kettle can give infinite experience. Take Ale out of kettle with bucket, put it back, use the Swap button to move the ale to output, and pick it back up with bucket, rinse, repeat.
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Gwafu, a few minor issues that I have found since updating my server to the latest version.

    First, I assume I I have an ID conflict or something, but when I go to pick up Bamboo shoots, it turns to Grape seeds as soon as it is broken.

    Second, Tinker's Shovels don't appear to be able to turn tilled soil to rice paddies.

    Third, I don't remember this happening before the most recent update, but when i Dump a Bucket of water into a Brew Kettle, or any liquid into any Growthcraft device, it gives me an empty bucket back into a different inventory slot. Same when I fill the bucket from Growthcraft blocks.

    Also, loving the Bamboo Scaffolding.
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from Gwafu


    Will fix the grapes growing on unintended ropes when applied with bonemeal.


    Actually Gwafu, it appears as though it is just an issue with the Grapes "Attempting" to grow, not just when Bonemeal is used. I missed the "3 blocks away perpendicularly" comment in the Wiki and created a Square grid of Rope for the grapes to grow on of a 5x5 rope grid, with the Plant in the center. I found my grapes, too, were growing excessively slowly. Finally I was watching them from above and noticed that the leaves would expand out of the plus sign onto the other ropes, then later decay. So each time one of my leaves should have been producing Grapes, instead it was producing another bunch of leaves, which would then decay later. Once I re-read the Perpendicularly, I removed the extra rope, and finally my grapes started producing well.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Glassmaker,

    I know you have a lot of suggestions going on right now, but here is one more, hopefully simple. With your addition of Twilight Forest support, can you also add the Raven Feather to be able to make Fletching? Maybe make the arrow lighter, or more accurate, or something a little better than regular feathers since Raven feathers are so rare? By default Raven Feathers can be used to make standard arrows, so it would be nice to be able to use them in Tinker's as well.

    Thanks for all the support on this mod you have given already.
    Posted in: WIP Mods
  • 1

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from LordEric

    Grape, hop and rice fields no longer generate in villages. Instead you randomly get hops and grapes from breaking vines, and rice from breaking tall grass.

    The BoP pub thing is a known issue. Gwafu's looking into it.


    This is too bad, I like the idea of only finding cultivated crops in a village and having to find one to get some of them, also makes the villages cooler.

    Could this be re-implemented possibly, and flagged with a config option?
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from Annysia

    The Wiki that is linked on the OP tells how to get grapes, hops and rice. Grapes and hops come from vanilla vines and rice comes from tall grass.

    I have found pubs in both vanilla and EBXL biomes.

    Regarding the fire, I would think this is BoP issue, since they are replacing cobble with their wood, which then causes the building to catch fire.


    Sorry, didn't read the Wiki, just the linked Manual and the Spoilers for each, which mentioned them being in the villages. I will look at vines. Thanks.
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    I am having a couple of minor issues.

    1. I cannot find Grapes, Rice, or Hops in any Villages I find. I have found the Pub building, and lots of Bamboo, but none of the villages have anything but the default farms with Wheat, Carrots and potatoes. 5 different worlds in Creative, around 10 villages so far. Not sure how often they are supposed to generate. I have verified there are no Item or Block conflicts. Wondering if one of my other mods that add Villagers/buildings is removing them, or if because I use BoP and EBXL I never find a village in a vanilla Biome, so maybe that is the problem if the fruits only generate in villages of specific biomes? Let me know what else to test or look at and I will do so.

    2. The Pub tends to light itself on fire sometimes with Biomes O Plenty Towns, as some of BoPs towns replace the cobblestone with BoP woods, then the fireplace is made of wood and burns the building to the ground, not sure what should be done about it though.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from SyberSmoke

    A shame then, not much of a use when using TC if TC does not grant the special effects of the metals. I hope this is a future goal for the mod because it is quite nice so far.


    If you read further back in this post, Glassmaker does talk about adding this, and it appears as though he has quite a few of them working (Along with some metals from Twilight Forest), my guess is though that most mod makers are focusing on the 1.7 update right now, so these are features we will probably have to wait for 1.7 to see.
    Posted in: WIP Mods
  • 0

    posted a message on Tinkers Construct
    I have a fully functioning Smeltery and no problems there. On one side I have 3 Drains setup to Basins and below the basins 3 Hoppers to catch the output. I then setup a Comparitor and Such to have the Drains automated. This works great, except one of the drains only runs for 1/2 a second and then stops and waits for another redstone signal to turn on again. The other 2 drains work correctly and fill the basin before shutting off and waiting. All three are setup exactly the same, why is 1 of them acting weird? I have broken the drain, Basin and suck and replaced them, but no change.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from Minecraftiscewl

    I think the best support next would be Thermal Expansion's electrum and invar, especially because you can make Invar tools! :)


    I second this, as well as Thermal Expansions Hardened Glass, so Obsidian and Lead can be combined in the Smeltery and I don't have to go making TEs Pulverizer.

    Although TEs Electrum should already be working as I can make it in my smeltery, there is a bit of an odd issue as the smeltery outputs TEs Electrum, not Metallurgy's, thus Mettalurgy's Mint doesn't work with it, but I think that is Metallurgy's problem not ExtraTiC.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.X]Natura
    mDiyo,

    Love this Mod along with Tinker's Construct.

    Can I ask for a change though? Can Cloud blocks be set to only drop 50% of the time, or something similar. This would make me have to go get more cloud from time to time, instead of just mining a stack of 64 once and then reusing them over and over. Plus it seems like this change would make sense in the spirit of the mod.
    Posted in: Minecraft Mods
  • To post a comment, please .