Alright, well, how about the ingame parser (the one demoed in the video from 1.7.2)? I am guessing that has been updated to 1.9+. It will take a bit longer since I will have to do them one at a time.
Are there still chest issues using the ingame parser? are there any other issues I should be aware of using that tool?
And again, anyone have experience with ruins larger than a chunk? don't think I'll tackle the giant castles with the ingame parser, but still wondering.
Jordan_Peacock or AtomicStyker, is there a script or small program that will convert a mcedit or schematica template into a ruins tml?
I found one from back in the day before AtomicStryker took over the mod, when the mod was hosted on Google Code. :-) Not even sure what version of MC that was for.
I'm looking for one that is updated to the 1.9+ tml format. If I can get it, I can start making and posting a bunch of ruins.
Extra question - can Ruins handle a ruin that is larger than a chunk? There are some incredible castles that people have posted that would be cool to ruin out and make available to those who want them, if the system can handle generating them.
I've been releasing Snapshot packs each week and have also just updated the 1.8.8 packs too, with all the texture changes I've been adding to the snapshots.
Can you not edit the Front Page link?
I was actually coming here to ask why the 1.8 Git repo from the legacy page was empty, when I saw your post and discovered your completely seperate page.
May want to talk to the mods if you cannot, see if they can add a rider to the front page post with a link to your site as current maintainer for 1.8+
Has anyone made a Thaumcraft Mod Aspects config for GOG3 yet? if not, can some one point me to a GOG2 config I can base one off of? I will upload the config I have both here and to the TMA forum thread when I complete it.
Even incomplete configs are acceptable, I just don't want to start adding aspects that are really different than what people have been getting in the past.
Can add Realistic World Gen to that list. I think. The biome size is SO HUGE that I cannot be sure they are all spawning but I have definintely seen spriggans, werecats, cyclopes, vamps, dryads, mimics, and dryders-by-another-name.
Lots of Cyclopes. I think I built my house on their sacred nesting ground.
It appears that I am running into some form of Mod conflict that I have not been able to track down. Everything appears fine until I add in AM2, at which point I get this: http://pastebin.com/KLVTZnLU.
To be specific, I even launch and play quite normally with Animation API quite normally. I have been playing modded minecraft for quite some time and I have never seen quite THIS form of error.
Additionally NOTES:
While this log was taken with both Optifine, I had done previous attempts some months back before the installing Optifine and got the same or similar errors, I can rerun if desired.
Same can be done with BetterFoliage, though I doubt it could be the culprit.
Thank you.
EDIT: Nevermind. removing optifine got it to work, Strangly I had recieved a similar error a few months ago before I added optifine.... sorry for bothing everyone....
My problem was when I broke a dropper and no key fell out. probably should have just taken the key from the dropper, but I was used to breaking it (trapped chests don't trigger if broken So a was to make a key would have been nice.
Hey, you told me where it was, I was trying to find it to get rid of it even before I added the HxC set, so it is all good. Stupid thing would pop up over the minimap I was actually using at random times and I would have to reload minecraft to get rid of it.
0
The "ruins.zip" contains both the mod and a resources directory, ensure you have unpacked it and placed all of them in your mods directory.
I repeatedly make this mistake with ruins, even knowing better. Makes me feel dumb every time.
0
Nothing newer than that has been developed?
*sigh*
Alright, well, how about the ingame parser (the one demoed in the video from 1.7.2)? I am guessing that has been updated to 1.9+. It will take a bit longer since I will have to do them one at a time.
Are there still chest issues using the ingame parser? are there any other issues I should be aware of using that tool?
And again, anyone have experience with ruins larger than a chunk? don't think I'll tackle the giant castles with the ingame parser, but still wondering.
0
Jordan_Peacock or AtomicStyker, is there a script or small program that will convert a mcedit or schematica template into a ruins tml?
I found one from back in the day before AtomicStryker took over the mod, when the mod was hosted on Google Code. :-) Not even sure what version of MC that was for.
I'm looking for one that is updated to the 1.9+ tml format. If I can get it, I can start making and posting a bunch of ruins.
Extra question - can Ruins handle a ruin that is larger than a chunk? There are some incredible castles that people have posted that would be cool to ruin out and make available to those who want them, if the system can handle generating them.
0
I personally have been having a lot fewer stability issues in 1.9 than in 1.7.10 and 1.6.4 before it.
I'm just about ready to hop up to 1.9.4, bunch mods of I wanted skipped 1.9, just waiting on a few more to upgrade from 1.9 (hint, hint).
0
Any plans on working on a 1.8.9 port any time soon?
Last time I visited this thread you were really busy, Daco18s, so no pressure, but I would love to have it when you do have the time.
0
Unfortunately 1.1.2 is still only for 1.8, not for 1.8.8
sad face.
0
Can you not edit the Front Page link?
I was actually coming here to ask why the 1.8 Git repo from the legacy page was empty, when I saw your post and discovered your completely seperate page.
May want to talk to the mods if you cannot, see if they can add a rider to the front page post with a link to your site as current maintainer for 1.8+
0
I can Verify that I have Seen, Fought, And Defeated a Vampire, and her many butlers. Once.
So they do spawn, though incredibly rare.
0
Has anyone made a Thaumcraft Mod Aspects config for GOG3 yet? if not, can some one point me to a GOG2 config I can base one off of? I will upload the config I have both here and to the TMA forum thread when I complete it.
Even incomplete configs are acceptable, I just don't want to start adding aspects that are really different than what people have been getting in the past.
0
Can add Realistic World Gen to that list. I think. The biome size is SO HUGE that I cannot be sure they are all spawning but I have definintely seen spriggans, werecats, cyclopes, vamps, dryads, mimics, and dryders-by-another-name.
Lots of Cyclopes. I think I built my house on their sacred nesting ground.
0
It appears that I am running into some form of Mod conflict that I have not been able to track down. Everything appears fine until I add in AM2, at which point I get this: http://pastebin.com/KLVTZnLU.
To be specific, I even launch and play quite normally with Animation API quite normally. I have been playing modded minecraft for quite some time and I have never seen quite THIS form of error.
Additionally NOTES:
While this log was taken with both Optifine, I had done previous attempts some months back before the installing Optifine and got the same or similar errors, I can rerun if desired.
Same can be done with BetterFoliage, though I doubt it could be the culprit.
Thank you.
EDIT: Nevermind. removing optifine got it to work, Strangly I had recieved a similar error a few months ago before I added optifine.... sorry for bothing everyone....
0
Waiting with anticipation...
Would be waiting with Baited breath, But can't figure out how to get it on a hook. ;-)
(Even looked in my Thauminomicon, Perhaps the Magica Compendium has something on Breath Baiting...)
0
Since the entire FML-Client log is too long to post, well..., anywhere, I have posted what appears to be the applicable section to pastebin HERE.
Very disappointed
0
Also I third the motion for more room designs.
0