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    posted a message on Conquest_ [WIP there is always more to come]
    For 1.7.10...question about the enchantment glow (assets\minecraft\textures\misc\enchanted_item_glint.png). When I've got my inventory up I can see the glow on the enchanted armors on my little 3d model preview. But when I esc out and press F5 to view my character the glow is gone and all I see is the base armor. I can see something going on with the texture, like every few seconds it does some kind of switch, then goes back a few second later. Almost like it's animated in slow mo.



    But the no glow is definitely a no go! What's going on?
    Posted in: Resource Packs
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Couples questions. Any way (via config?) to change whether certain mobs are aggressive towards the player by default?



    Also, would it be possible to allow (again, via config?) for certain mobs to be tameable?



    I find myself wondering why more things aren't settable via config file(s)....



    Thanks for a wonderful mod, and look forward to any changes you make in future!
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I've searched this thread for a while now, and can't find out why bears aren't tameable. Apparently they USED to be, but were subsequently made un-tameable.



    Can anyone tell me why bears aren't tameable?



    Thank you.
    Posted in: Minecraft Mods
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    posted a message on [14w17a] Custom World Generation Presets! (Post your Best ones here)
    I was all excited to try out some new presets. I got a few loaded in single player, but every. Single. Time. I try to play it, it takes a billion years to build/load, and then when it needs to load new chunks because I'm moving around it just...doesn't. It's like the game just gives up trying to load new chunks.

    My system is not great, but it's quad core, 8 GB RAM and I've got an nVidia 660 GTX so...I've just played on 1.6.4/1.7.2 with some mods like ATG. Absolutely no problems. Beautiful terrain generation.

    IMHO Mojang needs to take a serious look at their generation code and try to streamline it before this goes live. The results, while impressive, are simply unplayable in a lot of cases!
    Posted in: Customised Worlds
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    K. Narrowing it down. It actually worked with (none) selected for shaders. Sildur's Basic v1.01 worked. Then I tried SEUS v10.0 standard. Blam. Crashed to launcher with that same old error.

    Sildur's Vibrant Pre7.1 just crashed it too. Heh.

    Don't know if any of this info actually helps you lol, but just trying to be informative!
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    My apologies. I didn't even think to try it without Optifine. Here's what I found...

    It appears to be the shader mod (ShadersModCore-v2.3.12-mc1.7.2-f1040) I've got going. When I disable only it (keeping Optifine going) everything works. I just noticed I'm using 1121 forge. Herm.

    Will experiment. BRB.

    EDIT: Yeah, same thing. I grabbed 1040 forge, and with the shader + psychedelic running I get the same crash. Are you sure the hs_err_pidXXXX.log doesn't help? It seems to be pointing out some of your functions that may have been involved.

    E.g.:

    ivorius.psychedelicraft.ivToolkit.IvShaderInstance.setUniformIntsOfType(Ljava/lang/String;I[I)Z+52
    ivorius.psychedelicraft.ivToolkit.IvShaderInstance.setUniformInts(Ljava/lang/String;[I)Z+5
    ivorius.psychedelicraft.client.rendering.shaders.ShaderMain.setFogEnabled(Z)V+19
    ivorius.psychedelicraft.client.rendering.shaders.DrugShaderHelper.setFogEnabled(Z)V+28
    ivorius.psychedelicraft.PSCoreHandlerClient.psycheGLEnable(Livorius/psychedelicraftcoreUtils/events/GLSwitchEvent;)V+60

    Again, it works with just Optifine installed. The shaderpack mod is what's conflicting with your mod.

    Trying a different shader...
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Well I take it back about Optifine. It was working a few days ago with even more mods, then something broke (from I don't know what) and I started over with a fresh 1.7.2 and slowly started adding mods back in 1 at a time.

    I'm up to 27, last one to add Psychidelic and then I get actually 99.9% into the game and right before it displays anything it crashes back to launcher.

    This is from the dev console.

    This is the err log mentioned at the end of the dev console.

    Let me know if you need anything else.
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    I've finally decided to upgrade to 1.7.2. Gongs and Pedestals and Shelves...finally!

    And since I know people who would appreciate the drugs mod...that too. ;)

    Speaking of which, I'm running optifine and had no problems. I toked a joint and then quaffed 6 or 7 glasses of wine. BIG mistake. The effects were rofl, but man...it took FOREVER for them to wear off. I was kind've hoping I missed the Sober Pill you put in the mod, because I sure couldn't find one.

    Which brings me to ask: any chance you COULD add a craftable item to the game which would at least reduce your intoxication/drugged level by 1? I would think it should be expensive to make, but yeah. Definitely need something. EDIT: I tried LOTS OF coffee, but...heh. More rofl but no less high. Seriously man, the movement effects when drunk/high and/or jittery are an awesome touch. :D

    And finally, I've found a couple of your replies concerning putting your mods' items in a Creative Tab but I'm not understanding the limitation(s) I guess. Could you explain to me the reasoning? I'm sure you understand how ridiculously convenient it is after loading a new mod to hit 'i', page over to wherever your tab is located, and see what all new items it adds. All without having to go on some obscure wiki/forum thread and hunt for a list of items that may/may-not have been updated recently.

    Anyway, fantastic work man. I quaff a few beers in your general direction!
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite

    Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.

    Thank you very much for looking into implementing this. That would be great, and we really appreciate it. Since we're still using 1.6.4 I have to ask: any chance this change will be back ported?

    On another semi-related note, is there a config option (I didn't see one) for aggro range? It would be really nice to be able to customize each mob's aggro range. I realize the potential for server stress, but it would be super nice to be able to fiddle with the radius'.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I'm using BetterDungeons for 1.6.4, which has a lot of new mobs. We've been having great fun spawning mobs that are hostile to each other and watching them duke it out. When my players asked me for more mobs, I naturally thought of Lycanite's, and added it to single player to check it out.

    When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs.

    I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others.

    Thank you in advance for your time, and for your awesome mod!
    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    I'm still running 30+ 1.6.4 mods on my server because some key mods haven't updated yet. I saw this mod and was very excited after watching the video. The gongs alone are fething awesome! I've read some of the posts and picked up on your position that 1.6.4 is dead and that mods need to update to 1.7.x. I understand, and it's your prerogative in any case.

    I have to wonder though why you went straight from 1.5.x to 1.7.x with no 1.6.x versions in between? Just curious!
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Thank you for your response. Disappointing, as I like to have a pretty thorough knowledge of what a mod brings to the table before adding it to my server (we're up to about 30 mods and growing), but no worries. The mod looks awesome, btw, and I don't mean to sound too negative. If there are tooltips then that's good enough.

    EDIT: I'm an idiot. Asking a question that was in the completely wrong thread. Sorry about that.
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Thank you for the thoughtful and detailed responses. After reflection on my original question and your responses I've actually come to the conclusion that I was only asking half of what was going on in the back of my mind. To wit...

    Having worked on a 40k x 40k map using one byte of DEM data per block, I have to say that the difference in height between the plains and mountains is...meh. It works, but it's less than desirable. The 40k x 40k represented around 1500 miles x 1500 miles, or around 1:60 scale...in the HORIZONTAL. The 256 blocks of height was representing sea level up to ~8k meter mountains, or ~1:30.

    When I originally started the map I was shooting for 80k x 80k (~1:30), and the fact that the horizontal was stretched out 2x made the vertical SEEM more appropriate. It actually looked BETTER that way. Which makes sense, the two scales being about the same. I ended up going with 40k for practical reasons: my rig took 4x longer to export each section at 80k. Heh.

    But anyway, still less than impressive in actuality. It was cool, standing on the plains looking way up at the mountain tops, but could have been better.

    Take that concept and extrapolate with me for a minute though...what if the vertical was 512? 1024? The vertical height differences would be way more spectacular but...is there a point where having TOO much vertical detail is BAD? Is there a sweet spot? And what about render distances? If we had a 1:1 vertical, the mountains would be 8000 blocks above the plains. Can we honestly render 8000 blocks away in realtime yet? Not even close!

    So I guess that's what I *meant* to ask. Do we really NEED all that space? Just because we can have it doesn't mean it'll be fun!

    Or practical.
    Posted in: WIP Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Please forgive me if my answer is contained in the 36 previous pages, but is there a description of each of the possible effects anywhere?
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Doesn't it make you wonder though, if "infinite" is really even necessary?

    I mean, if we constrained the limits to something even roughly approximating earth it would makes things crazy easier. Wouldn't it? And still provide virtually infinite more room.
    Posted in: WIP Mods
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