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    posted a message on Et Futurum - Brings the future to now!

    I am wondering what would happen if I would use the mod in 1.7.10 generate a map and build some stuff. If I would then update to 1.8 are the blocks of the mod now the vanilla one? So will the stuff of this mod transform into the real stuff of 1.8?

    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server

    Hi guys, I am new to Forge Essential and I also posted this question at the project page on curse. I hope I will get an answer more quickly here:


    I used Essentials and bPermissions based on Bukkit for MC 1.6.4 and I amnow stuck at configuring ForgeEssentials. Is there any documentation for

    the settings.cfg for example?


    I am wondering for instance how I can activate the afterlife feature. Do I have to change something in the settings.cfg?


    # fe.afterlife.deathchest = true
    # Allow creation of deathchests
    S:enable=


    Will this mean, that it is already enabled? What means this part
    here: fe.afterlife.deathchest = true . Do I have to place it right after
    the S:enable= thing?


    Moreover what is the formatting of Respawn HP? Is it like this: S:respawn_hp=0.5 ?


    EDIT : I configured the permission system, but one thing is very

    strange. If I look at a block, there is a sign shown that I am not
    allowed to do something, but if I break the block and place it again,
    the sign will vanish. To be clear, I set myself to the members group.



    EDIT2 : I am wondering if these two commands will only prevent the specific group from having fire destroying things and prevent the fire from speading: fe.protection.fire.destroy=false / fe.protection.fire.spread=false


    Thank you guys!
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    Hey Mineshopper, I am wondering if it would be possible to release a support file for the mod "Archimede's Ships Plus". The author of the mod released an API to configure the rotation state of blocks, to make it possible to use blocks of other mods for your ships. I am waiting for this for a long time, to be able to sail my ship with Carpenter's Blocks.


    After installing the Ship Mod you will find config files in this directory: .minecraft\config\MovingWorld\MetaRotation. You would then need to create a file for the Carpenter's Blocks like CarpentersBlocks.mrot which will contain these information here:

    # blocknames/blockIDs; bitmask; 4 metadata values in the clockwise rotation order


    I don't know if this is an easy task, but as long as there is no version for 1.8 which seems to solve this whole rotation issue, I really would like to sail my ship in 1.7.10.


    G

    Erik

    Posted in: Minecraft Mods
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    posted a message on [Request] Place a special protect block that let you protect a bit of land

    Hi guys,


    I am looking for a mod for my Forge server that lets you place a special block. The block will protect your land, or only a specific amount of land. You could give permissions to other players as well to let them build or use items/blocks in this area. By placing more of this special block, you could extend your area. Via a command or by a specific action you could visualize the area that is protected.


    i am looking for this kind of mod/plugin, because I don't want to mess around with too many commands, or settings to configure. If it is too complicated it will result in asking me to do that for the players most time. On the other hand plugins like towny are too much, because it is a small server and the areas that need protection are not very close to each other. So I would be happy to find a mod like what I described before, I saw such system in the up coming game "Boundless" by Wonderstruck.


    G

    Erik_Steiner

    Posted in: Requests / Ideas For Mods
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    posted a message on Streams - Real Flowing Rivers!

    Hi guys,


    I don't know who is currently developing this mod, but I have some requests. I use the mod Terrain Control which has been recently ported to Forge by the developers. I will allow you to alter or create Biomes and do influence on the look of a Biome. I wish there would be a way to also get these nice looking streams by repopulating the already existing world and bringing a support for the TerrainGenerator which is called "TerrainControl".


    I tried everything but I Streams will not be generated if I use it in combination with Terrain Control. Moreover by using World Painter I will get the same result: No streams. I hope this can be fixed.

    Posted in: Minecraft Mods
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Errorys»

    It is actually following some motifs.

    Here is a test, height is 64 everywhere except in the center hill and I painted water with the at or above 65 option.

    By hovering over the flat terrain, here is what I got



    Thank you for finding this simple example to visualize the issue. Good work! I hope this will make the problem more comprehensible.


    EDIT: I wished all blocks that are not sorted by its ID would be alphabetically ordered. I don't know why they are sorted by its IDs in some menus, maybe this can be changed, too. All other context menus are just random and it is difficult for a beginner to find the right material.


    EDIT2: I got an error in World Painter. This time I was able to send the crash report via E-Mail. Here is the full log file:

    LINK It might contain information to the crash I recently posted here, that gave no option to send any report. The program was just not responding anymore and I had to close it via Task Manager.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos»

    Very strange that you're having all these problems, but as yet you seem to be the only one. I wonder if something may be going on on your system. Perhaps hardware trouble? Overheating, memory errors, that kind of thing? Do you have similar problems with other programs, or just with WorldPainter. WorldPainter is known for pushing hardware to its limits.

    Is there anything out of the ordinary with your system? For instance a "lite" version of Windows, which has been known to cause problems in the past? Are you using the latest version of Java, and of your graphics drivers?

    There may be some clue in your log file (although it's not likely if there have been no error messages displayed, as that is when any errors would have been logged). Could you take a look in %APPDATA%\WorldPainter\logfile0.txt and see if you see any errors around the times you had the crashes, or send it to me?


    I will provide my log next time when it crashes. To the folder issue: I have no idea why it will not save the last used directory. Maybe I am doing something wrong? I mean I start the editor navigate to my working folder via the open file menu and open the map. After I saved I exit the program. Next time I execute the editor, I have to redo navigating to my working folder. Don't know what I could provide in order to make this issue comprehensible.

    To the brush issue. Maybe this could help you to redo my steps and hopefully get the same bug as me. I created a new ground cover layer called River with the settings down below. I then started painting my river with one of the vanilla brushes, I used the hard square, not the faded one.
    So Rivers are a bit complicated, they don't like elevated underground, so most time I use a flat underground to paint them... While I write this, it turn out that I can delete half of my post here, what should describe the issue.. Damn bug..

    So let's start. The issue seems to be related to the limitation of "at or below". The issue will not happen to me by using the "at or above" limitation (my testing result). The image attached below shows a valley with a riverbed (grayish). I tried to use my custom layer and paint it on the riverbed. The riverbeds height is 101. I began from top and first it was working until I reached the bottom and the brush became crazy. Maybe something is calculated wrongly or something, the brush seems to have a problem with these hills there. If you now want to delete this accident, you can change from "at or below" to "at or above" 102 and the brush will correctly delete only the accident and not the river. Feel free to ask for more information, e.g. the map or something other.


    EDIT: The brush setting "at or above" will sometimes not respond. So I wanted to delete all parts that are above 102 from the river overlay and at some positions the brush will do nothing. By changing the size of the brush it will more likely respond. This happened to me with the square brush. Conclusion: There is something buggy with the size of a brush, resulting in not responding correctly.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos»

    I'm sorry to hear that. Please help me out by reporting those crashes so i can fix them! It does in fact have a rudimentary crash report system: the error message window allows you to open an email with the crash report on which you just have to press Send, or if that does not work, to copy the crash report to the clipboard so you can paste it in an email yourself and mail it to: [email protected].


    The problem is, that the Editor is not responding in a way, that will open any error message window. Yesterday it just hanged, the brush was not responding to my mouse movement. It is very weird that this often happens with the 3D view opened. Maybe this is just too much for the program..

    Quote from Captain_Chaos»

    It does do that. Whenever you load or save a world it remembers the directory as the default for loading worlds.

    I don't know if this is OS related (Win 10), but this feature worked only one time. Each start of the program, I will begin in the My Documents folder, despite my working directory is E:\Minecraft\World Painter. Is someone having the same problem as me?

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator

    Version 2 is not very stable in my opinion. It would be nice to implement something like a crash report system that would help fixing these things. It happened a lot that my work of an hour or so got lost, because the editor crashed by using a brush somewhere.


    Moreover it would be nice to define a working directory or let the program notice the last used directory. Each time I start the editor I have to move through all my folders until I reach my World Painter file.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos»

    Thanks for the report! I'll look into it and fix it as quickly as possible.


    Thank you! Could I ask for a feature request?

    • It would be nice if the water hight of those painted rivers would be displayed in the left bottom corner, too. Like it is already with the ocean water. Otherwise it will be very difficult to guess what water level I have recently used.
    • Moreover height contours for water would be a nice feature. So instead black lines for terrain, they could be white. You would then know that my posted picture of a river will show an elevated one that flows from the right hight to the bottom left.
    • Longterm feature: A new flood tool to make rivers. So you have to dig some ditches, these can be elevated, too. By flooding the ditch from the highest point, it will not flood the whole map, but only the ditch. Something like a simulated water flow, that will flow in the borders of the ditches. To help people locating weak spots at which the water will leave its riverbed, one could implement something like a photo filter that will show the route of the possible water flow.
    Quote from mattblackstone»

    Hi im curious if there is a way to make a schematic of a tree put it in world painter but not paste the air when you put the trees in? this would allow for much more realistic looking trees and allow for much easier forest creation.


    There is a tool called Better BOB. It allows you to edit bo2's/schematics, you could open your bo2's/schematics and try to delete all air blocks that are in this file. This should give you the result you want. Pay attention to use the rubber (block eraser) instead of adding "air blocks".

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator

    Hi guys I just installed the new version 2.0.0 and I have a problem with painting elevated rivers. So before this version I draw some ditches with the flatten

    tool and painted water on top. The water was limited by "at or below" so the water were not able to pass these ditches. It worked fine until the new version came out. So even I limited the water like already described, the pencil will sometimes draw water on a level above this limitation.. The attached picture will show the problem. Everything river related was made before version 2.0.0 except this sea to the right, it was created despite a different hight.

    Posted in: Minecraft Tools
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    posted a message on Did Minecraft Kill itself?

    I play Minecraft since version 1.2.5 in 2012 and came across modding some time later. I am running a server for three years now, with many breaks after one ran out of creativity. It is a private server with different mods that I want to share with my friends. I know how hard it can be to update to a new Minecraft version. Most time it is not possible because some mods are still on an older version. I was stuck for one year on Minecraft 1.6.4 while the development was already on 1.7.


    Besides those problems, I don't think that the version of Minecraft still matters. So in my opinion it isn't important anymore how long you will get stuck on a specific version of Minecraft because your lovely mods weren't updated, yet. It is because of mods, I think that the real long time running fascination comes from mods and their possibilities and not from official features. Yes some times there are cool things like new biomes from 1.6.4 to 1.7, but most time they feel very boring. I mean Shields.. Yes there are already mods that add shields..


    When I look at the supported version of my used mods and I see that they all made a step to a new version e.g. 1.6.4 to 1.7.10 I become happy because I can maybe enjoy some new features in Minecraft but at the end of the day the content of mods is what matters, so Mods will influence the development cycle at what version you play. I always saw Mojang as a studio that once landed a big hit and has since felt obliged to bring out new content. With obliged I mean they felt guilty, because let's be honest Mojang hasn't made huge steps towards new features of content (see also Survival) in comparison to other Indie developers. So it is in the hands of the community where we are heading, what new content can be made by mods and what base they will use (e.g. Server architecture).


    Greetings..

    Posted in: Discussion
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    Hey thank you Keybounce for your answer. I remember the mod, I tested it last year on my server it was pretty laggy. The worst thing was that all waterfalls ran out of water because of the new physics. Could I use you version even if I haven't CofhCore and/or Streams?

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    Hey Keybounce,


    have you overtaken the support of this mod here? I wonder what version I should download from your fork and what other mods may be necessary.

    Posted in: WIP Mods
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    posted a message on [Teleportation] Warp Book

    Hey I see that this mod is still in development. Do you have any plans to upgrade the interface? Maybe it would be nice to have a real looking book. I could help you with that if you like.

    Posted in: Minecraft Mods
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