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    posted a message on 1.12 - Custom Recipes

    Does the upcoming json recipes in 1.13 only support crafting table recipes or will we also be able to change furnace recipes, anvil recipes and brewing stand recipes?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Craftable Waypoints [Forge 1.11.2 | 1.10.2 | 1.8]
    Quote from xaero96»

    Not sure, hopefully can find time for it this month!

    Thank you :-)
    Quote from sbate1999999»

    If wanted to use minetweaker to change the waypoint recipe is that supported? I love this idea but I want them to be a little harder to make. Thanks.


    You can change any recipe in a crafting table or furnace, from any mod using minetweaker. Just do:


    recipes.remove(<xaerocraftwp:waypoint>);
    
    recipes.addShaped(<xaerocraftwp:waypoint>, [
    	your recipe here
    ]);
    Posted in: Minecraft Mods
  • 0

    posted a message on Idea/request: flight potion and enchantment

    Been looking for this for some time; a mod that adds:

    1. Expensive potion granting 3 minute (creative) flight

    2. Rare enchantment that can only be applied to an elytra granting continuous (creative) flight.

    Posted in: Requests / Ideas For Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    1.12-7.0.4. Solves the transparent doors. But now all vanilla doors have the checkered missing-texture.

    Posted in: Minecraft Mods
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    posted a message on Craftable Waypoints [Forge 1.11.2 | 1.10.2 | 1.8]

    I know it is improper to ask, so I apologise. But do you plan to update this mod to 1.12 and do you have an ETA?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    In that case I misunderstood. Regardless I want to thank you all for some wonderfull structures. It makes exploring so much more fun. You guys are the best. This includes atomicstryker ofcourse :)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Perhaps I missed something, but using the latest version (July 5) I suddenly have a "ruins_config" folder in the config folder containing the templates. It was in the mods folders before. Does this mean I must place my own structures in the new folder?

    Also, am I right in understanding that the templates from @Gillymoth, @Jordan_Peacock and @ST753Mb will be distributed with the mod in the future? (if so: Hooray! if not: Awww)

    Posted in: Minecraft Mods
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    posted a message on Commandblock to prevent weather from resetting on sleep?

    That would accomplish the opposite of what I want. Wouldnt it?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [1.11.2] Mob Mash v1.1 - PIRATES & NOMADS & MOTHMEN & MORE

    I like the idea. But memes currently spawn way too much and they are irritating as hell. Had to disable them. Had over 50 of them around spawn.

    Other than that I like it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Commandblock to prevent weather from resetting on sleep?

    I like the rain. I hate that it resets on sleeping. I use a mod on some of my modded worlds, but It can be a bit heavy and laggy on some of the bigger packs. Also I'd like to have the option in vanilla. So basically I'd like to know is it is possible to keep the weather from resetting on sleep via commandblocks or functions?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on ArchitectureCraft

    [1.10.2] I placed some gabled ridges (? the ones that go on top of a roof) in a Tinker's construct crafting station (by accident) and the game crashed. I had to disable architecturecraft to be able to get back into the game. Not sure if this is a bug on your side or on Tinker's side?

    Also, afterwards I re-enabled architecturcraft and everywhere I previously had things like window frames, railings, etc were now occupied by Roof tiles all with oak texture oriented the same way (no NBT data I guess?) I expected them to be gone completely.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Does anyone know how to solve the following (on 1.10.2):

    I have a pack with Tinkers, Immersive engineering, forestry and Chisel. No other ore-generating mods.

    When I cast brass, copper etc. in a basin it changes into an invisible block once cooled, and when I take it out of the basin it changes into the brass/copper/tin/etc 'warning stripes' block from chisel and not in the 'normal' block-form.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    I regret any confusion I've caused by my clunky way of presenting the files.


    No need ;-) thank you for the extensive and clear explanation.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I skimmed through all 194 pages of this thread but I might have missed it. @Jordan_Peacock : For 1.10.2 which zip file do I need to use; ruins-adventure-1, adventure-2, tested, peaceful-1 or peaceful-2? Or in other words: what is the difference? If I understand correctly the adventure ones have (more) commandblocks?

    Posted in: Minecraft Mods
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    posted a message on BetterFps - Performance Improvements [1.11.2/1.11/1.10/1.9/1.8/1.7]
    Quote from EvertVd»

    I'm a bit confused here, can anyone tell me this:

    When I use BetterFPS with Optifine, should I

    1) Turn Fast Math on or off?

    2) Turn Fast Render on or off?


    I tried every combination but not noticing any difference.



    Ok, nm. I figured it out myself; needed to turn them both off.
    I must say, the increase in fps is beyond my expectations. I have a core2duo 2.4GHz, 4GB, HD5570 computer (yes, very old) and with the right Java arguments, Optifine and foamfix I could get around 60fps (when I'm not generating new terrain) on my custom modpack (63 mods) but with betterfps it goes up to ~90 and sometimes it even peaks to 140!!
    Awesome.

    Posted in: WIP Mods
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