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    posted a message on Carpenter's Blocks
    So, needed a more gradual slope and the collapsible blocks seemed to work to cut the slope angle in half, as seen below.



    The issue was one of non-intuitive placement, and the time it took to actually do that slope for both sides on that big of a roof consequently. Best way to explain the issue was to draw it...



    The red lines are the angles the collapsible blocks take on when placed in those positions. In the second example, there is no third block for it to snap its angle to, but instead of angling down to the edge of the block below it, it stops at 4 hits from fully down. Seemed counter-intuitive, and made for a lot of hammering.Also, with how much time is involved, a way to change the blocks appearance without removing it and replacing it...and consequently having to readjust the whole thing, would be a godsend.

    p.s. loving the mod, thanks for all the work put into it, just thought id make a small suggestion.
    Posted in: Minecraft Mods
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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    Is there a more up to date wiki than in the OP?
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Wow, the alpha looks amazing, spent almost an hour sprinting down mountains dodging trees and boulders lol. Snowboarding mod? Can't wait to load up a dunes map.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Finally upgraded and experienced quite a few of the new events now. I like the idea, just seems incomplete. For example, the mobs spawn so far away from the player, that I just continued working on a tower roof, building away and nothing attacked me. The tower roof is 24x24 blocks, that's a pretty big area to move around in with safety, watching mobs spawn, then despawn around you. If the idea is that the mobs are spawning around the player because their out to kill him, then maybe spawn them at a distance, then make them path towards the player?

    Or....well, you gotta wonder, where do these creatures come from? Perhaps pocket dimensions, eh, eh? :P Maybe an event means teleporting the player to a small area, where he fights through the mobs and once the area is clear, a portal opens that takes him back to where he was. The area could represent the event, glacier, lake, volcano, forest etc. Just an idea.
    Posted in: Minecraft Mods
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    posted a message on [1.7.x] [FORGE] Super Diamond Tools! (Live like a god!) UPDATE: Armor & more!!
    This mod has been a guilty pleasure of mine for a bit now, before the new armor/ultra tiers. I don't want to get carried away though, and the 15k durability tools and the new armors might ruin it for me, so I wanted to ask if you had plans for a config file to maybe toggle hardcore recipes, or just allow end-users to modify the recipes a bit to make them cost an insane amount?

    EDIT: if you take into account the high enchantability of tier 1 tools and their speed, once you obtain a tier 1 pick with fortune 3, you become extremely rich in diamonds, and all the other tiers are cake to obtain.

    also the armors aren't rendering on the player, their just pure black/pink nm, I see you already know about it
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from Raduloket»

    Is it possible the key bindings are stored in the world save as well?

    I looked in there now, nothing. It's happening with all editions, unlimited, fairplay etc. Going back to 4.0.4 fixed the issue.

    EDIT: ok, heres the log, which I forgot to include in the help ticket. Loaded up my world, tried to open the minimap several times, then exited.
    EDIT2: updated forge to 1217, was using 1208, removed java 7, installed java 8u20. Still no success at using keybindings for journeymap.
    13:02:52 INFO [Client thread] [JourneyMap.initialize] JourneyMap 4.0.5 FairPlay initialize ENTER
    13:02:53 INFO [Client thread] [JMLogger.logProperties] Version: JourneyMap 4.0.5 FairPlay, built with Forge @[email protected]
    Forge: 10.13.0.1208
    Memory: 1386MB total, 885MB free
    Environment: os.name=Windows 7, os.arch=amd64, java.version=1.7.0_17, user.country=US, user.language=en, game language=en_US, locale=en_us
    FairPlay Features:
    RadarPlayers : singleplayer = true , multiplayer = false
    RadarAnimals : singleplayer = true , multiplayer = false
    RadarMobs : singleplayer = true , multiplayer = false
    RadarVillagers : singleplayer = true , multiplayer = false
    MapCaves : singleplayer = true , multiplayer = false
    CoreProperties: revision=2, logLevel=INFO, chunkOffset=8, entityPoll=1800, playerPoll=1900, chunkPoll=2000, cacheAnimalsData=3100, maxAnimalsData=32, cacheMobsData=3000, maxMobsData=32, cachePlayerData=1000, cachePlayersData=2000, maxPlayersData=32, cacheVillagersData=2200, maxVillagersData=32, caveLighting=true, caveGreySurface=false, announceMod=true, checkUpdates=true
    FullMapProperties: revision=2, showCaves=true, showMobs=false, showAnimals=false, showVillagers=false, showPets=false, showPlayers=false, showWaypoints=true, showGrid=false, forceUnicode=false, fontSmall=false
    MiniMapProperties: revision=2, showSelf=true, showMobs=false, showAnimals=false, showVillagers=false, showPets=false, showPlayers=false, showWaypoints=true, managerEnabled=true, shape=MediumSquare, position=TopRight, showFps=true, enableHotkeys=false, showWaypointLabels=true, forceUnicode=false, fontSmall=false
    WaypointProperties: revision=2, managerEnabled=true, beaconEnabled=true, showTexture=true, showStaticBeam=false, showRotatingBeam=false, showName=true, showDistance=true, autoHideLabel=true, boldLabel=true, forceUnicode=false, fontSmall=false, textureSmall=false, maxDistance=1000
    WebMapProperties: revision=2, showMobs=true, showAnimals=true, showVillagers=true, showPets=true, showPlayers=true, showWaypoints=true, managerEnabled=false, port=8080, browserPoll=2000
    13:02:53 INFO [Client thread] [JourneyMap.initialize] JourneyMap 4.0.5 FairPlay initialize EXIT
    13:02:54 INFO [Client thread] [JourneyMap.postInitialize] JourneyMap 4.0.5 FairPlay postInitialize ENTER
    13:02:54 INFO [Client thread] [JourneyMap.postInitialize] Initialization complete.
    13:02:54 INFO [Client thread] [JourneyMap.postInitialize] JourneyMap 4.0.5 FairPlay postInitialize EXIT
    13:03:26 INFO [Client thread] [ColorCache.func_110549_a] ResourcePack: null --> BOS Core 32x 1.7 26-Jan-14.zip:zip:1409531466110
    13:03:29 INFO [Client thread] [WaypointStore.load] Loaded 7 waypoints for world
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 0]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 1]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 2]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 3]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 4]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 5]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 6]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 7]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 8]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 9]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 10]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 11]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 12]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 13]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 14]
    13:03:29 WARNING [Client thread] [ColorCache.loadBaseColor] Iconloader failed to get base color for BlockMD [chisel:chisel.marblePillar meta 15]
    13:03:29 INFO [Client thread] [ColorCache.prefetchResourcePackColors] Prefectched 4515 colors for all blocks in all biomes: prefetchResourcePackColors : Count: 1 Time: 518.04ms Min: 518.04msMax: 518.04ms Avg: 518.04ms
    13:03:29 INFO [Client thread] [LegacyMigrationTask$Manager.enableTask] No legacy files found.
    13:03:29 INFO [Client thread] [JourneyMap.startMapping] Mapping started in World of Culdra dimension 0.
    13:03:29 INFO [JM-VersionCheck-4] [VersionCheck$1.run] Checking for updated version: https://dl.dropboxusercontent.com/u/38077766/JourneyMap/journeymap-versions.json
    13:03:29 INFO [Client thread] [ChatLog.showChatAnnouncements] JourneyMap: JourneyMap 4.0.5 FairPlay ready.
    13:03:29 INFO [Client thread] [ChatLog.showChatAnnouncements] JourneyMap: Press [M]. (Webserver disabled.)
    13:03:30 INFO [JM-VersionCheck-4] [VersionCheck$1.run] For Minecraft 1.7.10, the latest JourneyMap version available is: 4.0.5
    13:03:51 INFO [Client thread] [JourneyMap.stopMapping] Mapping halting in World of Culdra dimension 0.



    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    So I just installed the latest version, and no keybindings for your mod work anymore. So I went and deleted the config first thing, still nothing, can't open the large map, make a waypoint, nothing. I'm using the exact forge version recommended, and the keybindings aren't overridden, their all grey not red. I changed the bindings to several other keys and still nothing. Not sure what else to try. Backporting to .4 for now.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy »

    MCA has been updated to version 4.1.4. This is the final bugfix update for this major release. The next update will concentrate on new features. See changelog on our website for details.



    One issue with your final bugfix, villagers are still spawned in villages with the greedy trait, resulting in really weird interact behavior, as well as their trait text saying the trait wasn't found.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Having an issue with spawners created with the cloner, they require nearby light to spawn the mobs. I can't find any option in your GUI or with an nbt editor that could solve this. Any idea what's wrong?

    EDIT: apparently this is the behavior of passive mob spawning, are all customnpc entities considered passive?
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Legacy Thread
    Tar seems weird, you can set it on fire, but it just goes out. Can't pick it up, bucket it or destroy it. You can also dig underneath it and it floats. Any plans to change tars behavior?
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    10 minutes into my fly-through with 2.2.2, not only do the biomes look better than BoP, the autumn trees and bigger trees don't cripple me with lag, yay! And thanks for including weights on vanilla biomes.

    Low-lands biome is definately my fav so far, it seems to me to be what extreme hills should of been.
    Posted in: Minecraft Mods
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    posted a message on Get Off The Planet Challenge
    I needed a real goal oriented game, with a clear beginning and end. I also wanted it to be insanely hard, if I made it on the first try, it just wasn't good enough.

    Note: this IS a modded challenge.

    Plot: you found an old manual, detailing the steps to making a rocket capable of getting you off-world, which is good, because things aren't good. Very few people left, and those alive are forced to live underground. Surface life is zero.

    Rules(very few):

    • No dimensional travel to the nether or the end. The dungeons provide everything.
    • Hardcore mode, 1 life only. Recreating the same world twice is the same as getting a second life, you should never know what new horrors await you.
    • No minimap, I do however use NEI for recipes and magnet mode.
    • Winning means getting to the planets moon safely with your tier 1 rocket from Galacticraft. Once I actually achieve that for myself I'll have to think up a new challenge, but it hasn't happened yet.
    The World:

    • I use BWG4 - cave world. Surface is 128, so you can still go up there end game to take off in your rocket. Cave World also provides some structures to the world gen that along with the two dungeon mods below create very few safe zones in the world.
    • DoomlikeDungeons mod AND/OR roguelikeDungeons mod. I am using both atm, the variety of style keeps me interested. Because of the rule about no dimensional travel to nether or the end, these dungeons are key. They will provide everything from both nether and the end, and none of it will be easy to get.
    • InfernalMobs - because dungeons aren't enough. Now you will have mobs with special powers.
    • Galacticraft - of course, and also buildcraft so that you can pick up oil. If you know of another mod that allows you to pump up or pick up oil and won't affect the challenge, it can of course replace buildcraft.
    Other Mods:

    • Battlegear 2 - I threw this in because it provides more entertaining battles without compromising difficulty too much.
    • Yet Another Lether Smelting Mod(optional) - won't be a lot of leather around, though because there is still leather found in both dungeon mods, this is optional.
    • Backpacks mod, or MoreBackpacks etc(optional) - inventories fill up quick trying to traverse the dungeons or if trying to get oil for your rocket later on.
    Well, that's it. I'm on my 13th death now, but it's been so much fun so far that I thought I'd share.
    Posted in: Survival Mode
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Anyone have any luck automating crystal growth in water or making fluix crystals?
    Posted in: Minecraft 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)
    Thanks for the performance update.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Getting messages that 1b is out of date and not supported, to update to 25z, can't find a download for those. I'm guessing it's simply a case of me missing the link somewhere, though I searched for a while for them.
    Posted in: Minecraft Mods
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