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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Has anyone got an example of a ruin template that will spawn in other ruins? Whats a good way to randomise and not having it look like an obvious grid with it's placement?

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

    How do I refer to mobs from other mods for the mobspawner?


    I'm getting major console spam:

    [15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:778]: Warning: Ruins Mod could not find an Entity [alienbug] set for a Mob Spawner

    [15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:784]: Ruins Mod going with containing match [alienbug]

    The structures generate just fine, example from tml file:

    rule2=0,75,techguns:slimy-0,MobSpawner:alienbug,techguns:slimy-0,techguns:slimy-0,techguns:slimy-0,techguns:sand_hard-0


    I guess it can't find "minecraft:alienbug" so looks further afield. Does the MobSpawner allow for the mod ID? MobSpawner:techguns:alienbug doesn't seem right to me.


    edit - nvm, the format "MobSpawner:techguns:alienbug" is correct and clears that console spam.

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

    I have Chisel in the pack (but no chisel and bits, no BoP either) and a mod called TechGuns with Alien Bugs. I'm creating a Factorio style pack and am using Ruins mod to generate clusters of alien spires (based on the OreSpire template) with a few Alien Bug Spawners inside. They look good, but they could look amazing with someone with building skills.


    I don't mind a template with placeholder blocks, and I'll work out what blocks I can use.

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

    Calling all ruins experts, does anyone have any alien nest/spires type structures I could use in a modpack I'm developing?

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Does anyone know if the FWG version has been ported and improved upon? I use FWG for skylands, but it has a few "issues".

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    Would you consider reverting back to the original classic textures? The new textures are very bland and uninspiring. I'm personally working on reverting the new back to the old style colour scheme, but with the new 16x design at 32x.

    Early WIP below (fronts reverted to classic, changed enhrichment chamber side).


    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!

    For air quality, is it possible to adjust the Y<=48 before it kicks in? I'd like to have it that even if on the surface, but near a source of bad air (like lava), you still choke.

    Does anything else also stop the air quality checks? I purposely surrounded myself in a source of bad air (natura sulfur clouds) at Y=32, and nothing. But when I found some clouds that generated in what could be called "underground" in my mod pack, then the air quality started to drop.

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

    In 1.7.10 version, is it possible to make structures spawn in the void? I'm working on a skylands style pack, and want to make some specific floating islands. The examples in the mod (such as the floating castle, hot air balloons, etc) always require a target block to spawn above, but the issue I have is that there are no target blocks. The target is basically air itself.

    Posted in: Minecraft Mods
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    posted a message on Blood N Bones Gaming's Mods
    Quote from Blargerist_»

    Actually, it depends a lot on how exactly they have things coded. It's fairly plausible that you could use the "World Chunk Manager" option to change the biome map without compromising how ruins spawn (as they are probably generated in the Chunk Provider). The "NOISY_DC" and "CUSTOM_DC" options both allow for you to generate the biome map however you like.

    Thanks, I'll see how I get on. First things first though, need to fix my pack. Recent tweaking and mod updating have totally killed it :P
    Posted in: Minecraft Mods
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    posted a message on Blood N Bones Gaming's Mods

    Thanks for that. That's a lot to absorb!


    If I'm using a mod that has a custom world generator, would I be able to use DC to add extra biomes into it's generator? I'm playing with the wasteland mod, and it only has 5 biomes. Other mods add other wasteland themed biomes that would fit in perfectly (along with some of my own ideas for tweaked biomes), and it would be nice to add them for a bit more variation when exploring.

    You have to use it's generator, as one biome generates Cities. If you try to use default and get that biome to generate, then the city building doesn't kick in.

    Posted in: Minecraft Mods
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    posted a message on Blood N Bones Gaming's Mods

    I may be going blind, but where do I find the documentation for Dimensional Control? This sounds the perfect mod I need to achieve my goals.

    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...

    I'm trying to test a custom city build using the walled city mod. Help states /build <ruin:wall:city:undcity> <dimensionID,default:0> <x> <z> so I've tried /build DerlictCity.tml 0 -230 650 but after a pause the help line appears in red, indicating to me I've done something wrong. Can you help clarify the syntax?

    Posted in: Minecraft Mods
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    posted a message on Falling Meteors Mod [v2.14.3]
    I think I've found a tiny error in the mod. I'm using hardcore darkness for true dark nights, and I've noticed that all burned out old meteor hits are still lit up. Thinking at first that the meteor blocks themselves emit light, I spawned some in and placed manually, no light. Looks like phantom light sources are being left behind which may not have been noticed with vanilla night brightness.
    Posted in: Minecraft Mods
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    posted a message on ModTweaker 0.7.X

    Well, just found it works. Seems a different script file that has nothing to do with Mekanism had an error which I've now fixed, and the Mek stuff also now works correctly. Very odd.

    Posted in: Minecraft Mods
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    posted a message on ModTweaker 0.7.X

    I'm having an issue with Mekanism 8.1.7.252 and ModTweaker 0.9.4. I'm unable to remove recipes for anything using "Mekanism Shaped" crafting.


    For example:

    #Smelter
    recipes.remove(<Mekanism:MachineBlock:10>);
    recipes.addShaped(<Mekanism:MachineBlock:10>,[[<Mekanism:Ingot:1>,<minecraft:furnace>,<Mekanism:Ingot:1>],[<minecraft:brick_block>,<Mekanism:BasicBlock:8>,<minecraft:brick_block>],[<Mekanism:Ingot:1>,<ThermalExpansion:material:1>,<Mekanism:Ingot:1>]]);


    Worked perfectly fine under Mek 7 and earlier mod tweaker, but now, the original recipe is not removed, so the block ends up with two crafting recipes.

    Posted in: Minecraft Mods
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