- Registered Member
Member for 8 years and 3 months
Last active Tue, Sep, 12 2017 23:36:29
- 2 Followers
- 1,951 Total Posts
- 381 Thanks
Oct 15, 2013GreenZombie76 posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.Why "replace" Eternal Frost? Can Erebus not run alongside it?Posted in: PC Servers
Oct 14, 2013GreenZombie76 posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Aether II + Tinkers Construct.Posted in: Minecraft Mods
Both of you guys are adding a new UI with extra slots for capes, rings and things.
Please please please allow us the option of disabling the Aether II 'extended' character sheet or make a plan with Forge to get character sheet changes registered so players can choose which mod is going to offer ring, amulet and cape slots.
Oct 14, 2013GreenZombie76 posted a message on [Railcraft Addon] More Rock Crusher Metal Dusts v0.0.6dPlease make quantity preservation a configurable option.Posted in: Minecraft Mods
By this I mean, 1+1=2. i.e. in Gregtech (and tinkers) 4 ingots in = 2 ingots out (for recipes like bronze). Thermal Expansion and Forestry have/had a 4 in = 4 out rule. i.e. 3 copper + 1 tin = 4 bronze.
Oct 14, 2013Posted in: Minecraft ModsQuote from Annysia
At the present time there is no way to changes that. About the only option would be to disable the biomes in which they appear. Although, not to be mean...but if you want to disable all of our trees, why use the mod?
Between Forestry, Natura and "Extra Trees" (Actually Id far prefer to omit this one, but Binnie bundled it with ExtraBees) I have well enough saplings and tree varieties. And @#$% loads of blocks taken up on identical but different wood planks, slab's stairs etc.
So, If I had a wishlist:
1. The natura sequoia sapling would be the one true sequoia sapling. In a 7x7 arrangement it would make Natura's giant redwood. On other arrangements it would make the "dwarf" redwoods featured in ebxl, forestry etc.
2. All the saplings from all the mods would have genetic info: In fact, with Forestry, id omit the 7x7, 3x3, 2x2 planting recipes and go with a single sapling - with the genetic info coding the resulting size - should be sufficient.
Basically I see terrain generation, biomes, and aboriculture as three separate concerns. So, on one world, I might like to use ebxls terrain, biomes and trees. On another, ATGs terrain, ebxl's biomes, and Forestry's trees.
Oct 14, 2013They might be a drab grey, but blocks and biomes from other mods do appear in AnvilMapper.Posted in: Minecraft Mods
However, items from the Natura mod seem invisible to AnvilMapper - especially Naturas giant redwoods - that display only as a hole in the ground left by their roots.
Oct 14, 2013Posted in: Minecraft ModsQuote from SF_Chipan
why some aspects' upper left corner have a star?
could anybody tell me?
The glowing star means that there is an extra bonus item of that aspect that can be used after the number goes past 1. So, for example, despite it showing '1', you will be able to use Motus twice to combine and research. Given time, the aspects with stars will regenerate that free usage (Your travel aspect for example has a free table granted usage despite you possessing no research units).
In a multiplayer game, the bonus aspects are provided by the table itself. Any player can use them. The actual numbers (on the bottom right) represent the aspects that you, personally, have discovered - and will be the same no matter which table you use.
Oct 11, 2013GreenZombie76 posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)Posted in: Minecraft ModsQuote from awesomegamer50
Can anyone help me , pls?
Once you learn to wrap crashlogs in spoiler tags, perhaps someone will try.
Oct 11, 2013Posted in: Minecraft ModsQuote from mapwriter
Yes, the colours are auto generated from the block textures so most of the time the colours are correct. Sometimes however foliage blocks that mods add will look a bit strange and I will need to add a line in the config file to tweak the colours a bit.
WRT AnvilMapper - how does that get the correct block textures? When I use AnvilMapper to preview my maps, all the ebxl and tc4 biomes show up as shades of grey.
To clarify - I also launch minecraft with a custom APPDATA variable so I can have multiple forge installs - if - perhaps its meant to get the color data from game files but just cant get them (MapWriterBlockColours.txt tends to indicate I should hardcode my "new" biomes in here in some way? (ps. +1 for spelling colour correctly))
set %APPDATA%=.\ minecraft.exe
AnvilMapper also only shows two dimensions: the overworld and nether. The world I gave it had many many more.
Oct 11, 2013Bug: I've been using wood from the Natura's giant Sequoia trees for fencing my animals in, and while it does an effective job of keeping them in one place I have noticed that the non vanilla fences seem to be 'invisible' to the mob pathfinding. They keep on walking up to a fence, then bouncing up and down, as the pathfinding doesn't expect an obstruction there.Posted in: Minecraft Mods
I'm going to have to replace all my fences with vanilla fences from oak wood :/
Oct 11, 2013Posted in: Minecraft ModsQuote from Damaging2010
Taumcraft 4.0.1b crash with Rei s Minimap Tainted Block Sorry !
Zan's Minimap is better anyway. Better icons for mobs (if thats your thing). Better cave mode.
Oct 10, 2013Posted in: Minecraft ModsQuote from Auric245524
He said regenerating chunks so it's unlikely he was talking about rifts. I've encountered chunk regeneration (caused by another mod) before and it's very diffrent from the destruction of rifts. It sucks too, I built a tower like house so it ate about 1/2 of my home, and more importantly: all of my chests.
Oh yes. I DO remember that kind of chunk regeneration. Typically i happens when the client crashes, corrupting the save files in some way. Sometimes - and ive had it take out a room of chests - it regenerates the chunks that wern't saved as a result of the crash.
This is why I ALWAYS run a standalone server - even at home for myself. 99% of MC crashes are client sided (the one exception so far being the dim doors crash I linked a few pages back and someone provided a .class patch for) and corrupting your save game because of a completely avoidable client side crash seems silly.
Never ever ever ever play a long term build using "Singleplayer". You will - with a mod pack - stuff it up. A discreet standalone server keeps you safe. (I was hoping Mojangs new laucher would actually spin up separate client and server processes to provide the same level of protection by default in 1.6.4. no such luck).
Oct 10, 2013I ran and ran and ran from spawn - until I found a nice valley that Zan's minimap indicated was clear of taint (at its maximum zoom level). Set up shop in a Natura redwood and started the basic vanilla survival stuff - penned some cows and sheep, planted wheat and bamboo.Posted in: Minecraft Mods
A few days of branch mining and farming pass, and I suddenly notice a cluster of purple dots on the minimap about 50-60 blocks NE of my base.
Am I going to have to move - or does TC4 contain items that, if I start my TC4 research now, that I will be able to use to clear the advancing taint / hold it at bay at least? Or am I doomed to loose this site to purple corruption?
Oct 9, 2013Posted in: Minecraft ModsQuote from Deor
How about you change it in the config then?
No problem here, try again...
So not the point.
Lots of people use Highlands. And Forge does not warn about biome id mismatches.
Oct 9, 2013GreenZombie76 posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.@Steelflame - as I understand ATG, we are still waiting on a biome compatiblity update. So the release version doesn't currently support BoP?Posted in: PC Servers
Even then - I can't see how its going to be compatible with Thaumcrafts specialty biomes - especially TCs tainted biome. Ive been experimenting with an ATG / ebxl / TC 4 pack to see how it works, and with the Normal world generator TC 4 is adding a *lot* of world gen Im just not seeing at all in the ATG world - and given the nature of the TC4 worldgen, and biomes, im not seeing that ATG's mapping of biomes to temprature / humidity points is going to address them properly.
- To post a comment, please login.
Jun 12, 2015Posted in: News
1. 3wide prepped stairs down to y=12.
2. cavemine all the caves encountered on the way down.
3. Dig out a long 3x3 tunnel at y=12
4. branch mine out of that with 2x1 tunnels with 3block separation.
5. switch to automated mining using the quarry options available in my modpack.
- To post a comment, please login.