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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia

    While your 2nd idea would be an interesting concept, not everyone would enjoy or want to have to breed the trees that appear in the world. Plus, since you have to discover them, that would eliminate them from being found naturally in the world, which would make for some very boring terrain, at least in my opinion. =) Also, you would have to get all mod authors that add trees to be willing to add genetic information to all their trees, and I don't think that would happen, as each have their own ideas about how they want things to appear.


    I havn't noticed a problem with Natura and Better Grass and Leaves myself.


    Back to the Forestry integration: I would make it so that trees can be discovered by exploring OR breeding. i.e. populate the biomes with trees that are (usually) the result of cross breeding.

    It just makes no sense to me that I can spend hours trying to breed a (Forestry) cherry blossom, when there is clearly one that I've found in the wild spawned in by Natura or EBXL.

    With mods like extra trees, there are enough tree varieities (and mutations) that do not occur in the wild that I don't think that, in any way, the tree breeding experience will be diluted by being able to find a lot more species occurring naturally.
    Posted in: Minecraft Mods
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    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
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Aether II + Tinkers Construct.
    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.
    Posted in: Minecraft Mods
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    posted a message on [Railcraft Addon] More Rock Crusher Metal Dusts v0.0.6d
    Please make quantity preservation a configurable option.

    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.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote 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.
    Posted in: Minecraft Mods
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    posted a message on MapWriter - An open source mini-map!
    They might be a drab grey, but blocks and biomes from other mods do appear in AnvilMapper.

    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.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from SF_Chipan

    why some aspects' upper left corner have a star?

    could anybody tell me?
    Thanks! :)


    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.
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Quote from awesomegamer50

    Can anyone help me , pls?


    No.
    Once you learn to wrap crashlogs in spoiler tags, perhaps someone will try.
    Posted in: Minecraft Mods
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    posted a message on MapWriter - An open source mini-map!
    Quote 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.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from sirdave79

    So basically I need EBXL v 4. HELP ME!


    How does EBXL v4 solve the ATG issues? Does v4 have its own take on ATG?
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]Natura
    Bug: 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.

    I'm going to have to replace all my fences with vanilla fences from oak wood :/
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote 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.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote 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).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I 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.

    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?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote 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.
    Posted in: Minecraft Mods
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