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    posted a message on CraftGuide v1.7.1.1
    Quote from Uristqwerty

    ...list of epicness...


    Wow. Thanks.
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    Is there a blog post / wiki / forum post someplace that lists all the mods (with custom crafting "stations") that are either built in, or integrate with CraftGuide?
    Forestries recipes for squeezers, carpenters etc I know appear.
    But I don't see BuildCraft's Assembly table recipes - I don't know if this is a bug in my version of craft buide, buildcraft, or if I'd need an extra 'recipe' mode to list them - and/or if such a mod even exists for 1.4.7/1.5.1
    Posted in: Minecraft Mods
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I finally found the right-button thing. Thanks :)
    I don't know how people actually do first order editing in this thing tho - I find it amazingly hard to figure out where my selection intersects with the ground.
    Posted in: Minecraft Tools
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    posted a message on [1.2.5] Buildcraft Assembly Table Craftguide Plugin v1.2b
    This seems dead :(
    Is there an alternative integration that does work?
    Posted in: Minecraft Mods
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I don't know if the authors read this thread but - some features that would help my 'intended' usage out:

    1. The ability to auto select all chunks that contain (or are within a specific radius of) a specific block id. Many blocks don't occur in the wild - I could mark the active area of my world with (e.g.) signs and then use that to prune / regen all chunks away from my construction.

    2. An X-Ray mode that does not render the immediately visible polygons, allowing underground structure to be visualized.

    3. Keybinds that map to the ingame controls. I get really confused with MCEdit as up is down compared to my usual default (And the mouse selects rather than points).
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    It seems, nominally, possible to use this tool to cause the world to be regenerated so that, when for example I add a new mod such as forestry (that adds new ore types) I can get Minecraft to regenerate resources on my existing world so I don't have to start over.

    1. Is it possible to get MCEdit to 'autoselect' the parts of the world I have actually built stuff on - I have construction that is km apart and it doesnt seem possible to 'sanely' do a selection on both sites so I can safely do a prune.

    2. The "regen" option on the other hand claims to regenerate structures and ores. Which nominally would seem to do the right thing - I could apply this to my entire world and smooth stone (presumably) would transform into the new ores. My worry is about "structures" such as Villages - I have sculpted the nearby village a lot - would a "regen" alter/reset the village in some way? What are the negatives to performing a regen if I want an existing world to regenerate new things after an update?

    3. When using a tool like MultiMC (or FTB) they implement a manager that manages multiple minecraft instances - stored in a 'local' subfolder rather than in the AppData folder. MCEdit *only* looks for maps (and minecraft files) in AppData/.minecraft - when I *need* it to look in ./Games/MultiMC/instances/Vanilla147/minecraft for the correct files. At the moment I need to copy all my files backwards and forwards to test any changes. Is there an config file that can override the normal path logic?
    Posted in: Minecraft Tools
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    posted a message on CraftGuide v1.7.1.1
    Is there something extra to install to see buildcrafts silicon (Assembly Table) recipes?
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    NEI needs to honor the Minecraft "Cheats:ON/OFF" setting - by default at least.If cheats are off NEI needs to at least start in Recipe mode.
    Posted in: Minecraft Mods
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