You could also load the world in mcedit and delete these chunks. They will be regenerated if you travel to that location in-game.
KeepOnDigging!
- GreenZombie76
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Member for 11 years, 1 month, and 4 days
Last active Tue, Sep, 12 2017 23:36:29
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KeepOnDigging posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft Mods -
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BlackYamato posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)---- Client Environment ----Posted in: Minecraft Mods
・Minecraft 1.7.2
・Minecraft Forge 10.12.2.1126
・MrCrayfish's Furniture Mod 3.3.2
・And many others
---- Client Crash Report ----
http://pastebin.com/p7QjyrvK
About Achievement GUI.
Crash when switching achievement.
It is impossible to view the Achievement of MOD other.
It is possible to see it when I take off the MrCrayfish's Furniture Mod.
Please Fix. -
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AtomicStryker posted a message on [1.15.2] Ruins (Structure Spawning System)@dizzysoulPosted in: Minecraft Mods
preserveBlock is what you want. See the current included underground gruins (such as ArrowTrapTomb or AlchemistsDungeon), they merge into existing landscapes and biomes fine. -
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Strill posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]I just thought of something. In light of the new Vis power system, will the Thaumostatic Harness be charged with Vis instead of Essentia?Posted in: Minecraft Mods -
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Auric245524 posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Azanor
As an amusing sidenote my one and only run-in with a hungry node ingame went pretty much as anyone elses. I was mining underground in Forgecrafts digger age and came upon a large spherical cave. I was very impressed by how it looked and wondered if it was a vanilla anomaly or some other mod that added it. However I was instantly distracted by the HUGE node roughly in the middle of the chamber and walked in to go scan it. You know the rest...
Oh, the irony! Killed by your own creation! XD -
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Azanor posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]Posted in: Minecraft ModsQuote from Auric245524
I agree with you there, but this is instant death. By the time you realize what it is it's too late. The thaumnomicon doesn't even say anything about them. Players with no knowledge of hungry nodes who run across one are likely going to die.
I was nearly killed by one myself but because I knew what it was, and had the tools, I was able to safely escape. Hungry nodes are pretty much a wrong place, wrong time situation. See those surface lava lakes? Easy enough to avoid. Walking across newly generated land without goggles or a method of flight? Say goodbye to all your stuff.
Mostly it's the lack of information in the thaumnomicon I dislike more then the hungry nodes themselves. The thaumnomicon is meant to be an ingame wiki but yet it says nothing of this death trap that generates naturally on the surface and can be difficult to spot when freshly generated.
Lots of stuff is instant death in minecraft.
As an amusing sidenote my one and only run-in with a hungry node ingame went pretty much as anyone elses. I was mining underground in Forgecrafts digger age and came upon a large spherical cave. I was very impressed by how it looked and wondered if it was a vanilla anomaly or some other mod that added it. However I was instantly distracted by the HUGE node roughly in the middle of the chamber and walked in to go scan it. You know the rest...
In the case of this node it had been chunkloaded so long it had eaten all the blocks within range and wasn't generating particles anymore (they currently only generate off stuff within range). In short - I agree they should be a little more obvious and I will see what I can do about that.
Quote from flamedance58
What is it that Optifine does that makes the Nodes in Silvertrees go invisible? I know their there cause my Goggles and Scanner show the text that says "Pure" and the Aspects inside but their invisible still.
Anyone have an idea whether it's just how Optifine handles lighting,etc? Would I raise this issue with the coder of Opti?
I suspect optifine does optimizations on its side like not drawing things that are completely inside other objects. Usually this is a good thing, but in the case of nodes it will make them invisible. -
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Azanor posted a message on To Mod Creators: Copyrights and Malicious codePosted in: Mods DiscussionQuote from Nekowulf
May I please get a clarification of this clarification of your clarification of a clarification?
Are modders allowed to:
1: Dictate where users are allowed to obtain their mod from, including force an adfly download?
Yes
2: Dictate who can and cannot use their mod via various forms of digital rights management (DRM) code?
No
3: Collect information on users by having their mods check in with a certral server, ranging from a simple "check this file online for an updated list" that by default will log IP addresses to recording MC user names?
Check for updates and such? I'm thinking yes, but the rest of the question - no
4: Dictate which mods can and cannot be used in an install alongside their mod?
No
5: Interfere with the function of minecraft and/or the users computer based on install directory or logged in user?
No
6: Dictate who can and cannot re-implement features present in their existing mod in a new mod?
If it breaks their IP and copyright, then of course yes.
Apart from point 1 and 6, this is all just my opinion. -
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Uristqwerty posted a message on CraftGuide v1.7.1.1Forestry and Railcraft add their recipes themselves (and Forestry currently uses the wrong metadata ID for the machines, so some of them display the wrong machine, and others don't display a proper machine at all).Posted in: Minecraft Mods
Included in CraftGuide itself: Vanilla crafting; OreDictionary crafting; IC2 crafting; IC2 machines (macerator, compressor, extractor); IC2 scrapbox drops; Vanilla smelting; Forge metadata-sensitive smelting; GregTech machines (too many to count, including generators. Currently missing the plasma generator for the new fusion reactor output); BTW machines (not as many as GregTech, but still quite a few. Not tested in 1.5. At some point, needs an update to better reflect an old API change that allows BTW add-ons to add their own recipes for certain more unusual machines); BWR (a BTW server add-on) recipes; Vanilla furnace burn value tooltips; IC2 generator burn value tooltips (usually based on vanilla furnace value, though there are a few exceptions).
Not included in CraftGuide, from mods partially included: IC2 massfab amplifier tooltips; GregTech plasma generator outputs; probably a few other things.
Some mods which do not have any recipes included in CraftGuide (though it is possible that someone wrote a mod to add them): Railcraft and Forestry add recipes themselves; Buildcraft; Factorization; Thermal expansion; RP2 (alloy funace recipes were included in CraftGuide until Minecraft 1.4, disabled because I was unable to test whether they still worked, and haven't been re-added yet); Applied Energistics; Any of the Universal Electricity-based mods; Thaumcraft; TerraFirmaCraft; Metallurgy; and countless other mods that I have not used recently enough to remember or find in a folder full of old mods. - To post a comment, please login.
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i.e. The utility of Thaumcraft items swings rather wildly on the ability to get the Repair enchant to spawn on them. I feel that it would not be out of line for Thaumcraft to implement an extended enchanting table that, allows thaumatages to enchant, using a combination of vis, essentia and the usual xp cost, in a targetted way. The essentia cost should scale with the level of the enchant in some way to help balance the ability to choose an enchant against the relative 'ease' of generating xp.
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So, what I'd look for then as extensions to Thaumcraft are - extensions to my labaroatory: Minecraft is about mining and gathering Ores, and lots of addons are about processing ores - IC2, BC, Redpower etc are all on the tecnical side of where I think Thaumcraft is sitting:
I would appreciate the ability to cast off my usual tech lab 'must-haves' - Thaum powered variants of the more usual ore-doubling process - The pickaxe of the core giving the occasional Native Node is all very well and good - but we (I) am addicted to my macerator/pulverizer for producing 2x ore 'dusts' from each ore ground down...
Then - as a lot of tech mods have their very own specific production 'tables': A Viz->MJ/EU/Volts/Bluetricity device. Running a Buildcraft Quarry off of Viz is perhaps a little indefensible - Allthough the corresponding flux levels should be catastrophically fun to deal with - but being able to power my Forestry devices seems more appropriate: Should I not be able to centrifuge and squeeze my thaumic bee products with Viz?
--
I am imagining a process that either captures, or destroys an aura node - replacing it with some kind of sinister obelisk. It would have a potential "energy" output scaled by the size of the node destroyed, would inhibit the normal use of viz in its immediate area (or just be in a dead zone as a consequence of the source nodes destruction) and, when actually providing MJ / EU current, would 'draw' energy from nearby aura nodes as though the captured node was still present, but trying to recharge.
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1. Make TE go multiblock? Actually I love TEs current visual style - so much better than the 'washed out' look certain other mods have.
2. Give TE its own set of rechargable armor? MPS is all well and good, but I just want a simple rechargable jetpack without IC2.
3. Give TE its own energy generation, including 'renewable' sources? e.g. solar panels?
Actually, one thing I would like - given the number of Forestry devices that just use MJ when not doing anything - is to have a "redstone conduit switch" - which would be a redstone conduit junction that would only allow power to flow through when activated by a redstone signal. (Actually - what about some kind of switch/feedback block - it could display a visible meter of MJ power flowing through it, but have the usual redstone control interface, allowing us to turn off or on the power flow out of configurable faces). Perhaps it could also display the power level of any adjacent (or upstream?) redstone battery, so I can also see what the available power level is without having to rightclick the redstone batteries I use to 'buffer' the output from my biogas generators I currently use.
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You can try, but you can't. Because its a stupid mechanic. If I wanted a hardcore mode, I'd play Minecraft on Hardcore. I don't.Death, in minecraft is meant to be a way out. Sans an explicit config setting that server operators might use to create "real" worlds, the default behaviour in Mystcraft should be, death returns you to the overworld. Which already takes you out of the "Myst" cannon as, in Myst, when characters died, they died.
Mystcraft is an otherwise fantastic mod, and is the real reason I switched from Vanilla to a now heavilly modded minecraft. But this descision, that turns on an implict hardcore mode with no option to disable it, that orces users to backup their level.dat, or keep nbtexplorer handy, to recover from the possibility that, no matter how hard you *try*, you might just link through to a crappy world and have a creeper sneak up on you at your linkingbook stand...
Its a stupid mechanic. No one understands it. Stop defending it.