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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from sjb933

    I'm running a small server for my friends and I (would rather not post the IP/port). It's running Hexxit (Forge) w/ MCP.

    The plugin works for the most part, but it reports some missing textures for the ExtrabiomesXL mod. There are many lines of output like so:
    20:05:53 [WARNING] Resource mods/extrabiomesxl/textures/blocks/saplingsakura.png for mod ExtrabiomesXL not found
    20:05:53 [WARNING] Resource mods/extrabiomesxl/textures/blocks/tinycactus.png for mod ExtrabiomesXL not found
    20:05:53 [WARNING] Resource mods/extrabiomesxl/textures/blocks/toadstools.png for mod ExtrabiomesXL not found


    The result is that there are black areas on any non-standard biomes. I've done some digging trying to debug this, and I've found that all the textures do in fact exist in the mod's jar file:

    [server_root]/mods/ExtrabiomesXL-universal-1.5.2-3.13.4.jar/mods/ExtrabiomesXL/textures/bocks/*

    All of the missing textures are located there within that JAR. From the jar, I also tried replicating the 'ExtrabiomesXL' folder so that I would have the following (filled with all textures):

    [server_root]/mods/extrabiomesxl/textures/bocks/*

    Still I get the same message. Any advice? Where can I put the folder of missing PNGs?

    Thanks!


    To fix this on my server what I did:

    opened extrabiomes jar file and renamed the folder inside mods/ to be in all lowercase
    opened dynmap config for extrabiomes in the 1.6.2 folder and changed all instances of leaves that had "autumn" in their names to not have it.

    The rest of the warnings are probably just because its referencing a new version and this version does not have these files.
    Posted in: Minecraft Mods
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    posted a message on R3D CRAFT - Play Minecraft in High Definition
    @General_207 are you going to do a smooth variant too?
    Posted in: Resource Packs
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    posted a message on Minecraft Land Generator
    Quote from ssamot

    I've got hole in my 50000X map (not finished yet) can I go and erase the related spawn in the MLG log and restart MLG ? Will it generate only the removed spawn?

    or do I need to restart MLG with no log file redo the whole thing?

    14000/17000 to go :( (25 days :( )


    You could try backing up the file and then messing with it, worst that happens is it tries to start over and then you just restore the old log file. If that happens, you can let it finish and then just do a smaller generation using the -x and -z parameters to somewhere inside the missing area.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    Quote from Morlok8k

    yes and no.

    Server pregeneration of chunks (what MLG relies on) no longer, as of 1.7, calculates the skylight (except in chunks that have naturally spawning torches), and instead just saves a "00" or "FF" for calculation later.


    Sounds like a job for your old servermod, if its not too involved - make it calculate the skylight as if a torch is in the chunk

    Love the tool by the way - I've been using it to extend a world before updating to 1.7 so chunk borders are not too jarring, or in the
    "wrong" place. Lots of manually specifying a spawn point.
    Posted in: Minecraft Tools
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    posted a message on [1.6.2] ShowMonsters
    Ah okay. So I'm assuming, if the nether generation got changed or somehow the seed got changed, the old nether fort locations wouldn't work anymore?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] ShowMonsters
    Hi, sorry if this is a stupid question, but how is the spawning regions for nether forts saved? Or is it just calculated from where nether bricks are?
    Posted in: Minecraft Mods
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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    I was wondering, for nether ores - would you consider having a silk touch tool skip the explosion chance? Lore-wise, you are carefully removing them so they won't explode; balance-wise, you need a very high-value item to do this in a still dangerous location, and you're wearing it out faster than you normally would too.

    Thanks for the mods, either way :)
    Posted in: Minecraft Mods
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    posted a message on CPU usage, lag, etc in 1.3.1
    Since I updated, using a world from last version (about 550MB world size), I've had massive CPU usage (near 100% on all 4 cores) on my server. At first I was unable to connect or when I did connect, got booted due to lag several times. Now I can connect but the server has a lot of lag. I am testing this over my LAN so there is no network lag. My server is running on a linux machine. If you need any more info please let me know.

    I think this is related to the various "cant connect to any 1.3.1 servers" or "massive lag" topics in this forum.


    EDIT:
    this might help...
    ---- Minecraft Profiler Results ----
    // Hello world
    Time span: 94527 ms
    Tick span: 889 ticks
    // This is approximately 9.40 ticks per second. It should be 20 ticks per second
    --- BEGIN PROFILE DUMP ---
    [00] levels - 97.39%/97.39%
    [01]  world - 98.62%/96.04%
    [02]   tick - 95.97%/92.17%
    [03]    tickPending - 93.71%/86.38%
    [04]	 unspecified - 73.35%/63.35%
    [04]	 checkLight - 26.65%/23.02%
    [05]	  unspecified - 48.91%/11.26%
    [05]	  tcp < tcc - 27.04%/6.22%
    [05]	  getBrightness - 24.05%/5.54%
    [03]    unspecified - 3.04%/2.80%
    [03]    tickTiles - 1.44%/1.32%
    [04]	 unspecified - 87.41%/1.16%
    [04]	 buildList - 7.70%/0.10%
    [04]	 playerCheckLight - 4.89%/0.06%
    [03]    chunkSource - 0.88%/0.81%
    [03]    village - 0.47%/0.43%
    [03]    chunkMap - 0.33%/0.31%
    [03]    mobSpawner - 0.13%/0.12%
    [02]   tracker - 2.86%/2.75%
    [02]   unspecified - 1.05%/1.01%
    [02]   lights - 0.09%/0.08%
    [02]   timeSync - 0.03%/0.03%
    [01]  unspecified - 1.38%/1.35%
    [00] save - 1.64%/1.64%
    [00] unspecified - 0.57%/0.57%
    [00] connection - 0.16%/0.16%
    [00] tallying - 0.09%/0.09%
    [00] players - 0.06%/0.06%
    [00] snooper - 0.04%/0.04%
    [00] tickables - 0.04%/0.04%
    --- END PROFILE DUMP ---
    Posted in: Legacy Support
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    posted a message on [API] Minecraft Forge
    Forge is reporting its version number as 0.0.0.0 which is making industrialcraft refuse to load.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Hey, I've been experiencing some intermittent crashes. Here's the output:

    java.util.ConcurrentModificationException
            at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
            at java.util.ArrayList$Itr.next(Unknown Source)
            at ry.b(World.java:2046)
            at thaumcraft.TileEntityCrucible.b(TileEntityCrucible.java:180)
            at ry.m(World.java:1572)
            at net.minecraft.client.Minecraft.k(SourceFile:1589)
            at net.minecraft.client.Minecraft.x(SourceFile:705)
            at net.minecraft.client.Minecraft.run(SourceFile:658)
            at java.lang.Thread.run(Unknown Source)
    Stopping!
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    You can still miss the block breaking texture if you look straight up, but its much better than the last version (G vs F)

    I still have the issue with iridium nugget/ingot (mystic ores 0.4) when custom water textures are enabled. Using default pack or setting water to dynamic removes the problem. Nothing too major but still...
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    The issue I was having with block breaking is using Painterly (not an HD pack). I have the normal block breaking texture. The issue is most obvious when mining blocks directly above you.

    This is the same pack where I'm having some other mod's items (iridium nuggets and ingots - they are using frame 2 from custom_water_flowing.png and custom_water_still.png respectively). If water is set to dynamic the correct icons are used.

    EDIT: it seems to be a general targeting thing, the black box doesn't show when this is happening. I've seen that at least some of the other faces of the block WILL show the black box/breaking texture but not the one I'm looking at. Hope this helps to fix the problem
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hello again. I'm noticing a lot of glitchy behavior around the block breaking texture. I'm remembering back when it was just optimine having the same problem. Is there a way to have all the extra graphics options WITHOUT the optimization? I get decent FPS without the optimization so I'd rather not have the glitchy looks
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hi, I have a weird issue with this mod and the MysticOres mod. Iridium nuggets and ingots are replaced with the (custom) water texture from a custom texture pack (but not when using the default texture pack)
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Mystic Mods (Dungeons, Ruins, Ores, Vines, Stones)
    Thanks for a great mod!

    I use this mod with Better Than Wolves, and due to it using Forge ( http://www.minecraftforum.net/topic/514000-api-minecraft-forge/ ) in the latest version, it conflicts with your mod. A quick look makes me think that ores could be made compatible pretty easily... plus that API could make alternative armors work as well.
    Posted in: Minecraft Mods
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