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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from PlainVanilla»

    I'm not sure what happened but suddenly my voxelmap no longer shows the explored areas that I've been to. I've looked into my voxelmap.properties file and verified that there are files in the Cache folder for the server I'm on. It worked a few hours ago but then I went offline for a bit.


    I did not update any software, hardware or drivers and am running the latest video updates.



    You could try renaming the cache directory and starting over. Chances are the cache got corrupted somehow, usually from not closing properly, or maybe an error. I'm not sure there's a way to repair them, and if there is, it might not be easy. In your log, have noticed any messages from voxel?

    Posted in: Minecraft Mods
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    posted a message on [1.11.2] [Forge] Minecraft Forge Modding Tutorials - UP TO DATE - IN DEPTH - BEGINNER FRIENDLY

    Maybe add links back to the other tutorials from within each tutorial. Perhaps via a footer/header? Or just an index page? It's a bit haphazard to have to come back to the forum post, and keep two tabs open to move about.



    (Edit) WOOOPS, nevermind!!! silly me, just click sidebar, and wham. A wealth of everything right at my fingertip!


    p.s. You're awesome for keeping this up to date! I love how simple you make a lot of things, and go into all sorts of aspects! Even assets! <3

    Posted in: Mapping and Modding Tutorials
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from TheXFactor117»


    I'm looking into tweaking this aspect of the mod. If you have any suggestions though, let me know too.





    I liked the idea of leveling screen. Is it too much to maintain? I'd hate to suggest a crafting formula or something extra else, just to allow people a larger selection in customization. I'd honestly make the whole thing a config option for those that like the randomness, and leave the level screen for those that like the control method. This way you can nail both demographics in one swoop.

    I don't know if I said it, but I like the idea attributes, just as much as I liked the abilities. I think the abilities should have been enchants, to be honest. And fire never really seemed all that useful, other than setting myself on fire ;) The protects that drained life and negated all damage by chance, made me darn well invincible when applied to multiple armors. Especially under other mods like astral sorcery. It helped when dealing with mobs who had 60 some odd hearts, but it just felt a bit redundant swiping at the same mob for 2 minutes, knowing they had no chance to injure me, let alone kill me.

    CaerMaster has a great point/idea. Maybe make it so rarity doesn't get applied to every single item. I might even go a step further and suggest some sort of reforge or upgrade for item rarity, so people can work on upgrading their weapon in two respects. The rarity upgrade could be done via material costs / configurable so certain servers/mod pack devs can balance the costs for their setup. Basic rarity would simply just be a weapon normally made.

    I'd also suggest something in the player file that would suggest your ability to make rarity weapons and armor, that levels as you practice doing so. Seems a bit odd that a novice forger can instantly get lucky with a Legendary weapon. They're neat to find, that's for sure. But to make fresh off the press? A good blacksmith should have to work for that level of prestige. And a great blacksmith, shouldn't be punished over and over again by a bad set of RNG.

    ps. thanks for the reply with the NBT thing. I have to ponder how I want to handle this in my current world. Maybe I'll wait until 3 has a bit more clout under the belt, then just run a NBT wipe, and start from ground up. No worries, we minecrafters have seen so much worse when it comes to things that break or act funny =D

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?


    Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.

    Posted in: Minecraft Mods
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    posted a message on 🏰 Mystford ~ Solve Quests & Save the world [Quests, Sidequests, Voice Acting, Time System, Bossfights, Spells & Cutscenes]

    I scoped that ravine out now 6 times, there's no clay there to blow up, inside the ravine? As for the old man, I don't recall him saying anything about the wither worshiper's cave? Maybe I lost it being so tired at that point.

    As for the solution:

    Dagger

    1. Find sticks in the chest next to the butchers house

    2. Find Scroll of Explosions in Mystford near guard tower

    3. Blow up clay in mines and take silver

    4. Blacksmith: Silver + Stick -> Silver Sword

    5. Werewolf King: Fight using Silver sword

    6. Kill werewolf king using silver sword and take his head

    7. Druid: Trade werewolf kings head to Dagger of Sacrifice

    8. Talk to Old man in Wither Worshipper's Cave

    point 3 says in mines, not ravine. Is this supposedly near the prospector that say's something like, yes mom, I'll clean my room? Or maybe nearer the gal that needs the lead?

    Most places, I can clearly see what was entailed by going into spectator mode. But going around the ravine, even using worldedit to highlight all the clay on the map.. there's no clay there ?

    Posted in: Maps
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    posted a message on 🏰 Mystford ~ Solve Quests & Save the world [Quests, Sidequests, Voice Acting, Time System, Bossfights, Spells & Cutscenes]

    I give up... Can't find this silver in or near the mines, so I can kill this wolf, so i can get the sacrificial dagger? (least that's what I'm reading around)

    Mage really isn't very hinty at all about it. "Find me when you locate it"


    umm..

    Needless to say, after wasting about an hour talking to everyone, I went into surv with 18 stacks of TNT and blew the entire place to smithers!

    Posted in: Maps
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    posted a message on 🏰 Mystford ~ Solve Quests & Save the world [Quests, Sidequests, Voice Acting, Time System, Bossfights, Spells & Cutscenes]

    I was also having the strange bug where the wand wasn't working after selecting a spell from the spell book. BTW, The text and the audio mismatch on the opening wizard. It reads.. "To use the spells left-click the start symbol", yet the audio says " ... right-click ..."


    Clicking the star, the book closes. But right or left clicking with the wand does nothing but swing the stick around on the left click.


    I copied, then cleared out my install so there's no mods, no forge, no liteloader, no optifine, etc. Bare bones install of 1.11.2 (or so I would have thought), using MultiMC5. Still had no luck.

    I then decided to create a brand new instance, then copy the save over. This seems to have fixed the problem. The only thing I can think, is I have some video settings turned down or off in my mainline install, such as particle effects, animated lava, and water particles. Or perhaps my gamemode wasn't properly set upon entering, or perhaps the view distance is important because of a partial chunkload? I'll try to track whatever is causing it down, but whatever it is, it's most likely something outside your map and instructions causing the issue.

    Posted in: Maps
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    posted a message on XNet: an efficient and scalable networking mod

    I just noticed something that might be worth the mention. If you are using more than one storage module, via a remote storage unit. HItting the cycle button in the modular storage, makes xnet use whatever active module you have going. There doesn't seem to be a way to control the inputs and outputs of which module to use? To get around it, I'm using two different modular storage devices and have each using their own remote storage modules. Basically unable to utilize the cycle feature.

    Without this, my eggs from my chicken farm, meat from my cow farm, etc were going into my adventuring items module, every time I cycled using my in home storage module. Guess I could just stick to using my remote control, but that drains a lot power out my system, when using my storage locally is free of charge.

    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod

    Heh you either took my suggestion and ran with it, or thought of it already! Nice to see cables all have a reading in the 1.2 version. That just made my life with expensive dimlets and multiple telepads, so much easier! <3

    Posted in: Minecraft Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from Nuainau»

    could u pls make this a forge mod pls plspls



    Liteloader isn't really a hassle to use. You could just run under MultiMC and there's buttons to download and install Forge AND liteloader, no guess work involved at all really. It's be nice if there was a forge version, but why reinvent the wheel? It's not broken, and liteloader will open up options to other mods as well. I think Chickenbones still uses it to this very day. Not only that, but the author of liteloader is awesome sauce, humble and very with it. Whereas the author for Forge is, well... I won't trash talk. What he lacks in social skills, he makes up for in product. ;)

    Posted in: Minecraft Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    As much as I dislike forge, I use it. And as much as I like Voxel, I dislike having to add liteloader, just for this mod. No offence to liteloader at all, just not many mods use it, and it seems an extra eater of memory if everything else I'm using, uses forge.


    I already know your opinion on the subject, and chances are, you won't submit to changing it over? Or have your opinions maybe settled over time, like mine have? I dunno, something to think about. Either way, I <3 Voxel ;) and by golly, I'll continue to load LL just to use the map if I have to =D

    Posted in: Minecraft Mods
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    posted a message on XNet: an efficient and scalable networking mod

    *bonks self* Just realized if you don't set the powercell up to export off a side, it doesn't matter if the controller is set to import the energy or not.

    Could maybe add some sort of indicator on the controller alerting the user that the input isn't giving any energy? Or give the cables/connectors a RF reading to be used with the RF Network Monitor (ideal I think?) because currently they all register as 0 no matter if there's a flow or not.

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

    1.10.2? Bah! I'm really liking the 1.11.2 changes. That's a little sad since a lot of mod authors are rearing on 1.11, but that's just the nature of mods in this environment I suppose. Not sure I can do without my llamas ;)

    But thaumcraft!
    oh, why.. why make me choose </3


    ps. j/k. This is what multiMC is for =D

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    I'm pretty sure 1.8.9 is going to be Minecraft's final milestone before the huge 1.9 changes. Thaumcraft decided to do up a release for it, along with some other popular mods. Forge isn't exactly there yet, but they are working on finalizing a suggested release as well. Pretty sure NEI will follow suit, until then, patience my padwans, these things take time :)

    p.s. I miss it too! / can't wait! =D For now I'll try out JEI, but I am a NEI fanboy tried and true

    Posted in: Minecraft Mods
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    posted a message on LiteLoader

    Seems liteloader.com is down atm (12/13/2015 @9:07pm PST)

    Posted in: Minecraft Mods
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