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    posted a message on [1.6.X]Natura
    Quote from paindrain

    i dont know how to change item ids so how do i do it unless there is another way to fix the crash


    You can open the config files of a mod using programs like WordPad, Notepad, or NotePad++. I use WordPad and NotePad++ myself. You know how to get to the .minecraft folder, right? When you get in there, there should be a folder called "config." That's the folder you want. In there should be all the configs files for any mod you've installed (minus .jar mods like Optifine). Use the programs I mentioned above to open those files. Be careful while you are in there and make sure you know what you are doing. Accidentally mucking something up in there and saving it can derp up your game.

    Though if you do muck something up by accident, I think you can just delete that config file, re-run Minecraft again and the mod will create its new config file as if the mod was just installed. I'm no coder but I'm pretty sure that's how it works. If I've missed anything, people of the forum, feel free to add to it and/or correct me. :)
    Posted in: Minecraft Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from Raiden-Sola

    Out of curiosity I'm wondering those of you guys that play this mod a lot - what's the most number of eggs you've found in a chest at one time? Just now I opened a double dungeon chest to find a whopping 7 eggs. I've normally found one, occasionally 2 at a time, so this was just like wow. But it got me to wondering about what you guys see as normal for egg numbers.


    I wish I could answer that, but I've only been testing and getting used to mods (in creative and survival) since I'm waiting on about four other mods with world generation to update (don't like retroactive world generation much). But seven dragon eggs?? That's too much. Either you hit the jackpot or something went aderp. I planned on using Forestry for my dragon eggs anyway but wow... I wonder if the spawn rate in loot chests is configurable.
    Posted in: WIP Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from pixelboss

    Will tinkers' construct books work?


    If you mean can you place them on shelves, in display cases and on desks, then yes. But you can't read them from the desk. That goes for all three T Construct books. Same thing applies to Myscraft books but Mystcraft has a writing desk and two types of book stands for their books so, no worries there.
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    Quote from ShalimarMace

    You do realize that Mineshopper already made this and it is called Painter's Flower Pot and a link is in my sig on this mod.


    That I did not know. My bad, heh.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from nukularpower

    Looking forward to taint coming back, though I'm a little concerned with the new biome's interaction with biome mods. Guess I can always just stop using them, but I have gotten rather addicted to Biomes a Plenty.


    Same here, I kinda don't wanna see all those cool biomes 'taintified". If it were to happen because I caused it, then I'm fine with that. But for it spawn naturally like it used to do (as seems like it will be doing in the next update) and start overtaking other biomes... oh boy, no no no no... (Tainted Ominous Woods... oh my god, no)

    Funny... for as many problems Taint has caused me (and some others), I still love this mod. I'll take the good and the bad (and the "OMG! What did I just do?! What's going on?!" bad) any day with this mod.
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    Quote from Mineshopper

    For folks that follow this thread, I've patched the current downloads with barrier post clean-up/bug fixes.

    For the curious, the next block I will probably work on is a Carpenter's Bed, because the vanilla bed is ugly.


    Seconded. A custom colored bed sounds delightful. And that picture recently posted looks very promising. A Carpenter's flower pot? You had me at "Carpenter's". lol

    On a different note, I made a lighthouse using a tutorial I found on Youtube. I then used your slopes to try and made it look fancy:
    "I wonder... can I place the slopes on their sides? -tries and fails- Dang it, oh well."
    -Several minutes later-
    "Oh ho ho! You can?! Yeeeees!"





    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Vdrake77

    I'm a huge fan of Thaumcraft 3.0, but honestly didn't know about it back in the days of yore (2.0 and such). What exactly is the Taint? It looks cool, but I'm fuzzy on what it actually does, beyond make a nasty biome. Is it extremely dangerous?

    Also Azanor you're probably going to regret that 'playtesting' comment, because your inbox is now probably absolutely filled with pleading to beta test. Because allllllllll of us want in on new Thaumcrafty goodness.

    I figure, with the aura changes, you'll probably be getting rid of the crystal core... could you find a way to keep that around in some form? Even as a purely decorative thing, a fancy light source in it's extended form maybe? I love the way that thing looks. If it weren't for the fact that it would probably be insanely traumatic to my server, I'd set two of them up to pull at one node and keep them both active all the time.


    Taint in TC2 was a literal biome buster/nuke. I once set up home on a hill with a jungle biome in the distance. I went to the jungle biome and there was a big cluster of Tainted blocks (think nasty purple, squishy and wet when stepped on and made the "decaying" sounds). I stayed their for like 10 minutes just exploring the ravine that was also there and the Taint growth was crazy. Cobble, trees, grass... everything was getting converted at a very fast pace. Then a Tainted Chicken proceeded to try to eat my leg. Which then, I slayed it, took its tainted innards and ran home so that the chunks would unload and the Taint would stop growing. 'Cause back then, Taint was not restricted to one area/biome. So Taint could get out of control quickly and trust me, it was never easy when it came to containing it or reversing the damage. Then there were the tainted mobs. Exploding tainted creepers only put more taint into the environment. When tainted wisps zapped you, you got the blindness effect and tainted villagers were walking gas bags of taint that felt the need to "relieve" themselves every so often. Trees became evil and sentient... yeah...

    On the old Thaumcraft wiki (at least I think it was), many people made their own versions of devices to combat Taint at its most aggressive. I think they called them "Taint Nukers" lol. But you couldn't even make some of the components to them without researching them first, which took a crapton of paper/bookshelves (and possibly some Taint damage to your environment in the process).

    Nonetheless, I'm still interested to see how Taint will function this time around. I'm all for adventure, perils and all, but I'd most appreciate my world not being turned into a wasteland of death and destruction.
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from schpeelah

    Not as of latest update. I just checked and TConstruct tools add just fine.


    I can confirm this as well. Just tried it in my Testing World. And the tools are 3D again. =)
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Too-DAMN-Much

    i can't get tinkers construct casts to be placed on the tool racks after adding them to the config, if i shift right click with an empty hand and add them that way it just pops back out and appears to stay in there leaving it rendered but not in the toolrack.

    latest 1.6.2 version of both mods.

    [edit] GF said she got them to stay on the toolrack in singleplayer, this happens in smp multiplayer but also noted that they render weirdly [/edit]


    Might want to take that up with MDiyo. He already knows that the rendering of his tools are a bit buggy right now.
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Steelflame

    Here is the issue with that. Someone travels somewhat close, but doesn't see the taint biome itself. They go about their day, with that biome loaded for a decent chunk of time. Spreads out, and... voila. You got a really big messy biome. This will also stop any player caused taint from traveling outwards from their base as well. It is very easy for someone to just afk after causing taint and get a pretty massive spread of it. I might enable it's growth, but it WILL be slow if I do, to give those of us who actually care about the server a chance to counter-act it without losing a good chunk of the server/expensive repairs.


    I remember azanor saying that Taint growth will be very very very slow compared to the literal biome buster of Thaumcraft 2 days. But then again, I don't remember whether he said if it will spread to other biomes or just spread within it's own biome. I also remember him saying that the Taint biome will be needed for research purposes. So, just out of curiosity (not nagging), but if Taint was completely turned off, wouldn't that halt research for everyone? Or did you already have a way around that?
    Posted in: PC Servers
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Shoombaloom

    How do I get rid of the block "marker" that is not part of the tape measure?


    (Yep, re-quoting my post from like two pages back lol)
    This is from Nuchaz' post two pages back when he posted the update.

    *Upgraded Tape Measure: Now places a "marker pole" block when starting a measurement and also reads a real time display of the distance to that block in meters. The block is removed upon completing a measurement. The block is non-craftable and has no hit box so it cannot be destroyed by hand. If for some reason a block is not removed then simply starting a new measurment on the same block and completing the measurment will remove the block.


    So in short, placing the Marker block via Creative will make it stay there permanently as it has no hitbox and thus cannot be destroyed. But try what he says to do in the last statement and see if that works.
    Posted in: Minecraft Mods
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    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    Quote from SycloneSJS

    heh i'll take that as you like it :D


    That.... is an understatement! <3 And you plan on having Rei's Minimap support???? No, no I won't fangirl scream, I refuse... yyyyyeeeeeeeeeeeeeeeeesssss!
    Posted in: Resource Packs
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Steelflame

    Ah, haven't tested Optifine with any forge setup myself, as I run at a comfy 100 FPS on average without it, unless there is a mod rendering issue (like what the T-Construct had for a few patches). Considering how much Optifine screws with the rendering system, it isn't unexpected for it to throw crashes with a few mods.


    Also, did you have T-construct at the time yourself? There is a decent chance you might have had the T-con bug where NEI tried to render non-existent tools resulting in a crash.


    I already had that issue lol, but my game didn't crash and I don't think it was Optifine's fault (I could be wrong).
    mDiyo said something along the lines of: "I guess I need to make actual (mbt data? something like that) data for the cutlass so NEI won't vomit all over itself trying to render non-existent data." I got a good laugh that day lol. When he updated, the cutlass had proper data and I haven't had an issue since.

    Well except that every weapon/tool Tinker-related is paper thing now, heh. But, I guess that'll be fixed when it gets fixed. Doesn't bother me much and I didn't even notice it till someone mentioned it lol

    I get around 100 fps at Tiny render distance. At Normal, I get around 60 fps. This is with Optifine installed... and now that I honestly think about it... I don't think my fps changed too much with Optifine installed. I was recently using my 1.5.2 profile with a modpack (Optifine not included) and I had no lag issues, but I never bothered to check my fps. So maybe, just maybe I don't need Optifine? I'll have to look into this more. I'm not asking for like 200 fps, just enough to keep my gameplay smooth and enjoyable.
    Posted in: PC Servers
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    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    I feel like I'm being teased ever so slightly cause I can't have the new eye candy yet, but I will remain patient... mostly... kinda... yeah.

    In my defense so people don't get the wrong idea, I am merely expressing my anxiousness and I'm not trying to tell Syclone to hurry up with this masterpiece. Kthx <3
    Posted in: Resource Packs
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Steelflame

    If you actually looked at the mod list, you would see we already have it.


    SUPER EDIT: I posted something here in the hopes that you could tell me how you got Forge Multipart to work... but after updating it, it finally loaded, BUT then my game crashed when I moved to the page in NEI that had the microblocks. The crash log looked like some of the logs I saw on Chickenbone's thread so Ima go ahead and say that it's Optifine's doing (render issues, I believe). Unfortunately, I value Optifine personally more than Multipart, so no Multipart for my singleplayer files. Oh well, heh.
    Posted in: PC Servers
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