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    posted a message on Factorization 0.8.108

    Just thought I'd put this here, but I recently went onto a DW20 server and was being shown around a base and saw this, thought it looked odd. It makes your character glitch out when trying to stand on it. My friend had said that they have run into it before (character glitching out in that spot), but didn't know what was up with it since they couldn't see it at all, all they see is the obsidian floor. Anyways, they let me dig around to see if it was a colossus or something like that, and it's kind of strange. It's just an arm or pillar or something like that. We can't interact with it in any way and I seem to be the only one who can see it, any idea on how to fix it?


    Additional pictures: 1, 2

    Posted in: Minecraft Mods
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    posted a message on [1.5-1.7.10][FORGE] B0bGary's Growable Ores! Mod Support for BOP, TiCo, TE, AM2, IC2 and Metallurgy! NOW WITH AUTO MOD SUPPORT!
    Quote from B0bGary»

    Ok this problem should be fixed in the latest update. You can get it here: http://adf.ly/1EugZt


    Awesome, thank you!

    Posted in: Minecraft Mods
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    posted a message on ModTweaker 0.7.X

    Hi, I noticed that on your Twitter you said you were resuming working on ModTweaker. It's likely that you know that due to the Mekanism v8 update that the various machine recipe methods aren't working, but it also appears that (at least sometimes), the "Mekanism Shaped" recipes won't change either.


    For my script, which removes 7 recipes and adds new ones, the Digital Miner seems to be the only one affected for whatever reason (other Mek. Shaped recipes have been removed just fine), but basically despite having the correct ID, the original recipe won't go away, but the new recipe I added in shows up. So I basically have two viable recipes for the Miner when I load up the game and then the world. If I use the /mt reload command in-game, the Mekanism Shaped recipe goes away and my new recipe is still there, which is how it's supposed to work. It's not the biggest issue considering all I have to do to make it work is reload the recipes, but it would be ideal if it just worked like any other shaped recipe removal and was removed on initial load of scripts. It should also be noted that there are no errors that say anything is incorrect, it simply just doesn't want to work until I use /mt reload.


    For the removal by the way, I've tried just a basic removal with the ID, as well as withTag, and a removeShaped, all of them give the same result.


    I figured since this is a modded crafting handler thing, that it'd be more appropriate to post about it here rather than on the Minetweaker page.

    Posted in: Minecraft Mods
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    posted a message on [1.5-1.7.10][FORGE] B0bGary's Growable Ores! Mod Support for BOP, TiCo, TE, AM2, IC2 and Metallurgy! NOW WITH AUTO MOD SUPPORT!

    Hi, I'm getting an error using the newest version. Reverting back to 2.2.0 fixes this, but with 2.3.0, I get this crash on startup.


    http://pastebin.com/1UWkE77d


    For the things listed there, I'm running Flaxbeard's 0.28.7, Botania r1.6-174, Growable Ores 2.3.0, and Forge 1352. Just thought I'd put this here to see what's up.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Is there any way to change the potion IDs? Particularly for the Possession one. Currently, by default on fresh installs, it's set to 256, which I think is resulting in a crash when a Phantom hits me. Errors due to a potion effect thing. Looking at the level.dat file, on the player, the active effects, I have one with ID 0. I'm thinking that since the max ID is supposed to be 255, that since it's 256 it's ending up becoming 0, which is null. I've tried a ton of things to get the ID to change on its own, but to no avail.


    This is a custom modpack, mind you. It's essentially FTB Infinity plus a few mods, minus a few. I've looked at packs like FTB Infinty and the DW20 pack and noticed that in the potion ID dump, the BoP potions aren't even listed. Can't figure out how they did that, because those packs don't have this issue occuring with BoP version 2.1.0.1067. I've also tried a fresh install of version 2.1.0.1127.


    Looking in the config, there's no options for changing potion IDs, or even just disabling Phantoms like there used to be. Either one would easily fix this problem. :|

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    So I'm having a strange issue where the twilight forest seems to unload, or maybe rendering goes away? I'm not entirely sure how to describe it. Basically, I've created a fresh world, and went into the Twilight Forest. Once all the terrain generates, I start to walk around, and about a minute into it all the terrain suddenly disappears, all you can see is the void and black models of various animals/mobs. They're still moving around the terrain, though kind of shaky. If I'm not flying, I don't actually fall below the ground height (around y-33 for the world), but can't move anywhere, I am just stuck there. When flying, I'm able to move freely; which is why I said earlier that it might not actually be 'unloading' the chunks, just something else that's really weird. Here's a picture of what it looks like.

    Edit: I should also mention, there are no errors in the logs when this happens, nothing happens there.

    Anyways, I have a lengthy modlist, and have recently updated all the mods. Before I did that, the Twilight Forest didn't do this, so I assume it's either one of the additions/updates that started this. I'll be going through it and removing mods until it works again to find the cause, though I was hoping someone here could possibly provide some insight so I can fix it quicker. Restarting the game takes awhile.

    Edit 2: Turns out it was ChickenChunks, not sure why it's doing this now rather than on my older pack version, but oh well. Figured I'd say in case anyone else had this issue.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»


    See my update to the issue tracker.

    Not sure if you want me to update here or on the tracker, but yeah that was something I thought was a bit odd, that something that might actually cause that issue would be with your stuff, but it did seem to be the case.

    I think I know what's up with it, in a way. I re-tested it with the normal 4.2.0.1 version of Thaumcraft and did not have this issue. The current version I'm using is a beta version only available after a donation via Azanor's Patreon page (4.2.1.0 B1), so it's not really publicly available until it's, well, not a beta/confidently stable. It might be using an updated version of the API that either isn't available yet or is what Azanor calls his 'slightly more cutting-edge versions of the api' on his github page. So with current, public releases, DragonAPI seems just fine. But something is changing in later releases that is breaking it somehow, sorry I can't really be of much help as to why as I'm not much of an expert on this stuff. Hopefully this provides a little clarity on the issue, though. I also posted on the issue tracker asking if the beta build has an updated version of the API over the current, public release to be sure that this is the case.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Thanks for the quick response!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    So I'm unsure if you've heard of this one, but I went back almost 15 pages (maybe I missed a post about it, maybe I didn't go far enough, bit tired at the moment) and didn't see it. Anyways, it appears that DragonAPI is using an outdated version of the Thaumcraft API. I was having a crash when trying to infuse stuff regardless of whether it was from base Thaumcraft or an addon which made the world unplayable until the altar was removed with MCEdit. Anyways, here's a link to the report on Thaumcraft's Github page: clicky clicky

    Removing the Thaumcraft API from the DragonAPI .jar fixed this issue for now. This seems to also be the case for the Forestry API, as it's updated recently as well and causes crashes if it is not removed from DragonAPI.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    Just a quick question, is it possible to make it brighter in the nether? I really like this shader, and want to use it, but I can't really see much in there with it, so I have to turn it off if I go there (or the end as well). Sorry if this has been asked/answered before.
    Posted in: Minecraft Mods
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