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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from breadtheripper»

    I may just be overlooking something, but for the life of me, I can't figure out how to get the time essence to make the fast time dimlet.What needs to be done?


    That is unfortunatelly not possible. The time essence can only be used to create dimlets for a specific time. Not for the speedups. There is currently no solution for the speedups
    Posted in: Minecraft Mods
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    posted a message on The Lost Cities: a post apocalyptic city/world generator
    Quote from blakeosaur»

    wait, did that screenshot say lavender fields? DUN DUN DUNNN

    and also, why are there so many download links? are some required for the mod to work?


    The first post explains (with every download link) which ones are required and when they are required
    Posted in: Minecraft Mods
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    posted a message on The Lost Cities: a post apocalyptic city/world generator
    Quote from anthonycraig73»

    Hi like the look of the mod, My friends and i i currently trying to set a server up running this Mod with "All the MOds 3". We were wondering how to lessen the generation of the cities so the whole world is not covered in a city, We are having difficulty undering/altering the config files to achieve this, Any help / instruction on how to lessen the generation would be appreciated. thanks


    In 'general.cfg' you can change the default generation type from 'default' to 'rarecities'. That should do the trick
    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from Zacksonfire»

    I've got a quick question about space cards and the Builder. Is there any way to set the offset for the copied structure like there is for the shape cards? I'm trying to use the builder to copy a pattern multiple times, but it's driving me nuts having to move the builder itself over and over and over and over and over to get each piece in oriented correctly. I'm hoping there's a super easy solution to this that I'm just missing, and my google-fu just isn't good enough to turn up a solution on my own. Halp?


    Sorry no. Currently not supported. Maybe in the future
    Posted in: Minecraft Mods
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    posted a message on The Lost Cities: a post apocalyptic city/world generator
    Quote from ArrozDeFavas»

    So... 1.7.10 is impossible, right?


    1.7.10 is a thing of the past. I have no time to work on 1.7.10 mods anymore
    Posted in: Minecraft Mods
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    posted a message on In Control!
    Quote from LunariusH»

    Thanks for the rapid reply there mate. I presume that this works with non-vanilla mobs? If so, how does one designate them in the config?

    Honestly, CMS would just be redundant with InControl, and InControl seems to do the same job in a more understandable fashion.

    Does it also work with non-vanilla biomes? non-vanilla drops? etc?


    It works with non-vanilla anything as long as you know the correct technical name/ID name/registry name for the mob/biome/item/...
    Posted in: Minecraft Mods
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    posted a message on In Control!
    Quote from LunariusH»

    Just want to start by saying that I appreciate that this mod exists. Present goals are simple enough:

    Squid Spawn only in the ocean
    Biome Specific Spawn Rules

    Will this work alongside Custom Mob Spawner? (IE - If I just want to modify Health/Equipment/Etc, can I use this to manage that while using CMS to manage spawn rules?)


    Not sure about CMS. Don't know if it follow standard forge event system for mob spawning. That's why my mod depends on
    Posted in: Minecraft Mods
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    posted a message on In Control!
    Quote from Tianhe»

    Hello there, first post ever on that forum. I've been a lurker for a while though :).


    I was wondering by looking at the syntax, is it possible to set the maximum spawning for a whole mod at once? I'm asking because in my heavily modded FTB:Beyond, I added a lot of mods and in these there is Pokecube. Pokecube add like 350+ different mob so yeah. For the most part when I'm moving around, I only see those but I also got MoCreature and Animania. Here's what I tried with no luck :/

    Here's what I tried in Spawn.json


    [

    {

    "mod": "pokecube_mobs",

    "hostile": true,

    "mincount": 1,

    "maxcount": 2,

    "result": "allow"

    },

    {

    "result": "deny"

    },

    {

    "hostile": true,

    "mincount": 1,

    "maxcount": 5,

    "result": "allow"

    },

    {

    "passive": true,

    "mincount": 1,

    "maxcount": 25,

    "result": "allow"

    },

    {

    "result": "deny"

    }

    ]


    So I tried to set it so 2 Pokemob would spawn at once (max), between 1-5 Hostile mobs would be spawned in the world and 1-25 Passive mobs.


    Do I need to set it elsewhere?


    Thanks!


    Olivier


    Sorry for the late reply but you have duplicate rules in there. i.e. two times { "result": "deny" }. Why are you doing that? That doesn't make sense. It will never use the ruiles after the first deny rule because it stops matching there
    Posted in: Minecraft Mods
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    posted a message on The Lost Cities: a post apocalyptic city/world generator
    Quote from pklizard»

    was that in reference to my issue? if so, where do i put brackets? around every individual biome? i tried putting it around the whole thing and it just errored out the file and created a new default. i'm not trying to add my own assets in, i'm changing the values in the default generation profile and it's not behaving as expected.

    Show me the full json that is erroring
    Posted in: Minecraft Mods
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    posted a message on The Lost Cities: a post apocalyptic city/world generator
    Quote from chaosprin76»

    I really love this mod and plan to include it into the next pack for our server. The pack is themed, so i am using BiomeTweaker to realize a worldgen that follows the vision, alongside your mod.

    As i make heavy use of custom biomes, theres one question running through my head: How are biome-names in the configs determined? Are they based on their Resource-Location-entry? Or could i even reference to biome-ids?


    Oh, and did i mention how much i love this mod? :wub:


    They should be 'biome names' as they are used internally
    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from LanguedOeuf»

    For some reasons, it doesn't work for me :



    Did you do what the error says (hint, compatlayer is missing)
    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from TheWebExpert»

    Are you aware that your tutorial code at https://github.com/McJty/ModTutorials/tree/1.12 does not work? After removing the errors in the file caused by datablock, none of the blocks show up anywhere. I really, really need a mod tutorial showing how to create blocks - for 1.12.


    The code does work for me. In what way doesn't it work?
    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from notgodsarmy666»

    I do need help ... I can't make hand or toes out of the dimensions ...

    1. It seems I can't delete the dimension, even if the tab is reused
    2. All dimensions are void so far ... I had one that was .... interesting (floating ore and stuff in wired shapes) but I took it apart by accident.
    3. I tried tons of combinations ... all for naught so far ... I am so out of ideas that I just dumb everything I have into the next one.

    1. How are you deleting the dimension?
    2. Are you on SkyFactory or another void pack? There dimensions are (by the pack maker) restricted to void only
    Posted in: Minecraft Mods
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