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
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
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
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
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
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.
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?
They should be 'biome names' as they are used internally
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?
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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
0
Demo video of the upcoming new features:
1
Something I'm working on for next release:
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The first post explains (with every download link) which ones are required and when they are required
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In 'general.cfg' you can change the default generation type from 'default' to 'rarecities'. That should do the trick
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Sorry no. Currently not supported. Maybe in the future
0
1.7.10 is a thing of the past. I have no time to work on 1.7.10 mods anymore
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It works with non-vanilla anything as long as you know the correct technical name/ID name/registry name for the mob/biome/item/...
0
Not sure about CMS. Don't know if it follow standard forge event system for mob spawning. That's why my mod depends on
0
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
0
Show me the full json that is erroring
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They should be 'biome names' as they are used internally
0
Did you do what the error says (hint, compatlayer is missing)
0
The code does work for me. In what way doesn't it work?
0
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