That's an interesting question, I'm not sure. I believe disabling the portal prevents getting to Atum as well since it just disables the ability to build a portal entirely.
Well, I'd very much like to use Atum as the second stop for players working through our modpack, and I'll need to be able to completely control when and how they get to the overworld. So far, I can do that with all the other dimensional mods. I even have the nether portals shut down.
Does anyone know if you can have a tainted biome in TC6? I know I can cause taint in an area but it will eventually dissipate. Are taint'ed biomes not a thing in TC6?
Its in the mod already. If you use Start in Atum there's an option to disable the overworld portal.
Yes, but can I not start in Atum but still disable the overworld portal? As an explanation, players would start in the Betweenlands and travel through dimensions, unlocking as they go.
I have a request as a mod pack maker: Can you add a config option to disable portals to the overworld being formed? The reason I ask is I'd like to restrict the players movement to the overworld as that dimension would be the last that they will be able to reach.
Also, any chance that Bauble compatibility can be added for amulets?
I am currently talking with someone who has shown an interest in maintaining TC. We are still working out the details.
Do you need chocolate, or fruit baskets, or new cars, or something to sweeten the deal and help these talks along?
OK, all kidding aside, thank you for all your work on this mod and thank you for considering handing the tainted reigns to someone else. Modded MC without TC...is just vanilla.
TC is THE reason I started playing modded minecraft. This is sad, but sadder if it isn't handed off to the community to develop. I totally understand you moving on because of time constraints. I do hope you also understand just how big TC is. In each minecraft version update there are linchpin mods that the community watches to see if they update. When they do, the community moves forward. When they don't, the community hesitates and splinters. This happened when the jump was made from 1.64 to 1.7.10. And again from 1.7.10 to 1.12.2.
When TC finally made it to 1.12.2 a lot of other mods came too...TC matters. It's continued development matters. Minecraft is less fun without it.
I am happy though that there is work being done. Now that I've moved on to 1.12 with most of my other mods, I'm excited for Fossils and Archaeology to make the move too.
I think there are ways for people to get their hands on the current testing version...maybe Patreon donors get pre-release versions...actually, I have no idea, but people are testing the 1.12.2 version, as the bug reports are coming in.
I do have to second this question....don't get me wrong - please. I've been a loyal fan of this mod for several years now....but it's also been a couple of years since anything has been posted. I hope you're able to read this with sound reason. It's really my absolute love for this mod that even brings me to comment (though I've googoo'd and gah gah'd a couple of times in the past too lol. Dinosaurs....I've LOVED them since I was a toddler).
I'm devoted to this mod being released - and have been for quite a while now. I even have you bookmarked to check in every couple of months. I'd be shirking if I didn't at least respectfully ask though....do you by chance have any estimate, even a vague one, as to how long you're looking at before releasing anything? Please don't misunderstand - I mean this with the most respect. But I've created and deleted worlds because something was missing, and I refuse to download any other dinosaur-themed mods (jurassic whaaaaaaa?) because this is the one I truly vibe with.
I hope you can understand I approach this with the upmost humility and respect. Just a question ---- and I do apologize if you're providing more information through other sources. I have no social media and rely on these forums for updates.
All the best, major hugs for all your incredible hard work :-) Take care!
By far one of the most polite forum rules violations I've read in a while.
If you'd like you can follow their issue page on GitHub and see there is active work being done on the 1.12.2 branch.
I've created a JSON config based system, it's a bit more complex but offers a lot more control which was needed for pack devs, etc. To disable a specific mob go to config/lycanitesmobs/creatures/mobname.json, inside the json file set "loadDefault" to false, this will allow you to make changes to this file otherwise it will reset to default. Then set "enabled" to false and the mob will be disabled.
Lycanite,
Is there a way to add mobs from other mods to the spawning configs? I'm trying to get Ice & Fire mobs to spawn naturally in some areas and would like some guidance of how to set it up. I'm have successfully been able to spawn Betweenlands druids from trees when the player chops them down, but haven't been able to get an Ice & Fire dragon to spawn using the skyhigh spawner.
0
Well, I'd very much like to use Atum as the second stop for players working through our modpack, and I'll need to be able to completely control when and how they get to the overworld. So far, I can do that with all the other dimensional mods. I even have the nether portals shut down.
0
Does anyone know if you can have a tainted biome in TC6? I know I can cause taint in an area but it will eventually dissipate. Are taint'ed biomes not a thing in TC6?
0
Is this available on curse so we can add it to mod packs?
0
I personally would like to see spawning configs redesigned to allow us to control exactly how, when, and where the critters from this mod spawn.
0
Yes, but can I not start in Atum but still disable the overworld portal? As an explanation, players would start in the Betweenlands and travel through dimensions, unlocking as they go.
0
I have a request as a mod pack maker: Can you add a config option to disable portals to the overworld being formed? The reason I ask is I'd like to restrict the players movement to the overworld as that dimension would be the last that they will be able to reach.
Also, any chance that Bauble compatibility can be added for amulets?
0
Well, neat! Glad to see this get further development!
0
How close to public beta are you?
1
Do you need chocolate, or fruit baskets, or new cars, or something to sweeten the deal and help these talks along?
OK, all kidding aside, thank you for all your work on this mod and thank you for considering handing the tainted reigns to someone else. Modded MC without TC...is just vanilla.
5
TC is THE reason I started playing modded minecraft. This is sad, but sadder if it isn't handed off to the community to develop. I totally understand you moving on because of time constraints. I do hope you also understand just how big TC is. In each minecraft version update there are linchpin mods that the community watches to see if they update. When they do, the community moves forward. When they don't, the community hesitates and splinters. This happened when the jump was made from 1.64 to 1.7.10. And again from 1.7.10 to 1.12.2.
When TC finally made it to 1.12.2 a lot of other mods came too...TC matters. It's continued development matters. Minecraft is less fun without it.
0
Getting a random crash when accessing the backpack.
MC 1.12.2
Forge 2776
Backpacks 3.5.4
Crash log: https://paste.dimdev.org/izohototib.mccrash
Full mod list: https://paste.dimdev.org/tofavohatu.md
0
I think there are ways for people to get their hands on the current testing version...maybe Patreon donors get pre-release versions...actually, I have no idea, but people are testing the 1.12.2 version, as the bug reports are coming in.
0
By far one of the most polite forum rules violations I've read in a while.
If you'd like you can follow their issue page on GitHub and see there is active work being done on the 1.12.2 branch.
https://github.com/FossilsArcheologyRevival/FossilsArcheologyRevival/issues
0
You need to post this crash log in spoiler tags on the mods actual issue page, not just randomly in the forums.
0
Lycanite,
Is there a way to add mobs from other mods to the spawning configs? I'm trying to get Ice & Fire mobs to spawn naturally in some areas and would like some guidance of how to set it up. I'm have successfully been able to spawn Betweenlands druids from trees when the player chops them down, but haven't been able to get an Ice & Fire dragon to spawn using the skyhigh spawner.
Any help would be appreciated.