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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Rec»
    Is there a way to make dungeons from better dungeons (chocolate quest) spawn on the biomes added by this mod?

    You can specify which biomes dungeons spawn in using the Chocolate Quest config files.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Just because a file is not currently used does not mean it will remain unused. That said, you can safely disregard anything with "test" in its name or anything that looks like a construction image.

    I'm really only concerned with textures currently being used. I typically start with anything that generates in the world so everything at least looks consistent, then gradually do textures for mod items I find myself using frequently. For starters, do you know which textures are used for the runes on the Magic pylons that generate in the overworld?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I'm trying to make 32x textures for Chromaticraft and Geostrata and having a hard time figuring out what's actually used and what's redundant. For example, in the runes folder in Chromaticraft there's backpng, engraved, frontpng, glow, old, pattern, real, sheet, template, test, etc. A lot of them appear to have the same designs. I'm sure I can figure it out through trial and error but I'm hoping Reika (or anyone for that matter) might have some tips on what folders I can disregard.
    Posted in: Minecraft Mods
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    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    This mod has come such a long way since I last checked it out. It's absolutely amazing!

    However, I have to join the biome shrink FAQ be damned brigade. Would you consider making a biome size config option? I'm assuming it wouldn't be incredibly difficult since many mods that add this many biomes have it. And it would shut up those of us whining about their size without altering gameplay for those who love it the way it is.

    I'd even be willing to help you out with some textures (if you need it.) I'm a professional artist for comic books and card games, and did several textures for Thaumcraft (zombie brain, nitor, totems, etc.) and Ars Magica (Essence Refiner)
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Surgonan

    1) We have already told you, it crashes because TFC changes game mechanics to the point they are not compatible.

    2) TFC DOES change vanilla mechanics. Try making charcoal in a furnace, or making a stone shovel in a crafting table. Even the simplest thing as punching wood is not possible. These are all vanilla mechanics and have been completely overhauled.

    3) The mods you are able to use are reliant heavily on items added in the mods themselves. Ex Nihilo is not, it is reliant on vanilla items and mechanics. These are not present in TFC.

    4) Just because it is called an "Oak Sappling" does not mean the code governing the item is the same. I have programming knowledge and know the difference. If you do not and have not looked at the code, who are you to tell someone "You are wrong, this should work." And if you do have coding experience, I really hope that's not your day job for your employer's sake.

    5) YOU are misinformed about TFC. But hey you don't have to listen to everyone else telling you it isn't possible. You tried it and it crashed. If that doesn't tell you something then you just lack common sense and as said best by the great Ron White, "You can't fix stupid."

    6) You are right, you never called Crowley stupid, just his counterpart and coding partner Zerokyuuni. I wouldn't expect a respected mod developer in the community to know anything about what he is talking about (sarcasm in case you couldn't tell).

    Again, you have your answer. They are not compatible, TFC changes to much vanilla mechanics for Ex Nihilo to work. Now stop trolling the forums.

    If you really insist on continuing this debate, I suspect Crowley will chime in shortly and say the exact same thing. It will not work.



    Oh wait, he already did over 2 weeks ago.


    A simple "The crash is caused because both mods are trying to alter the code for vanilla saplings. It cannot be fixed" would have answered my question.

    I didn't realize vanilla Oak sapling code was changed by TFC. My mistake. So this means that they probably wouldn't work together even if I could get them to load without a crash. I bow down to you and your obviously superior intellect and massive coding knowledge. You had every right to call me stupid, lie about things I said, call me names, and question my work ethic. You are a benefit to these forums and society in general.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Surgonan

    You were already "helped". You just choose not to listen.

    Helped? I'm trying to find out why my game is crashing. I looked at the crash log and couldn't discern it so I posted it here in hopes someone else would have insight. Instead a few people have basically told me TFC is a total overhaul mod and I shouldn't bother. This is flat out wrong information.

    I'm currently running TFC along dozens of other mods including Applied Energistics, Ars Magica, Railcraft, Rotarycraft, Thaumcraft, Tinker's Construct, Thermal Expansion, etc. There's no crash. Everything runs perfectly fine. I use TFC's custom ore generation to add ores from these mods to the world and CubeX2's custom stuff mod to create any additional recipes I need. So when someone says "TFC just doesn't work with other mods." I'm going to dispute that claim.

    Quote from Surgonan

    TFC CHANGES sapplings, as in they are not the same as vanilla Minecraft.

    Apparently a lot of people are misinformed about TFC. Have you actually played the mod for any length of time? Recently? Oak trees are in TFC and when you hit their leaves they drop and have always dropped VANILLA oak saplings.

    Quote from Surgonan

    Due to that, the mod will not work. Think of TFC as a new game. It is not Minecraft. In the code the game is majorly rewritten, which YOU obviously can't read otherwise you would be able to read the crash report. A lot of mods can't handle that as they are made specifically for the code in vanilla Minecraft.

    However as Crowley has stated multiple times, his mod is open source. So if you really need Ex Nihilo to work for TFC, feel free to learn Java and rewrite the code to work with TFC.

    Otherwise stop telling Crowley and others, that do know what they are talking about and understand the changes made, that they are wrong and it should work. It WON'T WORK.


    I don't appreciate you putting words in my mouth. I've said nothing of the sort to Crowley. In fact, Crowley has not chimed in on the subject at all.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from AllenWL

    Well, lets see, TFC has different oak/spruce/birch wood and no jungle wood, different dirt, different cobble, different crops, different bucket, different metal(TFC gold and iron is not like vanilla ones, as you probably know), different ores, different gems...

    I think we would need another mod that bridges all the item differences to make TFC and Ex Nihilo work


    All you need to get Ex Nihilo to work is a sapling, and you can get those from TFC trees. Ex Nihilo then gives you access to all the vanilla and modded items (with Ex Aliquo) allowing you to use other mods alongside TFC. Sure, it's not playing TFC the way the mod developers intended but I like to tailor my single player world the way I want to play. And for me, it's tons of fun to work your way up from the difficult TFC beginnings, all the way up to the advanced tech builds that are available in all the latest mods.

    I just need to figure out why Minecraft crashes when TFC and Ex Nihilo are both loaded. Can no one help with this?

    http://paste.ee/p/mFMhu
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Zerokyuuni

    The problem is... you're trying to use TFC alongside other mods. That just doesn't work right out of the box. As TFC is a "total conversion of minecraft", mods will either have to fit in changes that TFC does for compatability, or TFC would have to add compatability themselves. And since TFC changes the rules of the entire game, them adding support for mods is.... well... >_>

    Mods have to blatantly support TFC due to the massive changes done. And that's not likely to happen due to the sheer size of the new rules of the game. Infact, you're lucky if just one mod works as it should by default, but that's by design


    You're operating on several assumptions there. I'm able to run TFC alongside dozens of other mods.

    The main problem with running TFC alongside other mods is the lack of access to vanilla material components. However, this can easily be solved with mods that add the ability to create custom recipes such as Custom NPCs or CubeX2's Custom Stuff mod. TFC itself has even recently added the ability to generate any block, including ores from other mods in native TFC worlds.

    The reason I thought Ex NIhilo would be a good fit is it adds an interesting gameplay element to getting those resources.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    I'm constantly trying to find a way to play Terrafirmacraft alongside some of the Tech mods and I was hoping Ex Nihilo would be the perfect bridge to some of those resources you can't get in a Terrafirmacraft world. Upon installing TFC and Ex Nihilo I get this crash though.

    http://paste.ee/p/mFMhu

    Any ideas?
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Noogenesis, has there been any progress on converting ores to overlays? Are you basically waiting on textures for that? I've been super busy but I could try to make it a priority if that's the only thing holding things up.

    Also, how is Chemica coming along? I'm not sure what you have planned but I heard the developer of MineChem was looking for someone else to hand it off to and the first thing I thought of was Chemica. MineChem would have great synergy if it only worked with PFAA materials. I did hear that Aidan Brady (Mekanism) might take it on though so there's still hope for some compatibility improvements in the future.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from HeyZootie

    Welp, here's my starting experience. MITE is quite possibly the perfect mod for a survival adventure experience. The features are my dream list of a Robinson Crusoe experience and they play superbly in game.

    However, MC is not a survival adventure game, although many mistake it for that because you build your own tools. At the start, it's actually a survival horror game with 10 minutes to get ready before you're swarmed with deadly monsters. MC is able to get away with this because it gives you the ability to easily win over them - wooden/stone tools, easy shelter, etc. - but this same ability makes the game dull in about 3 MC days, because there's no real challenge left and it becomes a virtual Lego game. It really never is a survival adventure at all.

    IMO, I found that adding MITE to MC unfortunately doesn't make it into a better survival adventure, it makes it into a more realistic and difficult survival horror game. If this is what someone is looking for, they've found their mod, because it's hardcore in that respect.

    But I'm looking for a more realistic survival adventure - start from scratch, work your way up, avoid danger or overcome it if you have to, raise yourself to new levels of capability, take on new challenges, etc., and barring bad luck or inattentiveness, all that happens at your own pace. And unfortunately MC is not good at that at all, and adding MITE doesn't fix it.

    Now if I could add the mods I was using in 1.7.2 to change the gameplay difficulty curve around and add MITE for the survival adventure aspects, I'd be in heaven. But unfortunately, those mods are not compatible with 1.6.4 or they require Forge, so that's a no go at this time :\

    So all in all, a superb mod that really delivers what it promises, but is in the wrong kind of game for what I want. But it's very likely a must-have for any survival horror fans out there, so if you're one, don't miss it.

    Sorry I don't have better news Avernite. I really am amazed at how great the mod is and wish you great success with it.


    Sounds like you may want to check out Agrarian Skies on the FTB launcher.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from Rongmario

    Don't even use MineChem, broken mod of the year. The creator is dodgy too...


    What makes you say that? Are you talking about the guy who took over maintaining the mod? Because the creator doesn't appear to work on it anymore. What has he done that's dodgy and what's broken about the mod?
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    On the subject of access to vanilla cobblestone I'm finding there are lots of ways to get it without having to resort to adding the crafting recipe. Not only do you have villages and dungeons but you can also create it using water and lava or with an igneous extruder from Thermal Expansion.

    Also, I was searching for other mods that might have interesting uses for PFAA material and came across MineChem (http://www.minecraftforum.net/topic/1971847-16forgeminechem/)

    Unfortunately, there doesn't seem to be much compatibility. MineChem machines are able to produce a lot of the metals and minerals in PFAA by breaking down vanilla blocks but they don't recognize the PFAA minerals and metals. I don't know what your plans are for the Chemica portion of PFAA but integration with MineChem would be fantastic. Is that something that can be done on your end or is it something MineChem needs to do?
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from noogenesis

    Yea, Geologica could do it on its own. I just wish there was some library that would take care of it for me. Would it be convenient to have all of the connected textures in the same file, i.e., the same sprite map? Anyway, we'll cross that bridge when we come to it.


    I don't know if it matters much if they're all on the same sprite map or not. Probably whatever is easiest for you. Extra utilities uses a separate file for each portion (horizontal, vertical, anitcorner, corner, etc.). I think Chisel does 2 files for each block so you have one file that's the middle/base texture and another that has 4 other images in one file. He does something different though where he uses half images of each type to form the ctm.

    Honestly, ctm is probably more trouble than it's worth. Especially considering all the other elements you're wanting to add to PFAA. Personally and selfishly, I'd rather see you working on the Chemica than mucking around with ctm. I think the overlays alone are going to make Geologica a lot prettier.
    Quote from Peach774

    Hey, do you think we could get an update that adds a your cobble to vanilla cobble recipe soon? I'm playing with some mods and the game is impossible with this bug. BTW could we plz get a rubble to cobble recipe; i.e. 4 rubble in a square makes 1 vanilla cobble, because im using iguanatweaks for tinkers construct and the only cobble I can get early on until i get iron is from dungeons, maybe you could make it a confgi option?


    Have you tested it yet? Make a world and fly around in creative. Due to the above mentioned bug you may already have areas of vanilla stone in your world. Alternately, install Custom Npc's (http://www.minecraftforum.net/topic/833003-172-custom-npcs-splanmp/) and when you start your game give yourself an NPC wand, create an NPC, click on him with the wand and a GUI will open up. From there click on Global and you can input any custom recipe you want.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from noogenesis

    I think that looks great. Thanks so much for investing your time. Does anyone else have an opinion? Please chime in.

    As far as CTM, that would obviously depend on mcpatcher, and I *think* it would work with the custom overlay rendering. I would suggest though, that if our aim is to replace a large number (all?) of the textures, we should create non-CTM variants first, and then CTM-ify later.

    What do you think?


    I don't think it would be a good idea to have a dependency on something like MCPatcher. I was thinking more of having it programmed into the mod like what Extra Utilities and Chisel Mod do. Neither one of them do it in world generation or on an overlay though, just in crafted blocks.

    Quote from noogenesis

    Yes, this a COG bug that existed before I took over its maintenance. Haven't managed to track it down yet :/ You can fix by entering "/cogPopulate 1" if you have admin/cheat privileges.


    That fixed it. Thanks!
    Posted in: Minecraft Mods
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