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    posted a message on Railcraft 9.2.2.0
    Hi,

    I have a little problem crafting sandy bricks. I can craft sandy blocks no problem, and everywhere I looked it shows that switching the position of the brick and sand in the recipe will give sandy bricks, but no matter how I place my items, I get the block.

    (imagine the iron ingot is the brick...)
    Both these recipe give me sandy blocks:

    :Iron: :sand: :sand: :Iron:
    :sand: :Iron: :Iron: :sand:

    Am I missing something?

    Also, is the only way to get sandy cobblestone to put the other sandy blocks in a rock crusher? (according to NEI it is, but then again it doesn't have the proper recipe for the bricks so...)

    Thank you!
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from Dokidoki

    Do I need to do anything special to enable quarried/abyssal stone in ExtraBiomesXL biomes? If so, how? I've read that you're supposed to be able to edit the Railcraft config to do this, but it seems like that was removed in favor of BiomeDictionary tags, whatever those are. How do I deal with this?

    Thanks


    I did it, it's quite easy when you know how to. First, open your ExtraBiomesXL config file. Note the biome IDs of where you want the quarried stone to spawn (you can't change the abyssal stone, it only spawns in geodes in the ocean). Then in the Railcraft config file, locate the "Worldgen" section. There you can add the biomes where you want quarried stone to spawn, and do the same for sulfur. Though I believe I read Covert mention somewhere that it is limited to 4 biomes only, can't have them spawn everywhere.

    Quote from CovertJaguar

    What tool are you using?


    I used a stone pickaxe, still early in game, so I was trying to save my iron. I went and opened minecraft and layed out blocks, slabs, and stairs, and tried with stone and iron pick. With the iron everything seems balanced between the different types of blocks, it's really with the stone pick (and I have not tried wood) that slabs take a definite longer time to break.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Hi,

    I started to build with the new quarried stone blocks and noticed that trying to remove the stairs (any) and slabs (any) takes forever, while removing the quarried blocks works just fine. Now I'm feeling I have to totally plan ahead when building my house since removing quarried stairs and slabs is just as painful as mining obsidian.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Quote from denoflions

    Wait a second... denLib is on that list in the pre-init section. In which case that error shouldn't be possible unless there is some crazy load order thing going on here. Time to add that dependency tag... sorry about that, I checked that log in a hurry and jumped the gun.

    Edit: Try 3.0.9.


    Worked! Thank you!



    Edit: when I try to load a world created in 1.4.7, the launcher first gives me a list of IDs from PfF that are missing. I figured the first time, well it's because PfF is not installed (before the fix with 3.0.9). So I tried again with a fresh backup again, and minecraft crashes.

    It works fine with newly created worlds, but loading old worlds crashes my game. When updating minecraft and my mods I kept my old config folder (learned that lesson before), so it's not as if it was all newly generated. I thought that if some IDs were missing, the corresponding items would just vanish from the world...

    I tried looking into the old config files to see what those IDs were for, and I can't find them, so color me confused.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Edit: Denoflions found what was wrong, it was actually on his mod's side of things.

    This is not the post you were looking for, move along.
    Posted in: Minecraft Tools
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Quote from denoflions

    I suspect magic launcher is the problem. That crash log is saying denLib is not installed. I'll add a hard dependency next version so it will outright refuse to load if denLib isn't installed properly.

    Edit: In that log you can clearly see denLib is not on the list of mods. So either you didn't install it or magic launcher is doing something it shouldn't be.


    I'll check with the magic launcher peeps then. denLib is well sandwitched between CodeChickenCore and NEI in the coremod folder...
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Hi,

    Minecraft crashes for me whenever I try to use PfF. Currently have denLib 3.0.6 in the coremod folders, and trying to load PfF 3.0.8 through Magic Launcher. (I tried with PfF 3.0.6 and it crashed as well).

    Crash report when trying to load PfF 3.0.8 : http://pastebin.com/k1Fsz0pu

    Crash report when trying to load PfF 3.0.6: http://pastebin.com/rUpmKfsD

    I have no idea what's happening. I can play fine without PfF, but as soon as I try to load it too, the game crashes.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from Endgegner85

    Hi guys,

    I run a Minecraft server for me and my friends. We used to play on version 1.4.7, because we had to wait until all modders ported their work to 1.5.2.

    Now, I updated everything (server and client including Forge and all mods) to version 1.5.2. But I get the following error message when I try to connect to my server. :-( This error message does not appear, if I remove the railcraft mod from client/server.

    Please help me!


    Check the config file, I always play SSP, so I'm not sure how servers work, or if the mod pulls IDs from the cliend or server (I would assume server), but make sure the old block IDs are the same as the new. Best is, if you have a backup of your old config file, use it, the game will add the new block IDs automatically. (been there myself after an upgrade)


    As for the new changes...
    CHANGE: Redesigned World Gen section of 'railcraft.cfg'. Added ability to specify new Biomes to spawn some features in. If you are using non-standard settings, please double check your configs.


    Thank you!!! Now I can add Railcraft world gen in my ExtraBiomesXL biomes. Again, thank you!
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia

    Hmmm...I've never seen that happen or be reported before. You might try another world and see if you get the same thing or if it shows up in any other biomes that way and let us know.


    So, I created a new world, with the same seed and same config (I have disabled a few biomes), and the vines are still there, between the same east-west coordinate. And I wend exploring way further, hit a thundra, and a snow forest biomes, the vines are still there...

    I've taken some screenshots

    I shall do some more testing.

    Edit: I've tried the same seed with default world gen instead of large biome, and the vines still appear in approximately the same coordinates, although the affected zone seems to be narrower.

    Edit2: Tried the same seed, with large biomes again, but this time, I did it after re-enabling all the biomes I had put on false. After moving to the coordinates, there are no vines.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia

    In my experience, this happens regardless of whether or not EBXL is installed or not. I have been in vanilla jungle biomes which has vines and are next to a desert or snow biome....and the vines spread over into those areas. I am thinking that it is an issue with how minecraft generates the world and that vanilla vines have the ability to spread to virtually any block they touch. It does look odd though to see vines growing on snow or sand blocks. :P


    That's not what is happening in my world, what I meant was that there is a stretch of land in the middle of my rainforest biome, that has vines growing in it, it is all in the same biome, not two adjacent biomes.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Hi there, just a quick question, because I'm still relatively new to those awesome biomes added by this mod. I spawned in a rainforest biome, and I haven't ventured that far from spawn. While exploring to find a suitable place to build, I noticed trees with vines on them, hit F3, and noticed I was still in the rainforest biome. After exploring some more, and using Minutor to get a top-view render of my world, I noticed that within the rainforest biome I'm in, there's a north-south band where vines grow on the oak trees, everything else is the same as the surrounding.

    Did something go wrong with world generation or is that normal?
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Hi there, first off, I love this mod, it is simply epic on large biomes (definitely challenging to find and explore new biomes).

    However, I've been trying to use the Aurora Rubealis mod and tried to add wintery biomes from ExtraBiomesXL in the aurora config file, I tried using the biome names as written in the ExtraBiome XL config, with and without caps, spaces, etc, and I can't get auroras to appear in biomes other than the vanilla ones.

    I couldn't find an answer in the Aurora thread, so I'm trying my luck here: how should I write the biome names in the Aurora's config file?


    Also quick second question: do emerald spawn naturally in any of these extra biomes or do I have to find a vanilla extreme hills or trade with villagers?

    Thank you!
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Just a quick question: is sulfur and saltpeter generated in ExtraBiomeXL biomes? Those similar to the vanilla ones where they are set to spawn? I just recently started a new world using ExtraBiome and I'm wondering if I will have trouble finding those ores.

    Thank you!
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from nworB_cirE

    Somehow your config file got... broken. I'd say cheat back the stuff you lost, but for future reference, always keep a copy of your config.


    I have a copy, I actually made a backup of the whole .minecraft folder before updating.

    I use magic launcher, usually when I update I just update the jar and switch old mod versions for new ones. This time, because some of the mods were creating "ticking screen" errors (one still does so I decided not to use it for the time being), I decided to completely wipe out all my .minecraft folder, except for my worlds and my Rei's minimap info since there were some config files there that dated 3 versions back from mods that I was no longer using.

    I'll try replacing the newly created Railcraft config files with the old ones.

    EDIT: Worked! Thank you! :D
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Hi there,

    I just updated my minecraft from 1.4.2 to 1.4.5 today, alongside with Railcraft and a few other of my mods. All works fine and dandy except a few things, all currently related to Railcraft. I have 2 worlds that were created previously, and my issues come with RC items that were created in those worlds before my update:

    All my coal coke is now steel helmets
    My tanks previously filled with creosote oil are now filled with undercutter cart
    Stacks of sulfur are now stacks of steel boots
    Various steel tools became bore heads (I wonder how well this sharpness II head is gonna fare...)
    And now I have stacks and stacks of controller anre receiver circuits (I forgot what those stacks used to be)

    These are just the few things I've noticed were transformed.

    I ran a few tests... coke ovens produce the right sort of things, freshly mined sulfur is just fine, etc. In other words, everything works fine except all the stuff that already existed.

    I never dealt with ID conflicts before (I assume this is one), I'm not sure how to fix it. I could cheat my way into replacing most of the stuff using NEI, trashing the old stuff and getting back what it should be, but I'm not sure what to do about all that oil in my tank that I was keeping to create a massive railroad empire...

    Help?
    Posted in: Minecraft Mods
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