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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    After EB, what biomes are next? Are you going to be doing anything with BOP biomes?

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»
    Yep, their default biome weight is 8, which makes them 20% more rare than most of the other biomes. If you want to increase their spawn rate, try increasing its biome weight. (Fyi... the next release will have an upgraded weighting system, along with a way to choose the size of biomes... kinda ;) )

    The biggest issue is probably that most of the biome mods don't add many, if any, ocean biomes. And so with a lot of added biomes, it makes the oceans more and more rare.
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from DoroMull»

    Yeah, there are still no oceans (at least I didn't find any real)


    Oceans definitely are generated. They seem to be pretty rare though.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Can you add config options for replacing various stained clays you use? The biggest issue I have is with the cyan clay as some texture packs actually have it be cyan as the name suggests and it looks really out of place on a mountain in those cases. I'd much rather replace the cyan clay with some other variety of stone.

    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from White_Aurum»

    I occasionally crash when I right-click on doors.

    http://pastebin.com/dCLprNDv


    I also have encountered this error.

    I also get this crash from villagers attempting to open a door (presumably):

    http://pastebin.com/4ME07Z4c

    Posted in: Minecraft Mods
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    posted a message on Mad Science - Machines, items, and mobs to create your own laboratory! Science has no limits… and no bounds…
    Quote from DiamondDude634»
    Umm.... yah... I've been waiting... for like.... ever. I'm glad he's making games on steam. Checked both out, there awesome. But I expect this mod to be updated by May 25th. If it's not in 1.7 by then.... I give up on this mod. Sorry. Hey! I'm giving him 2 months and 17 days. Or 1 month and 17 days. Terrible at math....

    Good thing no one cares whether you use this mod or not. A mod author is doing you a favor by making his or her work available to you. You don't get to set deadlines for their charity.
    Posted in: Minecraft Mods
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    posted a message on Traveller's Gear
    Quote from BluSunrize»

    A note to users getting a crash upon opening the inventory:
    If you are using Mariculture version 1.2.4 or newer, that's your problem. That version of Mari is under heavy development and it's not yet supported as requested by its developer.

    Is this still the case? That was from a post in September, but I didn't see any mention of it changing in any of the update posts since then so just want to clarify whether that has changed.
    Posted in: Minecraft Mods
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    posted a message on Creative Blocks (creative building in survival for whitelisted blocks)
    Would it be possible to either release an alternate version or a version with a config option that does NOT allow the blocks to be destroyed in one hit? I love this mod as it lets me build cool things without totally ruining survival, but I've accidentally destroyed blocks soooo often with it that it's becoming a nuisance. I feel like my mighty mage tower is super fragile and don't even want to let other players near it since it's such a pain to go dig up the blocks used to build it from whatever chest they're stashed in to repair accidental damage.

    (Also it's a huge pain to have a fight near these blocks as everything is just destroyed right away.)
    Posted in: Minecraft Mods
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!
    Quote from michael__»

    A liqui-belt seems kind of weird to me, I think i'd better just make my own extra slot, not sure where to put it though. (GUI-wise)
    BTW, does anyone have any recipe balance suggestions. I recently tried using liquipacks in my own survival world, and found it to be pretty expensive on iron. I'm pretty endgame already so it didn't really matter to me, but liquipacks is supposed to be more early-mid game than end game.

    Ideally, I think I'd want it to work the same way as the backpacks in Better Storage do when configured to not take up a a chestplate slot. Essentially, there isn't a slot at all and you need to place it into the world to take it off.
    Posted in: WIP Mods
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    posted a message on The Spice of Life (encouraging dietary variety through diminishing returns)
    Trying to add this to Yogscast Complete Pack 2.9.2.4 for Minecraft 1.6.4. Running into some strange issues, though. It seems to work great for most food from vanilla, Natura, Magical Crops, etc. but several food items from Dartcraft and Mariculture crash the client as soon as they're eaten. Even more bewilderingly, attempting to scan anything with the thaumometer from Thaumcraft crashes the client with a ticking player error on the server. It looks like the mod may be trying to load client classes on the server? In the changelog it specifies that was fixed for 1.7.2... does that not apply to 1.6.4?

    Error: http://pastebin.com/KH7YfJXc
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from Jack_Kenseng

    1. I don't see a good way to pick the fruit off of a Harvestcraft fruit tree, because the Fruit Picker will completely destroy the fruit instead of letting it regrow. Think you could tweak this in a future update?


    This. I'd love to automate my orchard, but with it breaking the fruit I need to keep cutting down and replanting the trees.
    Posted in: Minecraft Mods
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    posted a message on Liquid Fuels [2.3.0 Beta]
    Quote from hephwins

    2014-02-01 00:48:01 [SEVERE] [ForgeModLoader] The mod RedGear|LiquidFuels (Liquid Fuels) requires mods [RedGear|Core] to be available

    *puts redgearcore.zip into mods folder and relaunchers server*


    2014-02-01 00:52:04 [SEVERE] [Minecraft-Server] Encountered an unexpected exception LoaderException
    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/IconRegister
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/IconRegister
    at redgear.core.fluids.FluidUtil.createFluid(FluidUtil.java:52)
    at redgear.core.fluids.FluidUtil.createFluid(FluidUtil.java:43)
    at redgear.liquidfuels.core.LiquidFuels.PreInit(LiquidFuels.java:122)
    at redgear.core.mod.ModUtils.PreInitialization(ModUtils.java:76)
    at redgear.liquidfuels.core.LiquidFuels.PreInitialization(LiquidFuels.java:165)


    Someone didnt test their mod in a dedicated server environment....


    If you really want this on your server and don't want to wait for an update, the older version using ChemCraft Core instead of RedGear Core works just fine aside from a few bugs I've had with disappearing buckets and flaky liquid meters on the GUIs.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from EzerArch

    I have a question:

    I'd like to know how to pump out liquids from the dynamic tanks. I can pump in, but I couldn't figure out how to use the liquids stored in it.

    Thanks in advance.


    They don't auto-eject the fluids. Attach Mechnical Pipe to a Dynamic Valve. In 5.x, use Configurator to turn eject mode on for that piece of pipe (turns it red). In 6.x, use Configurator to set the connection (not the middle of the pipe) to Push mode. Alternatively, BC waterproof pipes and fluiducts also work just as you'd expect.

    Quote from Redwuff

    We are updating our server, currently running with 1.6.4 with Mekanism 5.7.0, and are considering putting in Mekanism 6.0.0. What is not clear is what if anything this would do to our current world - have there been enough worldgen changes to make this a bad idea? What effects would upgrading to the dev version have on our current world, and is there a 'best' way to do so?

    Thanks,

    Redwuff


    I had been under the impression that it was only the piping/cabling that would need to be replaced. We ended up having so many issues (mostly rendering errors/ticking entity crashes) with the upgrade though on my server that we ended up removing Mekanism entirely and then adding it back in from scratch. I'm sure there's an easier way to go about it, but it was definitely worth it for all the new stuff in 6.0. I'd suggest making a backup of the world and then just see what happens when you change out the old version for the new.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Using the 6.0 dev version and definitely liking the changes. I do have a few suggestions, though:

    1) Make higher-tier unicables just a little less expensive.
    2) Badly need a better advanced solar panel model. Something that looks as nice as the small one.
    3) Ability to configure crusher/infuser/etc recipes. Right now I'm using EnderIO's SAG Mill and Alloy Smelter for most of my needs since I can really make sure all my mods are integrated and I don't need 3 different 'crushers' that are all slightly different. I'd really love to convert these last holdouts in my processing center to Mekanism though.
    4) Fluid pipes that aren't tied to a specific type of fluid. I'd love to have one mechanical pipe hooked up to my smeltery that auto-sorts my liquid metals into their proper tanks. Right now I can get that with fluiducts, liquid transfer nodes, or (with extra work) buildcraft pipes..... but not mechanical pipes.

    Also noticed a couple of bugs/crashes:

    1) Clientside crash with Galacticraft Oxygen Storage Module with Mekanism Pressurized Tubing hooked up. This did not occur immediately and I was unable to reproduce the issue later on. It left that chunk unloadable by any client though and I had to delete the storage module to correct the issue. Assuming this is on Galacticraft's side as they are not using the new API.
    2) Server crash with some interaction between chunk (un)loading, forge multipart, and mechanical pipe. I'll post a crashlog for this one on the bug tracker later tonight. It's happened multiple times but I can't /reliably/ reproduce it. All times it occurred very shortly after I teleported away from my base so guess was it had to do with part of the run of pipe unloading at the wrong time, but a chunk loader across the whole area didn't stop it from happening again. When I start the server back up, there's always a random run of mechanical pipe up to a chunk boundary that is "missing". Presumably that was the pipe that caused the crash, but after replacing it, it seems like a different run of pipe does the same so I can't tell what exactly is the common denominator.
    Quote from Xelanthol

    This mod is really cool but oh my god how f*ing hard can it be to find the download? The "Official Download Page" link to a useless blank spot. Jesus,


    1. Click link to official site.
    2. Click link to build server in second sentence under heading.
    3. Download.

    How hard can it be to find the download? Not very....
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    What mod is that crafting table from? But it sounds more like a concept flaw in that table, then, doesn't it? Being able to just not require buckets for a recipe that usually requires a bucket?


    It's probably the LiquiCrafter from MineFactory Reloaded. If not, that one has the same issue. Recipes that require a bucket generally give you back the empty bucket immediately so a crafting table that simply has internal liquid tanks and removes buckets from the equation normally works as expected and makes it easier to automate lots of things. I'm not aware of any other recipes from other mods that have the issue Grog has with it.

    That being said, I do agree with you that it's not really your problem. You aren't doing anything all that strange. Your recipe is basically just taking a bucket of one type and turning it into a bucket of another type which such crafting tables do not expect and do not handle well. For instance, a recipe Water Bucket + Blaze Powder = Lava Bucket would have the same "problem" of magical free buckets when you use the product.
    Posted in: Minecraft Mods
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