MC forums is very veird thing I must say. At home I use Firefox browser and it lags horribly. Even if page has minimum images, low-resolution images. But if I use Chrome - everything runs OK. But there was a time when it worked fine on Firefox for a month. Apparently, they've "fixed" something when noticed that it started work properly
And regarding Imgur albums - yes, I see them not work properly too. Shame on those MC forums developers!
I logged in just to post my admiration of this mod. This is so well-done, every single thing has point. And those swallowing plants and pits? Dude, that is AWESOME! And spider nests in roofed forests? Spooky!
Oooh neat! by the way. the bug only happened on latest deeper caves; older versions are unnafected. Just saying so you have a bit more of information...
I think that this bug is not from the Valiec's side. Have you tried to update CoFH core yet? I'm curious if it is it to cause such inconvinience.
I just tested it in Forge 1558 and I did not encounter any issue. Specifically, I was able to pick up a liquid in an iron bucket and place it again, then pick it up and place it once more. I also tested that the fluids did what they are supposed to (e.g. you can drown in water, lava hurts you and sets you on fire).
Are you using any other mods or can you reproduce this issue with just DeeperCaves installed?
Yes. 120-something
But no worries! I've made my research, and found out, that it was CoFHCore-[1.7.10]3.1.2-325 causing a glitch. I simply downloaded the newest version for 1.7.10, which is CoFHCore-[1.7.10]3.1.3-327. And everything is fine now! Vanilla buckets do work properly now.
I've had a problem since the latest update. Whenever I try to get water/lava in an iron[/b]
bucket, it "grabs" the fluid, but gives me nothing in return (the
bucket is still empty. OR shows the fluid, but when attempting to place
it, it places no items. In other words... seems that your fix indeed
fixed bedrock buckets, but bugged/broke iron one.
Edit: I can't reproduce this.
That's bad, because I have the exact same bug as this guy. It got fixed after I've removed DeeperCaves. Maybe it's dependent on Forge version? I play on 10.13.4.1558
Only NPC system of the mod is useful. Having custom workers on my fields run around and do stuff is aesthetically pleasing. Automation system... barely useful, becasue placing of it's functional parts is messed up. But worst of all is crafting, it is buggy as hell
Well, everything looks awesome to me! Just as always. Glim
However I could not to notice that in "crystalline" version of redstone, cross-sections sparkle too fast. Yet - the sparkle effect is awesome, man! I haven't seen something like this anywhere. Most of textures are just bright red and dark red...
You've made my day brighter
Also, when do you plan the release? Is there some approximate term?
So yesterday I've discovered laaaarge ravine system in my world. And I've noticed naturally generated pipe systems. Limited time did not allow me to investigate it further, but am I correct to suppose that it is just some naturally generated pipes, to add on to the atmosphere? 'cause they do it pretty well))
Accept custom vegetation? RTG generates content from other mods just fine. Or do you mean RTG should *add* some new custom vegetation? If so, do you have any suggestions?
There is a lot of people here, or on planetminecraft website, who make creative worlds with "kits". Kits are usually used by WorldEdit users, to paste in their creations. Some kits are about vegetation and things like that.
What I propose is an ability to insert custom vegetation into mod's generator, so custom things will generate naturally. Let's say, I've built some awesome looking trees in creative, and want it to generate in my survival. So I go, make a schematic of some sort, and via commands (or config magic) I add these trees into generation cycle. Of cource, I will have to define rarity, biomes and things like that manually.
As I understand actual situation - RTG's custom trees are hard-coded in the mod. But what if we could remove one trees, and change them to another? Like with the textures for blocks?
Also, here's an idea for developers. Can you guys make it so your mod had an ability to accept custom vegetation and insert it into generation? Of course, vanilla blocks only for the first time, but still. This would add very big variety to people's worlds, like ctm-textures do in resource-packs.
0
This resource pack soes not have normal maps for it's textures, but apart with that - it does not interfere any shaders.
However, why even bother with shaders, when you have Glimmar's Steampunk? Jusk look at the sunset
0
Glad to hear you're allright, Glimmar!
MC forums is very veird thing I must say. At home I use Firefox browser and it lags horribly. Even if page has minimum images, low-resolution images. But if I use Chrome - everything runs OK. But there was a time when it worked fine on Firefox for a month. Apparently, they've "fixed" something when noticed that it started work properly
And regarding Imgur albums - yes, I see them not work properly too. Shame on those MC forums developers!
0
I logged in just to post my admiration of this mod. This is so well-done, every single thing has point. And those swallowing plants and pits? Dude, that is AWESOME! And spider nests in roofed forests? Spooky!
0
I concur. Only the latest version has this.
0
I think that this bug is not from the Valiec's side. Have you tried to update CoFH core yet? I'm curious if it is it to cause such inconvinience.
0
Yes. 120-something
But no worries! I've made my research, and found out, that it was CoFHCore-[1.7.10]3.1.2-325 causing a glitch. I simply downloaded the newest version for 1.7.10, which is CoFHCore-[1.7.10]3.1.3-327. And everything is fine now! Vanilla buckets do work properly now.
0
That's bad, because I have the exact same bug as this guy. It got fixed after I've removed DeeperCaves. Maybe it's dependent on Forge version? I play on 10.13.4.1558
0
Only NPC system of the mod is useful. Having custom workers on my fields run around and do stuff is aesthetically pleasing. Automation system... barely useful, becasue placing of it's functional parts is messed up. But worst of all is crafting, it is buggy as hell
1
Well, everything looks awesome to me! Just as always. Glim
However I could not to notice that in "crystalline" version of redstone, cross-sections sparkle too fast. Yet - the sparkle effect is awesome, man! I haven't seen something like this anywhere. Most of textures are just bright red and dark red...
You've made my day brighter
Also, when do you plan the release? Is there some approximate term?
0
I doubt those above were sea lanterns. More like becons to me
1
Bookshelves... aw yiss. Such a delight for such a library worm as me Can't wait to get my hands on these
0
So yesterday I've discovered laaaarge ravine system in my world. And I've noticed naturally generated pipe systems. Limited time did not allow me to investigate it further, but am I correct to suppose that it is just some naturally generated pipes, to add on to the atmosphere? 'cause they do it pretty well))
0
There is a lot of people here, or on planetminecraft website, who make creative worlds with "kits". Kits are usually used by WorldEdit users, to paste in their creations. Some kits are about vegetation and things like that.
What I propose is an ability to insert custom vegetation into mod's generator, so custom things will generate naturally. Let's say, I've built some awesome looking trees in creative, and want it to generate in my survival. So I go, make a schematic of some sort, and via commands (or config magic) I add these trees into generation cycle. Of cource, I will have to define rarity, biomes and things like that manually.
As I understand actual situation - RTG's custom trees are hard-coded in the mod. But what if we could remove one trees, and change them to another? Like with the textures for blocks?
0
Theese do look good! I support!
Also, here's an idea for developers. Can you guys make it so your mod had an ability to accept custom vegetation and insert it into generation? Of course, vanilla blocks only for the first time, but still. This would add very big variety to people's worlds, like ctm-textures do in resource-packs.
0
AFAIK there is "native" wupport for BoP in RTG. But it could be somewhat partial.
Also, how BoP's terrain is different from vanilla?