I don't want to link all my accounts. too bad this means i will delete my account for good. have a nice day.
- Pvt_Pirate
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Member for 12 years, 11 months, and 1 day
Last active Sun, Apr, 5 2020 11:53:56
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Oct 19, 2017Pvt_Pirate posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
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Feb 15, 2012Pvt_Pirate posted a message on New Snapshot to Come Early - Teaser Info Releasedgreat job changing the height might finally allow me to build towers/fortresses on the mountain peaks.Posted in: News
the good old block-ID problem has finally been solved more mods and hopefully more compatibility
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minecraft 1.8 contains sponges, but i havent ever found any ingame (naturally generated).
finite liquids was a memory hog because the mod did way more than only water.
having too many features in one mod can result in unnecessary calculations (even if the mod has to check if the feature is enabled, that causes CPU load, if the mod tries to start the feature 1000 times each second).
more features also mean more potential compatibility issues and more problems for users who dont like fiddling with config.ini files to find out what is needed and whats not while it also can result in two players with the same mod not being able to play in MultiPlayer because their configs are different.
i loved the volcanoes btw, but the worldblockphysics, realistic falling trees and whatwastheotherone just were too much.
i advise you to look into the two other liquids mods and see for yourself. maybe there are parts that can help you and other parts that show you why something is a bad idea.
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the most correct value would be 48. but noone here would understand why, as i had to do a little research to understand it myself:
(Picture linked from: http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#Choosing_a_Good_Site)
on the left(marked as "local"), a 4x4 embark site is selected, while each
of those symbols represents an area consisting of 48x48 "map tiles"
and each of those map tiles is almost equal to 1 MC block if ignoring "z-levels".
each squareon the region map represents 16x16 symbols on the local map.
this tool converts the symbols from the local map (but for the whole world as it seems) into minecraft blocks.
so one square on the local map has to be multiplied by a factor to actually create a river and not a 1 block wide something.
but that's not what i'd hope for:
if one could actually export a world with all embark sites, where 1 maptile means 1 block, that'd be what i expected when i first read about this tool.
i'd generate a tiny or small world with maybe 100 years history and have a surrounding for MC so huge, i'd never be able to finish crawling all the dungeons or gazing at all the amazing sites the civilizations built.
i honestly think that converting each DF maptile into a 5x5x4 or 5x5x5 MC section is the only acceptable way as every maptile has a walkable height(at least 2 blocks in MC) plus a floor. i prefer having a ceiling height of 3, so that leaves me with 4 blocks height including the floor.
now there's another problem to take into account: everything has to be accessible from all 6 directions.
so even if i could build a stairway within a 3x3 section, it wouldnt be accessible from all of those directions, unless there's additional room around it, which isn't always the case, nor needed in DF.
so after fiddling around in creativeMC, i built a few "structures" to show what i consider useable for this goal.
every map tile converts to a 5x5x4 section, which is accesible by all 6 directions and completely safe to walk.
the doors either will look odd/silly, but there are few ways of creating a doorway that works no matter which direction you create it.
of course that would make even smaller dwarven outposts look like epic halls, but otherwise you'd have impassable walkways, stairs, doors, ramps etc.
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i like this idea. i began playing DF yesterday and i was stunned about how much detail is created along such a world.
i sure would love to see that in minecraft.
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of course the pipes and pumps in finiteliquidmod were great, but if this mod gets expanded with the pressure system and pistons can raise or lower pressure, it will be quite easy to create such with vanilla blocks without the need to add any new blocks to the game and that's what i'd prefer.
maybe someone can create a totally optional pumps and pipes addon later.
if it creates puddles during rain (like finite liquids mod), lakes and rivers will form. the riverbeds will sometimes carry more water, sometimes less.
and it's finally dangerous to walk along a wadi (dried riverbed in the desert).
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okay, so if this script is active, i could just push water upwards with pistons? what about sideways?
that way i could build more efficient pump-systems.
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oh, okay, my fault again ^^.
thanks for picking up the mod.
actually the 4 diagonals were just because it was difficult to calculate or something.
it was just not implemented yet, because it was merely a study of what's possible.
so if you can correct the diagonals, that'd be awesome!
and if pistons can push water, i could build pumps where needed.
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oh that's embarassing.
i just went to forge and on 1.8 there's versions 1491 and 1493.
i already used 1450 for 1.8 shadersmod, so i thought everything with a higher build will be for 1.8+ too
also what programs do i need to compile your repository with?
excerpt from the changelog of 1492:
so that's what now hinders compatibility between the two mods as cofh also wants to change fluids and what ever is loaded first gets to do so, while the other is locked out.
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so, Keybounce, can i use your version with MC 1.8 ?
do i have to compile the files or are they ready for playing?
i just opened the 1.7.10 version, deleted/overwrote its content with yours, so i basically emptied it and copied in your files, so they form the same folder structure.
yours has two "mcmod.info" files - i used the one from the "bin" directory.
will this work with 1493 too? because 1492 isnt available for download anymore.
maybe i did something wrong, but it just won't show up as active plugin and doesnt work: water behaves like vanilla.
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where can i find the github of this project?
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Sorry, i should've been more precise:
i had to use 1.8 instead of the newer 1.8.8.
your mod works perfect.
i wish they'd update forge to a newer 1.8.x version, since 1.8.0 produces an unbearable amount of lag and low FPS, which renders the game almost unplayable.
or is this version of forge compatible with all 1.8.x versions?
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@Leafy: Sorry, i misinterpreted a few things, as they just sounded as if you wanted to run the mod on the server:
"I am trying to run this with my tekkit classic server"
"I'd really like to use this mod for the server"
It's too bad, that i don't know how to interpret the logfile either.
I hope you get the help for this problem.
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First Sentence in the Openeing post should answer the question completely:
This means that the mod is not to be installed on servers as it it sufficient to install it on your client
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without any explanation on what is done, this video is absolutely useless to me.
i need to know the following:
- a complete list of all needed software
- a complete step by step tutorial from conversion of the sound files, assigning the files and packing them correctly
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yes, it would be cool, but how do you specify this correctly, so it doesnt play unintended?i know:
condition one: 3 cross structures with maximum x blocks of eachother
(condition two: at least one GoldBlock within x blocks range of the centre of any of the crosses) or is condition one already sufficient?
this way you don't need to have any too rare conditions
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well, my idea was to use already existing triggers and replace/expand on the sounds played at those triggers.
i currently can't think of any new triggers to build, except religious symbols (e.g. crosses) but i don't want sounds played at every occassional "cross" structure that might randomly get created by the worldgen.