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    posted a message on Geochests (v1.2.3) - Take the world with you!
    Argh, too many awesome options to vote on! And how is it that so few people have heard of this mod? I don't know how I lived without it before. And I only have one tiny chest.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Okay, this is a thing I've been noticing as I've delved deeper into custom configurations... changing a mob that normally spawns as a creature to a monster results in insane overpopulation. Take the Joust and Joust Alpha from Lycanites' Mobs: the Alpha is aggressive, so I changed it to a monster in the hopes of spawning less of them, and somehow all I spawn now is Alphas, with nary a regular Joust to be found. Likewise, I can override a creature's spawn conditions using JAS, but if I don't, strange things will happen. Slimes will spawn uncontrollably during the day in a Flat world, filling up the monster cap until they despawn.

    So, there's a learning curve when adding creatures that have native spawning behavior. Skeletons don't spawn in light unless you make them do so, and even a spawn weight of 1 is going to spawn out of control if there's nothing else to compete with it during the day(when monsters typically don't spawn due to high light levels).

    These are mostly just observations, no real question involved... but if anyone wants to suggest some spawning tags to keep the teleporting Wizrobes of Zelda Sword Skills from slaughtering me in my house regularly, I wouldn't turn down the suggestion.
    Posted in: Minecraft Mods
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    posted a message on Geochests (v1.2.3) - Take the world with you!
    Regarding entities and future plans to fiddle with capturing entities with the chests, have you had a look at Openblocks and their Luggage creature? I'm pretty sure the code is open source, and however they change Luggage from an entity to an item and back again might be worth a look. (I realize Minecarts do something similar, but they don't usually have a gamestate to preserve like Luggage and its contents).
    Posted in: Minecraft Mods
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    posted a message on Geochests (v1.2.3) - Take the world with you!
    So far, I've successfully used a Tiny chest to move a 3x3 block of filled, locked JABBA barrels and some half-full Openblocks tanks filled with XP... worked like a charm. But my favorite move had been the entire 3x3 Railcraft Coke Oven while it was halfway through processing coal. Everything moved without missing a beat, and the oven continued processing the coal into coal coke and creosote oil as if it never moved. Looking forward to trying Buildcraft pipes and IC2 Machines when I get some more resources, as I have the latest development builds of each(Same with Openblocks).
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from Dulciphi»

    Welcome back Pam. Hope you're feeling better.

    I'm trying to add support for Harvestcraft foods to AncientWarfare2 configs -so that my NPCs can enjoy all your yum dishes- and I'm wondering, what the best way to do this? Is there an easy way to get a list of all food?

    I was working on the same with Lycanites Mobs and the vegetables. There's a core mod(bspkrcore or something like it) that generates a file called UniqueNames.txt. The names ending in Item are what you're looking for.
    Posted in: Minecraft Mods
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    posted a message on Geochests (v1.2.3) - Take the world with you!
    I recently saw a mod showcase for this on The Diamond Minecart, but I'm not sure how recent the version was. Do the chests pick up entities, or is that a limitation/future feature still?

    Also, has anyone tried using the chests on IC2 or Buildcraft setups? I'd be willing to be the guinea pig and report my findings if no one else has given them a try.

    Wild idea for a future update: a Geochest that can be easily exported from one world save to another(similar to Buildcraft blueprints but without their block limitations).
    Posted in: Minecraft Mods
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    posted a message on Micro-Tools, Macro-Tools, and More! v3.1
    I actually just downloaded this mod this morning to try it out(I guess I missed the update by a few hours, heh).

    I'd highly recommend it for anyone like me who frequently runs out of pickaxes while branch mining and would rather spend less inventory slots on backups. The mini tools are something I haven't used, but I like the idea of something you can craft on the go without making crafting tables all over creation(if the mod added a small four-square raft to replace the boats I have to craft every time I reach a shore while exploring, that alone would be worth adding it to every mod pack out there, IMO).

    The cost of the macro tools seems a bit steep(although if I enchant a macro diamond Pickaxe, it might well be worth the cost), but I've been using a macro stone Pickaxe to save space while mining and it's worked out nicely in place of my 3-4 backup pickaxes.

    I look forward to seeing what else gets added in the future. One request though--stop giving armor drops to Zombies or make them rare. Twilight Forest has zombie spawners all over the place and it's a huge hassle to unload the dozens of boots(especially since I'm wearing magnetic armor from Falling Meteors).
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from techbrew»
    JourneyMap Client 5.0.0RC3 for Minecraft Forge 1.7.10
    (Release Candidate: November 5, 2014)

    Home | Download | Announcements | Release Notes | Wiki | Help

    The web map will show changes more quickly? Excellent. Your dedication to constant improvement has earned you another patron when payday rolls around. Your mod is the only thing that saved me from rage-quitting a world after I thought MCedit deleted the chunk all my stuff was in(Concapede spawning problem, don't ask). I was looking in the wrong spot, and without that waypoint beacon, I never would have known.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2/1.6.4] Jabba 1.1.3 : Just Another Better Barrel Attempt.
    I don't know if this is a bug or a feature, but ore that won't normally stack(Forestry Tin and IC2 Tin, for example) will stack inside a JABBA barrel. It turns them all into the same kind, not that I'm complaining. I only found out accidentally, so this is going to save me a whole lot of extra barrels on my ore storage.

    EDIT: Aaaaand that's why it's important to read the OP in its entirety. Feature.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Tiramo»
    Great mod, but is it possible to disable the event? Or make them more rare or something? I couldn't find any configs to change it.

    It's a separate config file in the lycanitesmobs folder. Look for lycanitesmobs-mobevents.cfg
    Posted in: Minecraft Mods
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