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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Are you sure your RAM settings haven't changed? If it is suddenly using a lot more RAM, it seems likely to be relative to the total available rather than an absolute value. I take it you have removed Optifine and the memory usage is back to normal?

    Posted in: Minecraft Mods
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    posted a message on Mojang, please fix Biome Depth Weight in Customized World type

    If Biome Depth weight is above ~1.12 you see these structures in the transition between ocean and deep ocean


    If it's above ~1.99 you see them on the transition between a shore biome (Beach) and ocean.


    Biome depth weight is a very useful control for altering features on a per-biome basis, but the range available without provoking serious weirdness (0-1.12) doesn't really do much.


    I understand some value is going out of bounds and results in really tall parts in the transition between these biomes, because they use a lot of depth to join them together, could we at least get some bounding on it?


    Cheers.

    Posted in: Suggestions
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    posted a message on "Superior" Customize Presets

    Since 1.12, most of my favorite terrain generator mods haven't been updated, so I decided to take a shot at making a great custom preset for single player, cooperative and competitive play as a base world. I've nicknamed it the "superior" preset simply because it's not exactly realistic; I didn't really go for "realism" so much as a went for capacity: more distinction in biomes, bigger mountains, wider rivers, hills that are round, etc; an attempt to "amplify" the world without ending up with bubble-mountains. It's a modest success, from my playtesting.



    {"coordinateScale":200.0,"heightScale":100.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":2000.0,"mainNoiseScaleY":2000.0,"mainNoiseScaleZ":2000.0,"baseSize":9.0,"stretchY":10.0,"biomeDepthWeight":1.12,"biomeDepthOffset":0.0,"biomeScaleWeight":5.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":70,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":5,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}


    Note that mineral settings are arbitrary on that, I've been using mods that disable vanilla oregen for everything but emerald.


    I highly recommend adding Climate Control (Geographicraft) if you're playing forge, as it widens the rivers even more, gives you big beaches, and in particular it's nice to enable the banded climate (at something around 20--) since that will give you a certain direction to head to find cold or hot biomes. (It also avoids weird combinations that sometimes arise even with Minecraft's regular climate zones.)


    Additionally, since Climate Control controls biome and river size, those options won't do anything anymore in the preset; make sure to set the Biome Size to 5 (half-way between "large" and "normal".)


    In my screenshots here, I have a few other mods enabled; it gets pretty bulky.


    Also interested to see anyone else's experimental results.


    I just attached two further screenshots, which show what it looks like with Vanilla 12.2. I think the rivers may have some width issues, but I'm almost more impressed with the shape of the terrain.

    Posted in: Discussion
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Folks, I can't seem to find the answer anywhere, so here's the question:


    How do you register new items to emit dynamic light? For instance, PrimalCore adds some torches and disables the vanilla ones, but Optifine doesn't recognize them and thus they do not emit light. The "dynamic light" section of the info doesn't have an "info" link and I can't seem to find any properties files (I also don't see a config dir for optifine, but that's another question I guess) which declare which items, when held, emit dynamic light.


    I think this question has come up before in the thread (from what my long searching revealed) but has never been answered. If so, just point me there.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Quick question: does Climate Control (Geographicraft) affect 1.12 worlds generated with Minecraft's built-in "Realistic" world type? My testing seems to suggest it doesn't, or that some features don't work. As someone's signature has "realistic" in it, I ended up needing to search this thread manually and don't have time for that.


    I've turned on banded climates which seems to work on the default world type, and when in "realistic" world type if I tweak the banded offset down (-'s) I end up in warmer climes (sort of) and when I tweak it up I end up in cooler climes (sort of.) I have wide rivers and wide beaches active as well as frozen icecaps.


    For reference the world save DOES generate a geographicraft "worldSpecificConfig" folder and dimension 0 (overworld) is included in the "included dimensions" list.


    EDIT: After digging, seems that this is Quark's addition. Doesn't look like it is presently supported. Thanks for your patience.

    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    Hmm. is there any good way to find out what the resolutions or aspect ratios of various GUI assets are? The title card is a little counter-intuitive... I'm not sure what exactly it is doing, to be honest. It looks like the bottom half of the image is used in a separate quad that can be overlaid over the first, but if there are certain resolution restrictions or aspect ratio restrictions I'm not sure exactly what they are. I will probably just mess with it until I get it to work, which is what I've done with most everything; it would however be nice to have a bit of info on that, as the wiki is pretty vague.


    It also doesn't mention, but in order to actually change the title card you have to edit the betterquesting object itself and change the image that way. I only realized this indirectly: the fact that the wiki page tells you what the syntax is indicates it's going to be somewhere in code, and the first place to look was on the settings-gear control on the main splash page.

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Holy heck brother, the maze generator is *fantastic*. I noticed it was a little sluggish when I tried to generate some rather complex mazes; I'm not sure if it's the automata getting locked trying to resolve complex trees or the world modification that causes it.


    One thing I'd like to share is that having JourneyMap installed (or some other minimap) is a huge help, and realizing that maze generators generate from the North-West to the South-East (you'd figure that out if you butted your head against the problem enough.)


    Is there any point to disabling the "on spawn" on the command block for Generate Maze? I noticed the pyramids have it disabled, which seems curious to me.


    EDIT:


    Welp, just killed minecraft with one particularly gnarly generator that creates 24x24 towns with buildings that have interior rooms. Hue, hue, hue.

    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

    ther are any ways to use RTG on a Minecraft Bukkit/spigot server, or pre-generate a massic amount of chunks to use the map on a server?

    Or How about making a RTG-Plugin for Bukkit/Spigot, that would be awsome :).


    There is a mod: Progenitor - which may be of some use to you
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Questions:


    1, how do we use tinker's tools in craft-tweaker recipes? When I put them a recipe (i,e, <tconstruct:hatchet> it just shows a White item with no stats. Is it possible to specify a tinker's item using metadata, such that I could (for example) require a flint-headed axe for some recipe, iron-headed for another, etc? It seems like it might be complex, but I've no idea. More than this, it does seem that ModTweaker only supports modifying aspects of tinker's tools and doesn't say anything about, for example, putting a tinker's tool in a variable and specifying what materials it is made of, and then using that for a recipe-ingredient. (That seems the ideal case, moreso than simply using metadata.)


    2. Will knives be brought back ever? I find them useful in recipes; at the moment I'm forced to just use the knife-blades.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Broad mining tools like lumber axes and hammers have reduced mining speed which compensates for the fact they can harvest multiple blocks at once (in the case of the basic hammer, up to 9)

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Seems it was the same issue as the other guy experienced. I think I may have a patch in github for the issue, check it out to see if you think it's right. I'm not sure the rules for contributing to recurrentcomplex, so I forked and made a pull request back into your master branch with the patch (one file, two changes.)

    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

    Seems like at the moment you could just disable RTG's volcano generation and add that biome in, instead. Don't think you'd get the same result, quite...

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    I did eventually muddle through and figure it out. For a programmer, it's a little weird needing to use minecraft as your IDE, but it works well enough.


    1: As it suggests in the wiki, find the offending structure and sit on it, and type "/#whatisthis" (good so far!)

    2. instead of changing general config to forbid the structure, do '/#edit [structurename]' (in this case, it was StoneIceBoulder[x])

    3. Going into Generation > Natural > Biomes and customize the generation (in this case it was a preset, "Snowy Overworld."

    4. Changing the line that says weight 0 for !$SNOWY | !$COLD to add | id=frozen_ocean (when the line turns green the syntax and symbols matched.)

    5. Saving that new change to a new preset (id of snowy_overworld_no_ocean)

    6. Save the structure, it will end up inactive

    7. Copy the altered structure into the active dir (it was saved into inactive) and when you restart, it will override the structure included with the mod.


    One thing that galled me was that although $WATER matched to weight 0, adding 'WATER' to frozen ocean's Biome Dictionary did not seem to forbid the structure from spawning there. I'd have thought it would match to the first rule and assign that weight, but it didn't seem to work in that case.


    I've run into an issue where I cannot save the inventory generators to disk. Here is what I'm doing, so anyone can see if I'm doing something wrong.


    1. (in creative) I put the items I want to put in the item generation tag in my inventory

    2. I add the "create new item generation tag" item to my hotbar.

    3. I rightclick with it into the air. This opens the GUI. I click on the items button.

    4. I assign two 'minecraft' items with a range between 1 and 64 to the tag and go back

    5. I assign a group ID to the tag and write it down for reference. The group tag has no spaces. (Is this required?)
    6. I assign a name to the tag, but it does have spaces (is this a problem? Not sure.)

    7. There are no dependencies to register, so I hit save.


    I then get an error that warns me it could not save into the inactive dir and although the inventory generator now shows up per the group id in the list of inventory amount and weight generators (white and black tokens respectively) when I check the directories in my .minecraft dir (.minecraft/structures/inactive for example) there are no new files added. Note that I didn't have issues saving presets or structures before, so I'm a bit mystified.


    Also, the wiki states that '/#biomedict' will give you biome information and this is incorrect as of the latest version. It's '/#biome types [mod.biomeid]' (tab autocomplete works.)

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Question: I suppose this was answered in this thread but it's very large and I did not see it addressed in the wiki.


    How may I use the config files (not gui) to alter the generation of the structures included in the mod itself?


    In particular, because certain other mods do not allow you to say what BiomeDictionary entries to check for for spawning their trees and other things, I had to remove OCEAN tag from the Frozen Ocean. The problem is that Recurrent Complex now generates a number of natural features in the middle of the frozen ocean! It's a cool idea which I'd like to explore, naturally, but it brought up this question which I can't find a good answer to. When I look in my structures dir, all subdirs are empty, so they didn't come in those dirs.


    From the wiki it doesn't make it obvious what I need to do in terms of files to write a file changing the spawn conditions for these structures; in particular, what Biome Dictionary type these big rocks are forbidden to spawn in (I'll add a new one w/ BiomeTweaker, a special one for frozen water sources.)


    Anyway, if this is answered elsewhere or in the wiki and I did not understand it, please point me there instead. I'm looking to be able to have these set in the configs so the server administrator doesn't have to fool around with commands. I'll keep noodling around in the meantime.


    Thanks!

    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

    The new WTF/RTG combo doesn't work for me. Specifically, creating a new world results in absurd memory usage (I tried it at 6g, still wasn't enough) and interminable loading. I had to downgrade. Might be a memory leak in either.

    Posted in: Minecraft Mods
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