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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    The email has been sent, level.dat and screenshot included. I hope it is of some help!

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Sure, where can I send it to? I also tested it after converting the modpack to a normal minecraft installation, and using a couple of other modpacks, but to no success.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I used to use the Primordial Desert generator way back in the Beta days of Minecraft, and I loved it. I'm looking forward to using it now, but for some reason the Worldmaker executable crashes whenever I try to import a modded world's level.dat. It's a 1.7.10 modpack, Another Way to Start on the Curse launcher, which is fairly large.. Is there some limit to how large of a modpack the generator can support, or does it simply not work with 1.7.10 packs? Or is it because of the file structure that the Curse Client uses for minecraft that's making it unable to find the related data?

    Posted in: Maps
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    posted a message on Jewelrycraft 2 - Customizable magic jewelry that render on your player, curses and more!

    Are there plans for cross-mod interaction with other mods, such as using the gemstones from Biomes o Plenty to set into rings, or to be able to equip jewelry in the Traveler's Gear / Baubles ring and amulet slots?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Would it be possible to get a brief rundown on how the .tml file formats work, or a reference to a previous post that has already explained it if one exists? I'm hoping to find out how the weight, embed_into_distance and all those other features work, and 139 topic pages is quite a bit to sift through.


    --Edit--

    Nevermind, discovered the documentation folder after downloading the mod. Was previously trying to create some exploration features for the Regrowth modpack, which unfortunately doesn't include the folder in question.

    Posted in: Minecraft Mods
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    posted a message on [1.8.0] Tails - A bunch of different tails, ears, wings and muzzles to enhance your character
    Are there any plans to add custom facial features / snouts as well? As much as I like More Player Models, the stuff in this just looks infinitely better compared to it.
    Posted in: Minecraft Mods
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    I've been having a bit of a problem. I recently updated my Minecraft to 1.7.10 and got the 1.7.10b version of this mod, but for some reason using any body parts that don't pull textures directly from my skin file causes all body parts below that to use the default Steve skin. Also, on my server, all other players will appear as a Steve-skinned version of their normal model.. This happens for the other people to play in the server as well.
    Posted in: Minecraft Mods
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    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]
    I'm currently using the 1.7 version, but I'll try removing the number anyways.

    --Edit--
    That worked perfectly, thanks for the help!
    Posted in: Resource Packs
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    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]
    Thanks for the replies, I've since gotten the pack downloaded.. However, I've run into a bit of a problem.

    Whenever I use this resource pack ALL of my grass in the game is a white-ish gray in colour. I have the latest version of MC Patcher, the latest version of Java, I've done a clean reinstall of Minecraft several times and tried it with and without mods, but no matter what the grass is always gray. I keep Better Grass disabled and I've tried setting it not to modify swamp foilage and colours. I am using MC 1.6.4, might that have something to do with it? And if so is there a way to fix it?
    Posted in: Resource Packs
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    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]
    Does this resourcepack support Biomes o' Plenty, Metallurgy, Thaumcraft, Ars Magica and Tinker's Construct all for 1.6.4, perchance? And if not, are there any plans to provide support for any of these mods? My biggest concerns are with Biomes o Plenty and Metallurgy, both of which have a lot of world-gen features that only really work with the vanilla or vanilla-like resourcepacks. I could probably redo the ores for the other three on my own.
    Posted in: Resource Packs
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    posted a message on Roguelike Dungeons
    Having a bit of trouble with this mod, namely in that while it does load it doesn't seem to generate a configuration file. Is there any reason this might be happening?

    --Brief Edit--
    Going in-game and using the reload command generated the config. Strange, but it works. Thanks for the dungeons!
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Is anyone else getting a bug with the latest 1.64 version where the grass in the Ominous Woods biome is a really rich, vibrant green? I've tried it without a resource pack and it maintains this colouration.. It kind of subtracts from that sense of dread that should go with such a biome.
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Construction Mod v1.1 - A.O.E. Inspired Construction! Huge Update Beta Release!
    It would seem that, when using this mod in LAN servers, all players need to have the same building.txt files in their minecraft. Otherwise anyone opening a construction block with a blueprint for a building they don't have will cause them to crash.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Necromancy - sew your own unholy Minions together
    I'd like to report a bit of a conflict between this and Tinker's Construct. When attempting to run the 1.7.2 versions of both it seems that the blood blocks from either mod use the same identifier, that being BlockBlood. Would it at all be possible to change that for compatibilty? I wasn't even aware that 1.7.2 could still have block ID conflicts.

    --Edit--
    Noticed that someone on this very page had the same problem and fixed it by forcing Necromancy to load last in the mod order... I feel silly now. Time to finally try the mod on for size!
    Posted in: Minecraft Mods
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    posted a message on [1.15.1] The "BETTER THAN DEFAULT" resource upgrade - v2.6
    Finally got around to updating to MC 1.7, but I've noticed that the Connected Textures bit for side-grass doesn't seem to work.. Originally it was just a bright green as if I were playing in Fast Graphics mode. After going in and copying the overlay textures over top of the basic ones the side-grass is now just a bland gray in colour. Redownloading the pack and deleting the colour mapping files doesn't fix it either, which is quite annoying. Everyone that I play with uses this pack as well and report the same problem.

    --Edit--
    I got it working by deleting the CTM files for grass sides and grass side overlays. Unfortunately this means there is no variation with how the sides of grass looks, but there is no longer any ugly green/gray striping going on in the world. Also, congratulations on your new posting with Seeds of Andromeda! I've tried the demo versions of the game, really looking forward to when it's completed.
    Posted in: Resource Packs
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