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    posted a message on New chunk transition.
    However, anything before 1.7.2 had nothing similar in biome changes and therefore terrain generation as 1.7.2. So unless you build your worlds from scratch in 1.7.2; be ready for drastic transitions in your old worlds.
    Posted in: Recent Updates and Snapshots
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    posted a message on What is the one thing you dislike the most in 1.7?
    The worst part of this update for me... Having to wait for the mods I want to get updated. Games that change will always change. But the time I have to sit there and debate having to run MC or not, really sucks.

    /firstworldproblems
    Posted in: Recent Updates and Snapshots
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    posted a message on Custom NPCs
    Quote from Talidara
    The problem with item quests is that if you want a special item delivered, you have to make a dialogue quest before the actual quest, to give them the item they should be bringing to the other npc, as a reward. Not that it's that much of a problem, but it would be easier. About escort quests, I really have no idea what I'm talking about, this might be impossible to do, but just a thought: you could make the npc following you be a 'different entity' than the standing npc, then after you make them follow you, the new npc will spawn when the respawn time is over (as if it died), and when you're done with the mission the npc following you would disappear?


    For escort quests, it could make a marker system that you take the NPC through (via a coordinate map). The NPC should have health, so it can check their health as you go through the checkpoint.

    Also the NPC's have names and ID's as far as I know. If not, they should. This would allow NPC tracking for quests.

    Quote from Quantum_Blade
    I had a large number of mods, but I've narrowed it down to just custom NPCs and Doggy Talents. Something between them aren't *always* compatible. I'm guessing it might be some sort of entity ID conflict, but I'm not sure. When I try to create a doggy talents dog I get the following 2 lines in the log: 2013-10-30 14:47:07 [WARNING] [ForgeModLoader] Missing mod entity information for CustomNpcs : 3 2013-10-30 14:48:32 [WARNING] [ForgeModLoader] Missing mod entity information for Doggy Talents : 39 A full log is linked below. http://pastebin.com/k6YupJ0j Any ideas? If I have to choose between the two mods I'd probably keep custom NPCs, but I was really looking forward to having both on my server.


    Look for config files for those mods. Then change those entity ids to something different. Unless the warning for things that use the same ID is different.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] AMCO: About 150 of the best mods all working together
    MCP is the main gate on mods. Since 1.7.2 does a lot of work to change block ID's, MCP will take a while to come out in a fashion that works with 1.7.2. I am also sure anytime Mojang does a big change to how ID's are organized, or adds more ID's, MCP takes longer to come out.

    Somewhat surprised the peeps behind MCP weren't pulled into Mojang. Same with Forge. It would make the MOD API work really fast I think.

    I always watch for AMCO releases. With the new launcher, I should be able to setup myself a way to load AMCO builds and non-AMCO builds.
    Posted in: Minecraft Mods
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    posted a message on 1.7 Rushed?
    I have ran into some issues I thought were pretty bad and basic. Like grass spawning in the air, or animals spawning in the air (usually where there are bits of terrain over a lake/pond a few blocks of air below.

    Also it seems terrain isn't rendering as quickly as it used to. Before, in creative mode, if I was looking down while flying, it would always render what was below me as I flew over it. Now I can fly for a very long time over nothing and it will take minutes for the game to render all the terrain leading up to me. And my machine is not exactly weak.
    Quote from WilchHabos

    I can see by some player's reactions that the general mood on this subject isn't a very positive one. I'm surprised that Mojang haven't addressed the issues, or even acknowlegded them; I guess I shouldn't be that surprised though, what we have is whatever the devs could do before the deadline, anything else is going to have to wait until after Minecon it seems.

    Was thinking of getting a six month server subscription, so I can host a server from there; I don't want to waste £60, if it turns out Minecraft runs no better from it. If anyone could give me any feedback in this regard, that would be great...


    The games stability wouldn't be a mitigating factor for getting a dedicated server sub to host a MC server. The hosts up and down speeds are going to be your bottleneck.

    If you want to host a dedicated server, I suggest getting it all modded up the way you want, then using a tool that pre-generates the terrain (using the games math); so the server doesn't have to generate the chunks and then send them out.
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.10] Tubes! (2.0.5) 9-Nov-2014
    Quote from Schmoller

    I have confirmed this, I will fix this immediately. Thanks
    As for plastic, I do dislike the milk method, but I chose it for lack of better options without having to add worldgen.
    If anyone has any ideas of a better way to make plastic with vanilla items only, then I'd be glad to consider it.



    Thanks, and absolutely. I already have a few more neat tubes planned, but I felt that I really wanted to get this out here so I pushed them back.



    Thanks for the spotlight. The issue with the filter was because items traveling in tubes will take the shortest path, so the path through the filter was a longer path which is why the items avoided it.

    I see you found the injection tube too. That one was going to be in this release, but an issue with forge multipart prevents it from working in its full capacity, so I disabled the recipe for now.


    A recipe for the plastic:
    Water, Clay, Sugar, charcoal/coal?
    Posted in: Minecraft Mods
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    posted a message on DivineRPG 1.5.2 NOT MOD JUST INFORMATION
    Annnd 1.7 is right around the corner! O.o
    Posted in: Minecraft Mods
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    posted a message on 1.7 Pre-Release: "The Update That Changed the World"
    Has anyone noticed the lack of a Y ceiling? Last I recall, you couldn't go above 256.....

    Ok, still can only build up to 255. But odd I can fly higher. Oh well.
    Posted in: Minecraft News
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Looks like 1.7 is coming soon. Hopefully it doesn't ruin all the work you guys have done as so far.
    Posted in: Minecraft Mods
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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Most 1.6.4 mods I go to install fail. Is there a version list so we can get older versions if we want them?

    Edit: NM, I went to download and saw a list. LOL
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Do you think there would be a way to define/limit their building footprints? I would love to have my own building nearby and work with villagers, however, they like to cut up into the terrain I want to habituate.
    Posted in: Minecraft Mods
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    posted a message on MapWriter - An open source mini-map!
    Quote from mapwriter

    Update: MapWriter 2.0.11

    Download: MapWriter-2.0.11.zip (for Minecraft 1.6.4)

    Changes:
    • Death markers now work again (thanks to Christian Ehrhardt for the code).
    • Added GUI option to configure max number of death markers (0-10).
    • Death markers are now named the date that you died (e.g. 20130926_0956 for 26/09/2013 09:56).


    Not at the moment but it shouldn't be too hard to add. I'll see what I can do.



    Yeah importing waypoints from Rei's has come up before. It's on my to do list :)



    Thanks for the report, it seems the region clean up code is still not working properly. I'll try making the mod close all regions from one dimension before loading the next dimension in the next update.

    For now I have increased the max loaded region count from 64 to 128 (64 was a bit low), which will hopefully reduce the occurrence of the problem.



    Yes I will. I hadn't realized that 1.6.4 came out until I read this, so thanks for the news.



    No worries :)

    Just in case you didn't know, MapWriter does have a sort of underground "cave viewing" mode (accessed by pressing 'n' twice in game). Some people see it as being a bit cheaty.

    I hope version 2.0.11 works well with the other mods in your mod pack.


    Thanks for looking into it. I was figuring that was what was happening. If I run into it, is there a place I can manually dump files from to help clear it up, or is this all in runtime, and not something in the folder structure that I can with?
    Posted in: Minecraft Mods
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    posted a message on [Guide Included] Portforwarding Megathread: Post your Port Forwarding questions here!
    Quote from Poweruas

    Just a suggestion or whatsoever, I made a video on how to port forward windows firewall, so that anyone might get it clear on what to do and how to portforward windows firewall, cause it seems Windows firewall is a HUGE thing people always disregard, so might wanna watch this video. Well. This is all I can help. hope this helps :D

    [media][media][/media[/media]]


    Do you have something that can help people like me, where router A has to be dynamic, and router B is where the game will be served from?
    Posted in: Server Support and Administration
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    posted a message on Minecraft 1.7: I am not optimistic.
    I am fine with it so far. There have been repetition, but I am liking the beaches, similar climates, etc. I have seen about a dozen different ones though. Just try some new seeds.
    Posted in: Future Updates
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    posted a message on If Jeb gave you 1 thing to add in minecraft what would it be?
    Quote from Chefbarbie

    Mod API

    +1
    Posted in: Future Updates
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