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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)
    Quote from xaero96»

    Wait a second. The mod works with Cubic Chunks now? Not sure how that is even possible. Last time I tested Cubic Chunks it didn't and I didn't even bother fixing it because of how much the Cubic Chunks mod changes :D
    I'll check out the y = 0 issue.

    Yeah, a lot has changed. Quite much of the own worldgen and world handling stuff from CC that caused issues is now injected into the vanilla stuff with mixin, increasing compatibility by a ton, because everything can still use all the vanilla classes (in theory) and it automatically gets redirected to the CC code. At least that's my understanding of it. Probably not accurate though xD

    Posted in: Minecraft Mods
  • 1

    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    This mod works great, even with Cubic Chunks mod (a mod that pretty much removes the world height limitation - both ways) - as long as the player is above y=0.

    I know its a niche problem really, not many people use it currently.

    But could you maybe create an option that is able to show caves below y=0 on map?

    Currently it seems like you find the stuff to show on map by searching down from the players y down to 0.

    A possible option would be a setting that instead searches down by a fixed distance (256 blocks for example) instead, and thus be able to detect caves below y=0 too.


    Of course, if you handle the mapping different that doesn't apply.

    I understand if it's too much work for a too small target group, but if it's not hard to implement, such an option would be nice :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Even though it's quite outdated already, I have a question for TC on MC 1.7.10.

    As far as I know, TC tools and weapons cannot be enchanted, but all stats have to be added by tinkering. Can this be avoided for third party enchantments, as they would be almost unusable otherwise?

    An example for this would be More Enchantments by Lithial. For me, it would be quite a loss if I couldn't use them.

    Worst case scenario: how hard would it be to add these modifiers to materials to tinker with as an addon?


    Thanks for the help!

    -Shad0w

    Posted in: Minecraft Mods
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    posted a message on Extended Enchants [1.6.2]
    Ok guys, here we go:

    My fixed 1.6.4 version with a config file included!



    Dropbox Download



    Please enjoy and give me feedback since this is the first mod(-fix) I ever published! Thanks.



    - Shad0w
    Posted in: Minecraft Mods
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    posted a message on Extended Enchants [1.6.2]
    So here I am again.

    First: Sorry for the double post. But since the time between the last one and this one, it seemed okay to create a new one for me. Also, possible subscribers will see this more probably.

    Second: Now for the real content. It seems as if the 1.6.4 version I created is finally working. The problems that occured for me were: 1. that I did not properly add the mod into my vm arguments so it was nerver loaded while testing
    and 2. that a class neccessary for loading the coremod was not implemented in the main class. This may have been a change in forge 1.6.4

    All left to do now for me is to compile the mod and use it. If Buggi (or Twinklez, as he is the maintainer of the 1.7 versions) approved of me publishing the version (or just taking the code and doing it himself, as I really don't care about credits for that little work), I can try to do so.

    - Shad0w
    Posted in: Minecraft Mods
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    posted a message on Extended Enchants [1.6.2]
    Hey there. Even though this mod is not developed anymore, I found the problem with 1.6.4: the obfuscated class names have changed since 1.6.2 and thus have to be changed In 1.6.4. Not all enchantments are affected, It seems as if the classes were just shifted by one letter or so.

    I'll see what I can do there and If I get Buggi's permission and if it works, I could give the fixed version to you.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Yeah! I solved the TreeCapitator Problem!

    That's what I did:

    I replaced
     tree.setString("logs", String.format("%d,0; %d,0; %d,0; %d,0;", q[0], q[1], q[2], q[3]));
    with
     tree.setString("logs", String.format("%d; %d,3;", BlockSettings.REDWOODQUARTERLOG.getID(), BlockSettings.NEWLOG.getID()));

    and it worked like a charm. Basically I just called the whole ID for the redwood quarter log instead of each single quarter. Probably this just was not up to date.

    Due to this, I'd also recommend using this system for the firs (don't know if its importanz as they still use the old generation):

     tree.setString("logs", String.format("%d,0; %d,1; %d,1; %d,1; %d,1;", BlockSettings.CUSTOMLOG.getID(), q[0], q[1], q[2], q[3]));
    replaced by
     tree.setString("logs", String.format("%d,0; %d;", BlockSettings.CUSTOMLOG.getID(), BlockSettings.FIRQUARTERLOG.getID()));

    Of course, using the old generation, fir trees do not need to be chopped down containing multiple sorts of wood, but still... Just in case ^^

    Last, I would ask you (the dev team) now, whether you would show the friendliness to push out a 3.15.8.1 version or so for 1.6.4 containing this fix.
    I mean, I can use my own fixed version for now, but I would appreciate using an official one, if you understand me. ;D

    Thanks for considering the fixes and the fixed release, and of course thanks for the great mod!

    - Shad0w

    (€dit: not doing this via pull request (or how that is called) because I have no idea how github stuff works at all)
    Posted in: Minecraft Mods
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    posted a message on Need 1.7.2 /1.6.4 Cauldron installer Please :(
    I do have a 197 verison somewhere too, but I sadly don't know where. I'll tell you in case I find it.
    Posted in: Mods Discussion
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia»

    We changed how the redwoods generate and they are much taller now....so I am guessing that treecapitator is doing what it does with the Natura redwoods which is only take down about 3/4 of the tree. I believe this is a treecapitator issue and not an EBXL issue since it does the same with other mods. I will talk with our guys and with bspkrs and see if there is a way to chop the entire tree down.

    Well, the problem is not that Treecapitator does not reach the top, but that only the trunk made of quarter logs is chopped down (but the whole way up). The distance upwards does not seem to be a problem, because in 1.5.2 I also used a modified version of ebxl with 1.5 to 1.8 times taller redwoods, and they were easily chopped down. Now (I'm using 3.15.8), when I chop down a redwood, the trunk made out of quarter logs is chopped and some leaves in a cubic form are removed too. But the outer leaves stay, as do the "branches", made out of single block. Because of these branches, the rest of the leaves is unable to despawn and half the canopy still hovers in the air.
    At some point, I found out that rainbow eucalyptus trees can be fully chopped down, even though they consist of 2 or 3 different blocks and also have a trunk made out of quarter blocks. When I then looked into the code, I saw that the extra blocks creating the redwood branches are not even used for the redwood definition in the TreeCapitator plugin, so I added them in, exactly the same way as they are added in the rainbow eucalyptus (of course changing the metadata to the right values). I built the modified version and tested it. But then, only the quarter log trunk was chopped down WITHOUT removing any leaves in the canopy, leaving it fully intact. Only when I chopped away one of the branch blocks, the other blocks above were chopped too.
    So now I ask myself, how can I make it so that TreeCapitator is able to chop down whole redwoods like rainbow eucalyptuses, so I can properly clear the area for my base in the redwood forest. Because I didn't find any solution, I asked you.
    So in short: I don't think that the heigt of the tree affects the chopping algorithm, but the blocks which are not chopped are somehow not properly recognized, even when added manually to the plugin.

    Thanks for asking the Treecapitator team anyways.
    - Shad0w
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Hey guys, I have a problem and I was unable to fix it myself in any way.When I chop down a redwood tree with Treecapitator, the canopy stays floating in the air.
    I already tried multiple ideas I had, including playing around in TreeCapitator.cfg and even compiling the ExtrabiomesXL version with a changed TreeCapitator compatibility java file, where I added the single redwood log into the log definition (complete with %d,3; and the newlog part copied from the rainbow eucalyptus) (sorry if i wasn't allowed to :/), i also checked the right order. But that only made it worse, after this change, none of the leaves were removed and the single wood logs stayed anyways (so only the quarter logs and no leaves were chopped). I modified the definition so it was similar to the rainbow eucalyptus treecapitator part, but unlike with the rainbow eucalyptus, the redwood was not fully chopped down.

    Can i fix this in any other way? I would prefer to chop down my whole redwoods.

    Thanky for your help,

    - Shad0w
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Huge Trees are Huge v2.3.2
    Yeah, I've already seen that you did a forge port, which is awesome.

    That always somehow prevented me from using this a lot. BTW, if your crafting recipe does not work, but the item does, couldn't you just add the sapling item as a very rare loot item? Or is that too hard to do? ;)

    - Shad0w
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Huge Trees are Huge v2.3.2
    master! could it actually be that it hurts you to see any kind of outdated mod?

    Nice to see you here anyways :D

    Looking forwards to excessive wood farming again. Thanks for working on this :) Maybe I'll look into the code too, just to know hot it works you know? ;D

    - Shad0w
    Posted in: Minecraft Mods
  • 0

    posted a message on More Enchantments version 1.3- Now for 1.8
    Well, as I can't check if your'e telling the truth I might as well just say "Happy Birthday!".
    Have fun!
    Posted in: Minecraft Mods
  • 0

    posted a message on More Enchantments version 1.3- Now for 1.8
    Well because this seems to be v10.1 you should maybe go and update the topic title I'd say.
    Still an awesome mod btw! Keep going!
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Hey everyone, I've got a problem with the latest Enderstorage for 1.5.2.
    I know it's old, but maybe someone can help me anyway.
    I use mcpc+ as a server (I know there can occur problems with that as it's not a "clean" server, but anyways) and whenever I place down an ender tank, my client crashes. This is the part of the log, where the problem is located:

    java.lang.ArrayIndexOutOfBoundsException: 5
    at codechicken.enderstorage.storage.liquid.TileEnderTank.addTraceableCuboids(TileEnderTank.java:264)
    at codechicken.enderstorage.common.BlockEnderStorage.func_71878_a(BlockEnderStorage.java:221)
    at net.minecraft.world.World.func_72831_a(World.java:1427)
    at net.minecraft.world.World.func_72933_a(World.java:1231)
    at net.minecraft.entity.EntityLiving.func_70614_a(EntityLiving.java:2377)
    at net.minecraft.client.renderer.EntityRenderer.func_78473_a(EntityRenderer.java:267)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1059)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:991)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
    at net.minecraft.client.Minecraft.run(Minecraft.java:760)
    at java.lang.Thread.run(Unknown Source)


    the server also throws an error, but it stays online, even though nobody can join it anymore:


    2014-02-07 21:25:54 [SEVERE] [ForgeModLoader] A critical server error occured handling a packet, kicking 3555
    java.lang.ArrayIndexOutOfBoundsException: 5
    at codechicken.enderstorage.storage.liquid.TileEnderTank.addTraceableCuboids(TileEnderTank.java:264)
    at codechicken.enderstorage.common.BlockEnderStorage.func_71878_a(BlockEnderStorage.java:221)
    at net.minecraft.world.World.func_72831_a(World.java:1605)
    at net.minecraft.world.World.func_72901_a(World.java:1414)
    at net.minecraft.network.NetServerHandler.func_72524_a(NetServerHandler.java:1440)
    at net.minecraft.network.packet.Packet18Animation.func_73279_a(SourceFile:41)
    at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:442)
    at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:223)
    at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
    at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:865)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:732)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:614)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)


    maybe someone can tell me how to fix it?
    And please, DON'T tell me to update. I know that it's a possiblity, but it's not really helpful.

    Maybe chickenbones could fix it if it's not too much of a problem...
    Thank you,
    - Shad0w
    Posted in: Minecraft Mods
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