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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Ireee

    That's intentional. It's supposed to be a tier3 barrier. (or was it tier2?)

    I get that the frame motors etc. the wires also make would be in the top tier... but... wool card?

    Ah well, I'm not gonna belabor the point anymore, and just start a flax farm...
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I didn't realize you could reclaim diamonds from panel microblocks, which does address my concerns somewhat. Still means you need to collect 11 diamonds before you can even start the whole process though. And I am completely aware that the tools only consume durability - the waste I refer to was the diamond microblocks left over, which as I said, I didn't think you could reclaim diamonds from.

    @Nisheeth: A diamond handsaw is needed for certain blocks, namely obsidian, gem blocks, and of course, diamond blocks. But I suppose you're right that a flax farm is more efficient for my string needs.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Played with this mod in Tekkit Lite. Haven't got a chance to play with the advanced machines yet, but I love the volcanoes, gem tools, athame, canvas bags, etc :3

    That said though, I have some criticism - mainly the diamond drawplate recipe. Microblocks are a great idea for decorative/creative freedom, but I feel are really out of place in recipes, as they produce a lot of waste. In order to make anything that uses fine wires, you need 11 diamonds. Nine of which you use to make a diamond block. Which you then proceed to cut up into pieces, using a tool that requires two more diamonds. And all that, just so you could make a frickin' wool card. It's enough for me to not bother and kill spiders instead, or macerate wool despite the poor 1:1 rate...
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Spheniscine's Mods (Faster redstone & obsidian updated; now with fence fix)
    Quote from BlueCreeper

    The "not drop items" gave me the Black Screen of Death. I'm not blaming anyone, but do you have any idea what my error was?

    Did you delete the META-INF folder?

    Also be sure you're using Minecraft 1.8.1.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Spheniscine's Mods (Faster redstone & obsidian updated; now with fence fix)
    Quote from Rangaros
    By the way, do you think the mob spawning mod would cause some kinda conflict with mods that add extra mobs? Since the 1.8 most mob-adding mods seem to work weird xD

    As long as the class files edited with the mod aren't the same as those edited by those other mods, it's likely safe to use them both.

    Personally I think (but can't guarantee) that it would also fix spawning for mod mobs.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Spheniscine's Mods (Faster redstone & obsidian updated; now with fence fix)
    No Mob Explosion Block Damage v3 is now up; ghasts should now no longer destroy blocks.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] Spheniscine's Mods (Faster redstone & obsidian updated; now with fence fix)
    Quote from Excaliburr

    @ Spheniscine,

    I just tried No Mob Explosion Block Damage v2. Used SPC to spawn a few creepers and ghasts to test it out. There is no block damage with creepers but ghast fireballs still blow up blocks (both in the nether and in the regular world). Any way you can fix this with a v3? TIA.

    I'll see if I can rectify the issue.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kal Choedan

    I've heard that this called the "Notch standard" too, though I haven't seen any citation to confirm it. I don't see that it matters though: while I certainly understand the point that "everyone else is doing it wrong" the reality is that the de facto standard is that the sun rises in the east.

    Unless there is some push to try and get the community standard switched to be in-line with Notch's thinking and Millenaire is blazing that trail, what is the advantage to doing it differently to everyone else?

    PS: Notch's Wild Grass vs ejhopkins. Notch's Pistons vs Hippoplatimus'. Hell, Notch's villages vs Millenaire. I have lost count of the number of examples of "Notch's implementation of feature X is inferior to modding community implementation of feature X". Why would you go with "Notch's vision of what's North"?

    Notch's decision on what is North actually has in-game effects; for example, when using the maps craftable in-game (with paper and compass), the top of the map is oriented toward the rising sun.

    Additionally, textures in texture packs have their top side oriented toward the rising sun on the top of blocks.

    The Minecraft wiki is also slowly changing its references to match this decision.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Bug: the building list in the village scroll still uses the old directions (sun rises in the east rather than north).
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    My Norman lumbermen won't collect wood anymore >.< They just stand in or outside their house saying "Planting Saplings", never making it to the grove. I had to revert back to 1.6.0.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Found a bug: Attempting to view the Herboriste's stock (from a Norman Market), goes into Saving chunks and crashes the game.

    Too bad, I really wanted some pumpkins...

    Speaking of which, maybe he should begin selling the 1.8 melons, melon seeds, and pumpkin seeds. Would help in worlds where you can't find a mineshaft :tongue.gif:

    edit: I can still buy my pumpkins if I'm quick enough; apparently it only happens if you look at the screen for more than a few seconds.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Servofrost2

    Thank you for clearing that up
    Now i know who the **** to blame when my wood goes missing

    lol Norman carpenters also tend to hog wood :tongue.gif:
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from parsec269
    I don't think its a major problem and not worth worrying about - I did specifically place the village close to the Notch one, Millenaire does not do that normally when auto-placing villages, it creates them further away.

    I have seen some natural spawns that were pretty close.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from parsec269

    That was me, and since it was a little while ago I decided to do some tests today. My observations are:

    Notch village buildings show up as yellow on the Millenaire village map, and thus they seem to be held as reserved ground. I force fed a Norman village I planted near the Notch one and watched them build new buildings - never building on those yellow areas.
    The gravel roads and agricultural plots of the Notch villages are not so recognised and are thus fair game to be built over.
    However, when a building is built near a Notch building, the Notch building can be partially destroyed due to the village building thing where they "smooth out" the blocks surrounding the new building. Thus a Notch building can have its side torn off as the Millenaire villages make the area surround supposedly easier for walking on.

    I think I said "village" and "building" far too many times in the above.....

    Yep, the bug has been acknowledged and fixed. Check the first page :P
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from parsec269

    I agree, have been starting a new world as the old one got invaded by bugs and needed to be put down :sad.gif: So far only lone buildings within any reasonable distance. Whereas previously, using the same seed, Millenaire would always spawn some sort of village not to far from the spawn point.

    I conjecture it might be the 'weight' settings, basically replacing many villages with lone buildings; try looking through the files (.minecraft/millenaire/cultures) and either increase the weight of the villages, or decrease the weight of the lone buildings.
    Posted in: Minecraft Mods
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