Heck the mod makers have added all sorts of mobs and entities to the ocean biomes already. If they can do it I don't see why jeb and dinnerbone can't.
- Sundaysmiles
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Member for 10 years, 11 months, and 9 days
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Apr 24, 2014Sundaysmiles posted a message on Snapshot 14w17a Ready for Testing!There is one thing I'd like added to the Terrain Generation. A new Biome.Posted in: News
Simply put as "Island"
Would make for great Survival Island map creation if you could generate an ocean world with only one or a handful of small islands populating the map. -
Jan 10, 2014Sundaysmiles posted a message on Snapshot 14w02a Ready For Testing! YAY!I see a lot of people complaining about the new stone types. Personally I think it's great, more variety and more options for building is always good, though yeah, I do agree that they could do with a make-over in the texture department, but then I use a variety of texture packs so it's not the end of the world for me.Posted in: News
I don't see an issue with mossy stone bricks being more accessible either. People complaining that they should be rare will find PLENTY of them inside Strongholds, which are easy to locate. (At least now i'm not hollowing out the entire Stronghold just so I can have Mossy Bricks.)
Considering this is a Snapshot, I'm eager to see what else is in store for the new update. - To post a comment, please login.
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I had a problem getting this to load, very likely its conflicting with another mod? I can't tell... Error reports are mostly gibberish to me.
http://pastebin.com/raw/8QHVfGp1
If anyone could steer me towards completing a solution that'd be grand.
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Alright - I got the issue resolved.
Big thank you to the guys in the Feed the Beast IRC. You've really helped a fellah out!
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Howdy-do,
For a long while i've had an annoying issue with how MC dumps it's memory when I have multiple mods installed. At first it seemed like the answer was just to add more RAM, however all that did was serve to provide a bigger dump, resulting in a MASSIVE FPS drop which essentially freezes the game for maybe 2 whole seconds every 20 seconds or so.
It doesn't seem like that big of a deal on paper, but when you're walking outside your home, and a Creeper catches you on your blindside and the memory dump occurs? Congrats, you have a new hole in the side of your home.
I've died too many times from that example alone not to mention while fighting withers and other modded in bosses.
Needless to say I've had enough of that...
I've come to a possible conclusion for my problem, but I have no idea how to implement it unfortunately, and I need some help with that.
The link below is to a screenshot.
http://i.imgur.com/UQ8XB10.jpg
The box highlighted in yellow details part of my issue; the Used Memory will continue to climb rapidly until it peaks at around 88-95% at which point it commences its dump and resets back to around 15-25% The dump is what I mentioned above which is causing me some performance issues. As mentioned above i've also tried increasing the allocated memory to upwards of 12gig however it just means a larger dump and longer wait during said dump.
So what I've noticed when playing modpacks is that the Allocated memory is always throttled (usually at around 50% while mine rests at 100%) which means I experience many more memory dumps but very little time passes during the dump, with practically no FPS drop whatsoever. Simply because the memory is making more loops but has less to deposit at each loop.
That Red Box which has the Allocated Memory is what I want to manipulate, however I have no idea on how to do that... So if some could point me in the right direction or give me some steps to follow, i'd very much appreciate the help.
I don't know if this will even solve my issue, but it's the closest i've gotten to a solid theory on my problem.
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And to be even more pedantic, Mead with added fruits or ingredients besides the honey and yeast is called Melomel.
EDIT: Actually, a quick question. Will there be any plans to add Cocoa Beans to the Market Block?
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That's the thing, I never really used the books. And I still didn't use the agricraft book even to look up what mutations I had.
Because I used NEI.
As a redundancy, some in game documentation is pretty much needed, at least to explain the mod or how it all works together, afterall any mod must surely work vanilla and not be dependent on other mods or plug-ins in order to function effectively.
Thaumcraft had a very exploratory approach to it's research system, where you had to scan objects to learn what they were made of to catalog what you could break them down into via alchemy. It was a very interesting system.
Until you had to go through that system 10 or so times, then it just became a chore. A rather tedious barrier which had to be climbed in order to progress.
Considering how many different materials there are in Tinkers to play around with, plus the number of different tool/weapon components, AND the number of potential materials added by other mods or mod authors who may likely want to make material add-ons for Tinkers2. I don't think the manuals need any unnecessary steps in order to simply see what's available to the Tinkerer. It would just take too long every time you wanted to "research" what a material is.
I say, keep the manuals as reference material, and not a hurdle that gets in your way.
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It's primarily based on alchemical fiction, there has been plenty of lore building over the years from numerous authors of fantasy and even science fiction and I'm pretty sure Pahimar has been dipping into that a lot considering I'm seeing a few namedrops here and there in some of the WIP items.
So yeah there might be a reference or two to that anime series, but it's not the only source for this type of fiction.
To be honest I've kinda stopped using this mod for anything other than the chests.
Once you've learned to scan diamonds or even nether stars it's pretty much game over, you'll never need to really do much of anything ever again if you can hook your EE up to an automated tree farm or even a mob grinder linked to a Blaze spawner.
You're pretty much set for life at that point.
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I'm personally eager to see how the ranged equipment pans out, I only ever used two items out of the old version. A Crossbow and a Longbow.
Throwing Knives, Shurikens, Javelins and Short Bows were completely ignored by myself and everyone I knew who used this mod.
Even with the added addition of material modifiers I still don't think that will add any benefit to using the remaining variety of ranged weapons that once were available.
Not unless there is some kind of particular advantage to using them. For instance, Javelins adding a slow effect whenever they hit a target (Due to the giant spear sticking out of you) or Short Bows maybe being able to be used from Horseback (As historically they were used to that effect)
I've just trying to make these items seem valid compared to minecraft pvp and pve. But for the most part, a lot of them seem defunct in a game where number crunching favours the highest DPS output.
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Might also be the fact people cant stack sharpness to godly heights on their weapons anymore.
Honestly, there was no other reason to use any other weapon than the rapier. Quite literally as fast as a double-click was all it took to kill someone in any armour regardless of enchantments thrown on there.
Every other weapon was pretty much useless.
It was similar with tools, there was a strict progression curve that you needed to make a tool out of certain materials to make it "the best", rendering every other material useless and ignored. It just became a speedrun to attain that material and everything else was a stepping stone.
Now it seems that there are more material effects which serve different purposes. But it remains to be seen yet whether players will actually USE those added effects or just ignore them.
It could also be that people just dont like change and will **** into the wind of a coming storm.
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Hi guys,
I've had a look at the modlist for the 1.7.10 version of MC, but not found anything relating to this. What I was wondering was, are there any mods which allow you to have a separate Vanity slot for armour/clothing much like Terraria/Starbound does?
For instance wearing Diamond Armour but covering it up with Iron or Leather to keep people guessing. Or any modded armour for that matter.
I was just curious is all.
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Nope its not a texture issue (see image) http://i.imgur.com/qMdthDa.jpg
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The side doesn't matter, you've always been able to extract or insert items from any side on Minefactory with exception to the "business" side, which performs the task the block performs. Thermal Expansion IS an exception to that as you also have to configure the sides on the block before adding pipes but Minefactory doesn't require this to work functionally.
I have crafted a new Rancher and new Item Conduits since then, but still the same issue.
For an example i've attached three images.
The first is the item conduits, I've tried manipulating the Conduits proper side with both a Crescent Hammmer and Yeta Wrench but nothing happens.
http://i.imgur.com/LwwU9UB.jpg
The second image is the same item conduits, but i've added pressurized fluid conduits which as you can see, connect fine, but the item conduit still doesn't connect. If you enter the GUI (as shown in the third image) nothing is listed on the side bar to display that the item conduit has connectivity to the Rancher.
Fluid Pipes - http://i.imgur.com/jW90ZJf.jpg
Pipe GUI - http://i.imgur.com/BsMnO8d.jpg
Not sure what the source of the issue is, i'm probably overthinking about this and its likely something glaringly obvious, but I figured I'd post just to check for a solution and be reminded of how much of a dumbass I can be sometimes.
And yes, i've tried this on both Survival and Creative, just in case...
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Yeah that was the problem I had, so I've updated and that's fixed the issue.
However after updating I noticed that another issue had cropped up, the ender IO item conduits are not connecting to Ranchers from Minefactory reloaded. They connect fine to other constructs though, the Grinders are fine, the routing system for Breeders is still connected and the devices from Thermal Expansion are still hooked up, but Ranchers have mysteriously disconnected.
Minefactory Reloaded was updated maybe around a month ago, so maybe that's the cause? I dunno..
EDIT: the fluid pipes and power cables are still connected to the Ranchers btw, just felt i'd mention that, its only the item conduits that wont connect.
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Having a recent issue with trying to smelt Electric Steel in the Alloy Smelter.
It seems its not accepting any kind of silicon together with iron ingots. Whether it be the silicon from this mod or AE2, it is also not accepting the pulverised coal at all in any slots whether items are in the smelter or not. Even though the recipe explicitly states it can use Pulverised Coal or Coal power. There is also no recipe for coal powder anymore and the sag mill only produces pulverised coal.
I have already tried altering the modes on the smelter and it has enough power to carry out the operations many times over, it just does not want to accept the items placed inside of it.
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By break grapes you just mean to harvest them via a quick punch off the vine? So its a random and rare drop when you harvest?
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Indeed, which is why I still play on 1.7.10 for the most part. Too much content available for that version and very little of it by comparison on 1.8.9.
Many of the mod makers who have produced content for 1.7.10 have flat out refused to update their mods to 1.8 or higher simply because of the amount of work it would take to revamp their work to the next MC-version, and I dont blame them.
This has unfortunately created a gap of content which may get filled by other developers who create similar mods in their stead for the newer version, but many of these same creators might be hesitant fill in certain gapsin case they're accused of copying or being unoriginal with their ideas.
E.G. Bringing in a Buildcraft/Minefactory clone to 1.8
Thus a content gap for certain mods might remain for quite some time.