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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    This forum search has not worked since they redesigned the site a year ago. But Google still works.



    Normally, a nuclear waste container spawns less than ten. Something else happened.


    It was the waste on the ground (apparently)

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    First: ANY AND ALL BUGS you cannot reproduce WITHOUT cauldron MUST BE REPORTED TO CAULDRON DEVELOPERS. For any mod. Seriously.

    MCPC+/Cauldron messes with the code base of minecraft in ways no developer should be expected to support, except the people making these changes. If it only happens with Cauldron IT IS A CAULDRON BUG! If you don't want to update that is YOUR decision, and the VAST majority of mod authors will (rightfully) tell you that you're SOL. Deciding to use unsupported software is YOUR decision.

    Also how in the crap is that project still going? Isn't a major portion of the code base illegal to do anything with because of the GPL and the DCMA from a contributor?

    Sorry for the rant, I have a rather large dislike of Bukkit and what it has done to the community. If mcpc+ had been a joint effort between the hmod/canary/bukkit/whatever and forge coders it might not have been the charlie foxtrot persistent support headache from entitled users that it turned into. I get how useful the tools are, but that never should have been something that barred you from adding actual content. It also shouldn't have been a barrier if you enjoyed content to never being able to use the admin tools. MCPC+ was almost the worst possible solution to the problem too.
    ____________________________________________________________________________________________________

    Anyway, back to what I came here for.

    Reika, do you put any of your ores in the ore dictionary? Reactorcraft mostly, because the chroma ores don't make sense, and Electricraft is obvious :-p

    I ask because https://github.com/pixlepix/Aura-Cascade/blob/master/src/main/java/pixlepix/auracascade/data/OreDropManager.java

    Posted in: Minecraft Mods
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    posted a message on chunkgen - Preload Chunks on demand!

    "Origin" means 0,0. That IS the "starting point" when you're using coordinates. It doesn't matter if you personally start a process at -1000, 58745. The origin is still 0,0.

    This is common practice for basically anything, including MC
    http://minecraft.gamepedia.com/Coordinates

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Boreeas»

    So I'm having trouble progressing in chromaticraft. I use RWG for worldgen, which consistently generates taiga and desert biomes - but not much in between. In particular, oceans don't seem to generate at all, which means I'm locked out from the underwater burrows and the temple achievements. Are there alternate ways of progressing?


    Now you know why I don't use BoP/ATG/RWG/EBXL. Biome specific content is a pernicious problem with "realistic" worlgen that NEEDS to be addressed via pseudo-random weighting that emphasizes biome diversity. I'm planning on making that into a long-term project because I'm sick and tired of running for 10k blocks to find an ice spike, mega taiga, jungle, desert, mesa, mushroom island, savanna, or roofed forest... and that's pure vanilla! Don't even get me started on things like taint or rainbow forest which mod progress is gated behind! Luckily Rainbow Forest is a forest biome, so they are valid in one of the single most common biome sets in the temperature map. But ye gods, with the new temp map that STILL doesn't manage to avoid having snow biomes next to deserts and other blatantly unrealistic issues? I miss the <1.7 biome generation code SO MUCH!

    Quote from Reika»

    Which of these looks better (and easier to navigate)?

    http://i.imgur.com/tvekhS9.png

    http://i.imgur.com/0JTTxLX.png


    Technically the first one, but having played antichamber, trust me you want the contrast higher or your players WILL get lost. In a semi-permanent fashion. I prefer the second one, but the first is easier to navigate as a general rule.

    Quote from Reika»

    http://i.imgur.com/I5Tz5hl.png

    http://i.imgur.com/WKVrBYN.png


    UNBREAKING IS AWESOME! All hail the developers not having a senseless grudge against you thanks to a team change!

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    MFR's rednet. The number of bugs I've seen because it doesn't act like a sensible redstone cable should... ugh.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    I assume you're working towards adding the 1.9 stuff to Gany's End now?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»


    Minecraft and Forge versions?


    Oh hey, I just got this crash. Turns out it's Malasis Doors, but only triggers with the BigDoors addon because of a mod sort issue.

    It's easy to avoid by renaming BigDoors.jar to ZeBigDoors.jar as described in this post. But the BigDoors author can't fix it otherwise.

    I'm using... v7f of DragonAPI (and relevant versions of everything else, like 7e for ChromatiCraft and 7a for CritterPet), malisiscore-0.12.5, malisisdoors-1.9.3, BigDoors-1.0.0, and Forge 10.13.4.1492.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Haggle1996»

    Okay, but now try ElectriCraft ores. :)


    Have you recently reported this with reproduction instructions in Reika/Gany's github issue trackers using the latest versions of all involved mods? Because at this point the nether ores which were the only ores talked about explicitly? Work just fine. I NEVER generate any of the Electricraft ores so that won't affect me any (Thermal Foundation + Galacticraft, muahaha!). Sorry Reika, your ores mess the crap out of well-ordered worldgen. I know they're necessary, but mod unique ores are a pain in my backside sometimes :-p

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    And that is why I don't like people uploading to the shady filehosts. Also a major reason I use ad/script blocking at multiple levels in my browser and network. Sorry people that depend on ad revenue, I'm not dealing with trojans to give you a penny, let alone the miniscule fraction of a penny you'd more likely be getting. I'm not going to click it, and I'm not going to risk being infected or subjected to misleading practices like those horrible links which should be illegal.

    In other news, how difficult would dual-releasing be? Because 1.8 is dead for a very large contingent of modders, which means I will be unable to use this (updated) mod for a very long time if it is not releasing for 1.7.10.

    Edit: Forgot which forum I was on for a second. Whoops!

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Keybounce»

    Chromatic Craft can be forced to generate in Mystcraft ages? And it works properly?


    Nice.


    Not really. It's better than the Twilight Forest, but only RFTools appears to actually manage to generate CrC worldgen without causing problems.

    Quote from Haggle1996»


    I've been saying this repeatedly here and on IRC: the AOBD config option interaction with RotaryCraft is BROKEN (tested as of AOBD 2.6.3 and RoC v7f). Setting it to true disables half of the ores in the extractor, setting it to false disables the other half in the extractor. Removing AOBD entirely lets the extractor work fine. I don't know which mod is at fault, but they don't work together, regardless of the configuration options chosen. Remove AOBD and try ore processing again -- I would bet everything suddenly works fine.


    Forge 1492, AOBD-2.7.1, CoFHCore-[1.7.10]3.0.3-303, DragonAPI 1.7.10 V7f, NetherOres-[1.7.10]2.3.0-12, RotaryCraft 1.7.10 V7f.

    Default configs: Nether ores don't work in the extractor, vanilla do.

    Disabling integration (Changing all 15 instances of RotaryCraft=true to RotaryCraft=false)
    Yep it works, both ores. Try updating, or making sure you actually disabled ALL the integration.



    Quote from Saereth»

    This is a purely magic modpack, RF tools would be desperately out of place even listed on the used mods list. There is an option in chromaticraft to enable CrC generation in mystworlds, which i've tested and it does work and generate those structures. Mystcraft world gen on a live server absolutely cripples TPS however. Adding mystcraft and pregenning a very large single biome plains world is a possible work around I suppose. Would still need to be quite large due to the single person-per-visit credit and there would still be conflicting worldgen greatly increasing the rarity due to other mods (Roguelike dungeons, Reccurent complexes etc). It's definitely problematic all around.


    You can do the same thing with RFTools, and it will work MUCH better. Also I'm pretty sure you can explain the inclusion of RFTools as a admin-only dimension builder because Mystcraft and CrC don't quite get along, and Mystcraft also has severe performance issues. Trust me, the headaches of trying to use an inferior tool that fits the theme better aren't worth it. You can use RFTools very easily as an admin-only tool, there are creative-only dimlets, it's relatively simple to minetweak the recipes away AND hide the items from NEI (Don't ask me how, I'm bad at tutorials AND I have never needed to hide stuff from NEI).

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Saereth»

    Is there anyway to increase the spawn chance weights for burrows and special chromaticraft worldgen?


    Our situation is that we have several other mods competing for worldgen. Chocolatequest, Roguelike dungons, Recurrent Complex, AE2. As well as BOP limiting the grassy areas. Under these circumstances finding a burrow has been extremely challenging. On our server we currently have about 50 players,12~15 on at any given time. Every player that I've spoken with is excited to try out Chromaticraft but they're all running into the problem of not finding Burrows and burried hollows. To address this we held a server wide challenge to find a burrow get a reward. After two weeks of dozens of players actively searching (for the prize and because they genuinely want to do all of CC) the player base was only able to locate a single burrow and no one has located a burried hollow, Ocean temples dont seem to be an issue since there is very little competing worldgen for them.


    Add to that, once that single burrow has been uncovered, and not touched in anyway, no other player on the server can get progression credit for that burrow. So as you can imagine in a mulitplayer environment on a sever with many players it has led to much frustration.


    I appreciate the balancing work you put into all your mods greatly, and I wouldn't want to see them spring up everywhere in the big packs as a default value but in this case it is a real concern.


    After some thought we had a couple proposed solutions but ultimately it's your call of course

    1. A configurable spawn weight, of course this has disadvantages


    2. A spawn weight that changes with each attempt to prevent blockage. For instance 1/64 chance to spawn slowly moves to 1/60 1/50 1/40 chance to spawn the more unsucessful worldgen attempts that are called and then resets once a burrow is successful. The thought here is less reliance on rng in an enviroment where other worldgen is already lowering the odds.i.e. isValidBurrowLocation or CavernLocation returns false, the chance is increased by one on the next attempt.


    3. Simply allowing multiple people in a multiplayer environment to get credit from the same worldgen structure could

    work as well.


    4, Some other mastermind solution of your design :P


    Anyway just providing some feedback on our experience thus far with CC, otherwise everyone is really loving the mod.


    Use RFTools and make a single biome world. Mystcraft doesn't work with CrC worldgen (CC is ComputerCraft) from what I recall. Simplest solution, IMO. It's the major reason I always have a dimension mod. Biome specific worldgen is the biggest thorn in my side in Minecraft, and something I wish would just go away. As is, I fully expect that I'm going to have to code a "return to pre-1.7 biome distribution". Their temp idea still doesn't work (ice plains next to swamp next to desert... riiiight), and I'm tired of having to go tens of THOUSANDS of blocks to get all the biome specific VANILLA blocks, let alone mod stuff like jungle-temple-only loot.

    RFT should slot into basically any modpack, and at worst you can minetweak all the recipes away and use it as an admin tool (much like many people use Mystcraft).

    Quote from grimallq»

    This is dragging on since at least AOBD 2.6.0. I earlier AOBD versions it was different. With RoC compatibility enabled nothing but vanilla ores orked in the Extractor. With RoC compatibility disabled, everything worked.


    Try downgrading AOBD to, say, 2.6.2 and disable all RoC compatibility.


    Absolute max I can downgrade to is 2.6.1, so I'll try and see if I can get it to work with the 2.6 series. Otherwise I get to try ALL THE ORES and see what breaks... wheeeeeee.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Haggle1996»


    I've been saying this repeatedly here and on IRC: the AOBD config option interaction with RotaryCraft is BROKEN (tested as of AOBD 2.6.3 and RoC v7f). Setting it to true disables half of the ores in the extractor, setting it to false disables the other half in the extractor. Removing AOBD entirely lets the extractor work fine. I don't know which mod is at fault, but they don't work together, regardless of the configuration options chosen. Remove AOBD and try ore processing again -- I would bet everything suddenly works fine.


    Which half? Because I would rather not lose AOBD for multiple reasons. If it's just nether ores, I can totally deal with it. If it's standard ores I might have a few more issues. No I can't backdate either, one of the reasons is AOBD:BerryBushes.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from MCFUser5745»

    so i am currently developing a semi-private pack based around gating all tech behind magic mods. the only tech in the pack is forestry, minechem ,and all of reika's mods.


    changes i want to do and can and reasons ( reasons are here in case anybody has better advice for a method)

    -- remove bedrock armor and only the armor: the pack is designed with being vulnerable at every point in the game so while i have no problems with the amount of power in every other part of reika's mods this one in particular is too powerful to be in the pack with only one other case

    -- removing the instant kill version of the shock panel ( can kill things that shouldn't be kill able and discourages use of the other similar things in the pack)

    note:increasing the price for ether of these things doesn't make sense in the pack because of how slow it is to get up the tech tree so there is nothing valuable enough to counter the power of the items.


    things i want to do but haven't figured out how and am looking for suggestions.

    -- I am going to be using terra steel as the gatting item for the blast furnace but tera steel while this helps i have a desigre to make sure that automation is achieved before starting to use rotary craft so that it does not completely replace botania automation after starting it.

    so i have two ideas a way to replace iron in the hsla steel recipe with mana steel but i have no clue if that is possible

    or find a way to disable dropping of gunpowder from creepers so that you have to use the botania conversion or another recipe.


    and last a flat out feature request

    -- A way to disable drops from kills by pylons or to disable them killing nightmares from witchery


    No idea about basically the first half. Disabling is totally Reika's court.

    As for the suggestion area? Don't even try to use manasteel, switch to the creeper method. Use Mob Properties to do so http://minecraft.curseforge.com/mc-mods/224298-mob-properties

    Do note that ghasts also drop gunpowder. There are also crafting recipes for it in many tech mods. Run your suggested changes past the community asking if anyone can circumvent your "tiering" once you think it's at a good state... I would do this on the FTB forums or subreddit, as the knowledge of mods is likely higher there. Actually Tekkit forums might be even better, but I don't use 'em. Incidentally if you do? Tag me (I'm TomeWyrm everywhere. Maybe not all the TomeWyrms though, I *have* actually met someone that got to the name before me; so don't automatically assume TomeWyrm is me). I'd love to try and break the progression of your pack.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    There are other methods of respawning the dragon. Also not everyone can stand HEE (Raises hand. Personally I think it wrecks the End in multiple ways. Good mod though, seriously. I'm just not the target audience :-p).

    So that does kinda make sense to fit into Et Futurum and Gany's End. Or not. I'm betting someone made (or is making) the equivalent of Back In Slime except with the 1.9 Ender Dragon stuff. Gany is more about the items/blocks than the mechanics for backporting.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    How difficult would an invertible white/blacklist be? So you could just switch the config section (don't use woodstuff so operating 100% on assumption here) for BoP to "blacklist" and put the 5 or 6 blocktypes you don't want instead of the 50-60 block types you do?

    Posted in: Minecraft Mods
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