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    posted a message on Golem Spawning is insane

    It's back. Patched to make it so iron farms still work. I'm making a new design for my village- It's a village square with shops all around it, and the roofs are low enough so golems can't spawn inside. In the middle there is a big pit with water set up to sweep the golems out (and a zombie villager on a little platform in the middle to draw them there.) It should keep the golems down, serve as an iron farm, still look decent, and allow me to walk around and trade with them.

    Posted in: Recent Updates and Snapshots
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    posted a message on Mega Mobs... a solution for laggy farms!

    In real life we breed bigger chickens and cows that give us more meat. That gave me an idea- mobs that have more drops. (Either with slightly larger models or not.) Basically the idea is that you can breed animals by crossing their food with an item (maybe an emerald, or maybe a mob specific food.) You feed it to the two parents and the offspring will now give twice as much of whatever drops they have (food, leather, feathers, XP). Say you start with two regular chickens and give them both the super food. Now they breed together and have a baby. That baby is a Level 2 mob, with double drops. Breed two Level 2 mobs up (or, just use the level two chicken's eggs... that makes chickens the easiest to do). Breed your level two mobs together. Being level 2 they take twice as much food as normal (they keep track and don't enter breeding mode until they get the last piece of their food to be able to breed). Give them the normal 2x food and they breed a Level 2 villager, but breed them with the special food again (twice) and they will produce a Level 3 mob that has 4x as many drops. The level three mobs can be bred by giving them 4x as much food as normal, or by feeding them 4x the normal food at the same time as some of their special food and they become Level 4 mobs with 8x as many drops.

    L1 Mob- Normal amount of drops
    L2 Mob- x2 amount of drops, takes x2 as much food to breed
    L3 Mob- x4 amount of drops, takes x4 as much to breed
    ... all the way up to L7 Mobs that drop x64 and takes as much to breed as 64 mobs.

    There are a couple mods that create feed bags. Creating feed bags to hold the correct amount might be useful. If you breed a higher level mob with a lower level mob you get a lower level mob (so you can't cheat your way to a lot of high level mobs.) Chickens, however, will always drop eggs equal to their own level... chickens are easy to breed in the game anyway.

    The idea is that instead of having a chicken farm with dozens of animals you can have just a couple that produce a lot more drops. There are a couple mods out there that increase crop yields. This would do it for your animals. Each level could have a slightly larger model, but if you double the dimensions of a 3D object you increase its volume by x8, so even if you scaled them up 'max' a Level 7 chicken would only be twice as tall as normal. That still could be sort of strange though, and I suspect IRL that you can get animals with more usable meat relative to their size, so maybe just making them a tiny bit bigger would work.

    The big payoff is that you could have really high yield farms without having to have tons of mobs loaded and causing lag. The cost per unit of food is the same (since HP don't increase at the same rate it would save you a little durability on your sword if you are killing them manually, but that is such a small benefit that it barely is worth mentioning... usually if you have mending the Xp from mending keeps your sword in working order anyway.) Maybe each level mob could have one more heart... that way it's a little harder to accidentally kill one. The cost of the special food to breed them up depends entirely on whether people think of this as a mod to simplify your farm or as a way to fight lag. It really could simplify things a bit- you could lead a super animal around on a lead much easier than 64 individual mobs, but other than that the extra food cost exactly matches the normal food cost for the yield and on a server this could make farms much less laggy.

    Maybe there could be a config option to set a maximum level. Obviously, if you create a mob that has x1024 drops per mob just slaughtering that mob could cause a lag spike, but some people might find x64 drops a little OP too, and only maybe want x4 drop mobs.

    Posted in: Requests / Ideas For Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    We had a similar problem, but it turned out to be a conflict with voxel map. (We were also getting shelves rendering backwards). We switched to journeymap and haven't had any other problems.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Thanks.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Thanks. :)

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Is there a better place to report/ask questions about bugs?

    I didn't hear back on whether dark woods are supposed to drop saplings.

    Posted in: Minecraft Mods
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    posted a message on NATURA

    The mycelium does work too. It took a while but eventually they spread.

    Posted in: Minecraft Mods
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    posted a message on NATURA

    I've got a green glowshroom that I bonemealed successfully on netherrack. Also, just yesterday I put a mix of mushrooms down on mycelium to see what would spread. The purple and blue ones have spread. The green has not yet, but it could be because there are already too many mushrooms in the area. I just removed the others and will see if it spreads.

    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    I just got a weird bug. I did a quick google and didn't see anyone else having the issue, but it only seemed to affect bibliocraft stuff, so I thought I'd start here. We have a homemade modpack and when I went into my house today all of my bibliocraft stuff had rotated. My panelled chests weren't showing their textures, shelves and printing stuff backwards, desk and frame rotated 90 degrees. The clock seemed to be the only thing not changed. Only thing about the clock that I can think is different is it doesn't have a gui.

    Obviously, it could be a weird interaction between bibliocraft and one of our other mods, although things had been fine the couple weeks we've been running our private server with it. Anyone heard of such a thing or have any theories?

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    We found a dark wood sapling in a chest and planted it back home (after trying to get saplings from trees at the edge of the darkness, haven't gotten that far in the quests yet). Even with fortune we didn't get any saplings back, so... is that normal (I know I got them in earlier versions), is it tied to unlocking that part of the progression, or is something else in our modpack messing with it? (The first step in troubleshooting is knowing if there is actually a problem!)

    Posted in: Minecraft Mods
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    posted a message on NATURA

    I know this is a month old, but I just saw it. We were having the same issue. We added No More Recipe Conflict to our pack. It gives you a little button to click for alternate things to make with the same recipe. It's not as pretty as going in and reassigning ID numbers but it works well.

    https://minecraft.curseforge.com/projects/stimmedcow-nomorerecipeconflict

    Edit- this second part was supposed to be its own post. Don't know why it got added to the same one... probably some combination of tabbed browsing and user error, but if anyone has an answer...


    I hadn't played Natura in quite a while. We added it to a modpack for our 3 person server. After using No More Recipe Conflict we were able to use the sticks and colored crafting tables and such... one weird thing though, and I'm not sure if it's a new behavior in Natura or if it's a conflict with our pack that we need to sort out. Thornvines don't seem to cause damage anymore. Is that an intended behavior or do we need to do some digging? (I was hoping to use them to keep the drop walls in my spawner spider free. There are other ways to make it work, but if the vines did damage it would be so much simpler!)

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    I have an idea for a feature for Ender Storage... what if you could code nether portals like you code the ender chests? You could link portals to each other (still subject to their normal range), lock them to keep other players using them, set them to send or receive only mode. (I can think of even more advanced features- color coded keys that would let you step into any nether portal and have it act like it was color coded like key...

    And then, on the side of toning things down... a config that would let you turn the ability for enderchests to interact with hoppers off. On our last server with enderchests my brother kept building a drop system where anything he put in a pouch would drop into a chest, but the chest was part of a continuously looping series of chests with gear in them back at spawn. (Thankfully he hadn't mastered filters at that point) and he'd grab things as they popped into the bag. Clever, but crazy laggy. Or maybe an option so that the pouches only let you put things in them, not take them out. (Okay, I've been guilty of having someone back at base put more torches in my enderchest for me, cheating, but not lag inducing.)

    Posted in: Minecraft Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from Keybounce»

    No.

    And, "compatible with"? What do you want it to do? (very serious question here).

    I've been looking at the stream mod. If I was designing a simulator for fluids in a world I'd have certain bodies of water that I just considered big enough to be self sustaining- enough rain is going to fall on the ocean so someone taking a few buckets out wouldn't be worth a calculation. Rivers, I'd assume that there was enough water running in from rain and groundwater to feed it. I might simulate that by creating 'super source blocks' that you could keep drawing from that fed out X amount of water per tick into a river. You could pick up a bucket from them, but not pick the 'source' up. Then you have the Streams stuff- currents, better, more logical paths for water to find the ocean, signs of erosion (particularly in soft materials), then when you get down to a configurable sized pool start having more realistic physics, where taking water out impacts the water level. You might even calibrate that based on general water tables and materials. Water might slowly seep through sand, for instance, filling up holes that are lower than the local water table.
    Posted in: WIP Mods
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    posted a message on Iron Nuggets

    Years ago my screen saver used to read 'Iron Potatoes grow in Rustic Gardens'

    Posted in: Discussion
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    posted a message on Garden Stuff - v.1.7.0 - Updated Dec-06-15

    I think Plant Mega Pack got sucked into Real World. (The mod, not, you know, real life!)

    http://10paksmods.net/

    Posted in: Minecraft Mods
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