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    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)

    Need more details than that. Like a crash report

    Posted in: Minecraft Mods
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    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)

    Here is what I've learned so far about all 3 of the mirrors. Keep in mind it is limited in general and in creative testing.

    With any of the mirrors: hold right-click, for about 5 seconds, it teleports you back to your bed (if you have one, otherwise back to spawn).


    I know it's not much but it's more than anything I've found so far.

    If there's some way to set the Dimensional Mirror to a set dimension and that spot, I haven't figured it out yet. It makes sense for that to be a feature.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    @gabor

    You lost me. What exactly are you trying to do?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    Go to: \config\INpureProjects\custom_nei_filters

    Open in a text editor: Bibliocraft.js

    I suggest getting NotePad++ but Windows' NotePad will work too


    It'll look like this:

    if (FML.isModLoaded("BiblioCraft") && Bibliocraft_enabled) {<br> NEI.override("BiblioCraft:*", [0]);<br>}<br>

    Remove: NEI.override("BiblioCraft:*", [0]);
    Paste in the lines I have in the spoiler
    Don't touch the { and } everything goes between them and each item on it's own line.

    Make sense now?

    There is a post someone where in this topic that explains hide and override. But the cliff notes are:

    hide = completely and totally hide them all
    overrride = only show the ones that have the metadata that matches what is in the [ ] each one separated by ,


    Examples: minecraft anvils, there are 3 different ones that show up in NEI: metadata 0 is perfect/new, 1 is slightly damaged, 2 heavily damaged.

    You use the modid:name; in this case minecraft is the modid and anvil is the name

    NEI.hide("minecraft:anvil"); will completely hide all 3 anvils

    NEI.override("minecraft:anvil", [0,2]); will only show you 0 (the perfect/new one) and 2 (heavily damaged) of course what you really want is to only show the new one because you can't craft either one of the other 2 but I did this to show the example.


    In the case of the BiblioCraft disk rack the reason it was hidden is because of the default setting to only show items that have a metadata of 0. However the disk rack was under BiblioCraft:Stuff. 0 = cookie jar, 1 = plate, 2 = disk rack


    The * is a wild card. Still using BiblioCraft for the example. The Paintings are Flat, Simple, Middle, Fancy, Borderless. And all have Biblio before that; BiblioFlatPainting. So I use *Painting to save time. The Typewriter and many other items don't have anything before them other than Biblio; so like BiblioTypewriter, BiblioClock and so on. But again I used * instead of Biblio to just save time later down the line; it's redundant.


    I don't know JavaScript (that's what the js is for) very well either. However I do know how to figure things out and tinker around and try different things until I understand it enough to make the kinds of changes I want and need.

    Many of my own files for this mod that work only for those mods. I also wrote one that could be used as an all-in-one if I really wanted it to.

    So you don't have to tied down to only hiding things for the mods he wrote the js files for. It's just a matter of coping what's there to help you learn how it works but make it work for a different mod then going off on your own to do things differently than what was originally intended.

    And if you mess up it's no big deal; the first rule of messing with things like this is BACK UP FIRST, just make a copy of the folder (custom_nei_filters) and if things go too pear-shaped then there's nothing to worry about you have your back up.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    What he does/did was just give you the basics. If look at the one for MRF the item names in there are a much older version; their name was changed.

    To see an item's modid:name you can install WAILA Plugins (an addon for WAILA and requires ttcore, you can find it on minecraft.curseforge.com), once installed press F3+H. I think either NEI Addons or NEI Intergration can do the same thing and you still activate it with F3+H.


    If you really want to hide everything and still show the disc rack try replacing NEI.override("BiblioCraft:*", [0]); with what you'll find below.

    You can also add NEI.override("BiblioWoods*:*", [0]); if you're using any of the BiblioWoods addons and it'll help rid NEI of that clutter as well.


    NEI.override("BiblioCraft:*Paneler", [0]);
    NEI.override("BiblioCraft:*Typewriter", [0]);
    NEI.override("BiblioCraft:*Clock", [0]);
    NEI.override("BiblioCraft:*Painting", [0]);
    NEI.override("BiblioCraft:*SwordPedestal", [0]);
    NEI.override("BiblioCraft:*FancySign", [0]);
    NEI.override("BiblioCraft:*Workbench", [0]);
    NEI.override("BiblioCraft:*theca", [0]);
    NEI.override("BiblioCraft:*Shelf", [0]);
    NEI.override("BiblioCraft:*Rack", [0]);
    NEI.override("BiblioCraft:*Case", [0]);
    NEI.override("BiblioCraft:*Label", [0]);
    NEI.override("BiblioCraft:*Desk", [0]);
    NEI.override("BiblioCraft:*Table", [0]);
    NEI.override("BiblioCraft:*Lantern", [0]);
    NEI.override("BiblioCraft:*Lamp", [0]);
    NEI.override("BiblioCraft:*MapFrames", [0]);
    NEI.override("BiblioCraft:*Seats", [0]);
    NEI.override("BiblioCraft:item.*", [0]);
    NEI.hide("BiblioCraft:BiblioClipboard");
    NEI.hide("BiblioCraft:item.TesterItem");
    NEI.hide("BiblioCraft:item.AtlasPlate");
    NEI.hide("BiblioCraft:item.PrintPlate");
    NEI.hide("BiblioCraft:item.EnchantedPlate");
    NEI.hide("BiblioCraft:BookcaseFilled");
    NEI.hide("BiblioCraft:*CreativeLock");


    I also want to thank you. I knew there was some minor little thing I was forgetting to do in the pack I'm working on.

    Posted in: Minecraft Mods
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    posted a message on EdgarAllen's Mods - Super Crafting Frame

    Could you please fill into the info in the mcmod.info file?

    It makes it easier to find in MutliMC and to auto fill the information as a pack dev.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    Can I use 1.0.0B9-65 in DNSTechPack? We've already been using previous versions of it in the pack.

    I know it's not public and that's it's still only a dev version and so far it seems ok. I'm really loving the override_invert feature. Makes life a lot easier.

    There are still a few things that it seems INPurecore can't fix or I'm over looking it some how. For example I would like to hide the Creative Energy Cubes from Mekanism but they share the same name and meta as the normal ones. Also Aroma (not sure if it's the core or DimensionalWorld) something with no texture but also I can't tell if it has a name since it doesn't show up in NEI tooltips like everything else does for me.



    //edit

    One last little thing.

    Can you please fill in the lines in the mcmod.info?

    Makes it so much easier to find when looking in MultiMC. Also makes it easier to fill in the info when I upload it for the pack, it auto fills in the information needed.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    I hate myself some times. I think of these kind of more simple things some time later after my first thought.

    What if NEI.hide could do the override_invert?

    So for example:

    NEI.hide("minecraft:spawn_egg"); hides all of the spawn eggs like normal

    NEI.hide("minecraft:spawn_egg", [52,56]); only hides the spawn eggs with metadata 52 and 56.

    I wish I had thought of this originally. Maybe I didn't think of it because maybe in the back of my mind I figured the NEI.hide function for some other reason can't do that sort of thing.


    I found the b64 on maven but all of the files are 0 bytes

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    Yeah I was still new to how the coding worked when I said that and wrote the code that I used.

    I have since just used the hide to hide all of the fully made tools


    I do have a new issue that I'm not sure how to fix easily.

    In Steve's Carts there are a lot of creative only items that I would like to hide, the problem is that it's mixed in with a bunch of other things and so they all share the same modid:name. One of them isn't too bad; StevesCarts:upgrade and the creative item is 14 out of 18. However the rest is StevesCarts:CartModule metas 61, 76, 72, 96, 97 and while the rest will goes up to 101 there isn't 101 items. I was thinking of something like NEI.invert or NEI.override_invert and then when you put in the metadata it hides those while letting the rest be visible.

    This might seem like a rare thing or maybe even with just this 1 mod but it's not. I've chosen to do this with a number of other mods that had 1 or more items I wanted to hide that's mixed in with a dozen or so items and not always necessarily just creative items.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    I've noticed this with mods that use a lower case as the first letter, INpure doesn't really work as well or something.

    Why it works for "minecraft" I don't know. But I've tried with ExtraCells which is extracells:<whatever> and Pressure Pipes which is pressure:<whatever> and now Chisel2 which as you know is chisel:whatever


    Every other mod is capped as the first letter. Tinkers' Contsruct being TConstruct, BiblioCraft, which is just that, even IndustrailCraft is IC2.

    So yeah I don't have an answer for that.


    //edit

    Figured what out I was doing wrong.


    @jamdav

    The cheap and easy way to add chisel2 is

    if (FML.isModLoaded("chisel") {
    NEI.override("chisel:*", [0]);
    }
    But it looks like hell. I'm taking a great deal of time to try and make it look and function better.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] INpure Projects - denoflions mods

    The script for the Tinkers' only hides the bindings (the small ones used for the pickaxe), the scytheBlades and tool* (which only gets rid of tool rods and shards.

    This is what I changed it to in the configs.

    So the upside is this hides a lot of stuff. The downside is that it also hides the full tools, like the pickaxe, and shovel and so on but it hides them in a strange way in that there is no image for them but there is a blank space and when you run your mouse over you see them.
    To give you an idea of what I mean....

    This is without INpurecore at all


    This is with INpurecore and my tweaks.
    In both I purposely moused over the pickaxe. In the second you see where it should have a pickaxe but the image doesn't show up.
    Also note that the number of pages goes from 8 down to 2. This was at 1920x1080 monitor, game in window mode and GUI in the settings set to large. Your mileage may vary.

    Now I could have made it so the fully made tools are still there and only the parts are hidden but meh.


    Stay tuned, when I get the rest of my thoughts together for denoflions to read over I'm planning to include a set of files that will filter out things for IC2, OpenBlocks, and a lot more that I'm using in my pack.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k

    I made some Colored Stone (Yellow Frequency) and placed them. So far no problems.

    I later made some that are Lime Frequency. I shift+right-clicked on the lime blocks and started painting a bunch of vanilla stone to make them lime. Again no problem.

    But then I accidentally left-clicked on one of the Yellow Frequency stone and they all changed to lime. Problem: I can't get the yellow stone to come back and the recipe in NEI for the Colored Stone (Yellow Frequency) now shows up as lime as well, in fact all of the EU Yellow Frequency blocks are now lime.

    How do I get the yellow back?

    The inventory: the top blocks are Yellow Frequency, the bottom are Lime

    Posted in: WIP Mods
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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    There is a redstone bug with v1.8.1 B84. Below are screenshots that explain
    The first is normal/vanilla behavior however tested with v1.8.0 B83
    The second shows the bug



    Normal





    Bug
    Posted in: Minecraft Mods
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    posted a message on [1.7.X]ModTweaker 0.6
    From the example on the wiki, I'm assuming I could do an infusion recipe that makes something for a completely different mod. I believe the example showed how to make a sapling.
    I would like to do is to make a Magnum Torch from ExtraUtilities using Thaumcraft infusion?
    To go further I want have to have first researched Arcane Lamp then I guess maybe a vanilla torch in the center, outside would be 1 or 2 arcane lamps, maybe a mob head (or heads) (zombie, skeleton, creeper), maybe an air shard and fire shard, a bunch of lux and praecantatio aspect. Make it fairly high on instability. Then of course, poof, a Magnum Torch.

    Of course the other problem I would also have is how to show people how to do that, unless there is a way to add the recipe to the Thaumonomicon
    Posted in: WIP Mods
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    posted a message on [1.7.X]ModTweaker 0.6
    I see it has support for Tinkers but it seems a bit limited even then.
    Are there plans to add support for disabling what parts can be made in the Part Builder and Tool Station/Forge? If there already is then I'm missing it in the wiki some how.
    But as an example let's say I want to disable making most wooden parts and tools but not all. The TiC config is either you can or cannot make wooden parts and tool, period. Or allow people to make the stone parts but not make any tools with any of those parts.

    Also for the casting, and keeping in mind I haven't really gotten my hands on it yet and played around with it so please pardon me if this is a question that could answer itself if I had. Can I assume that I could make a casting recipe that would make it so something like a pickaxe head would cost 3 ingots worth rather than 1?
    I'm guessing something like:
    mods.tconstruct.Casting.addTableRecipe(<minecraft:iron_pickaxe>, <liquid:iron.molten> * 3, null, false, 60);
    I'm sure the minecraft:iron_pickaxe is wrong since I don't know what it would be called, I was just using the wiki's example to see if I at least understand part of it correctly. And is 20 the default tickdelay to pour 1 ingot worth? In which case, I'm guessing that 60 would be the right about of time for 3.

    I haven't had a chance to sit down and go through MT3 yet either.
    Posted in: WIP Mods
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