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    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle

    I see that sleeping bug is still not fixed. We don't even have morpheus enabled on server, but when we slept the fading animation passed and them moon was still rising. For now our only solution to this is to use "/time set day" everytime it comes night. When we used morphius, it said that someone is sleeping twice in a row in chat, and if i remember right from year ago it had the same time bug back then even with it. The time only changes right randomly.


        # Constant duration for each Minecraft day
        I:dayDuration=24000
    
        # Constant duration for each Minecraft night
        I:nightDuration=12000

    On MC 1.7.10 forge 1558

    Posted in: Minecraft Mods
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    posted a message on SAY NO TO ID CONFLICTS! Install anti id conflict and solve them in 5 mins!

    There is no changelog or version numbers, so how should we know when the mod has updated?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TPB»


    Also, i wouldn't really say that a Crafting table is less rare than a farmables. At most, it's way "rarer" than those you listed since requires human interaction (in vanilla thaumcraft, at least) to produce, while the others can be 100% be automated.

    Notice, wool also is a very good item do deconstruct.


    Feathers require a cursed earth mobfarm and auto-spawner. Alternatively some kind of MFR rancher thing. This infrastructure is not simple. Chickens may have random chance to drop feathers so you could trap some on top of a hopper. But in time you have 1 stack of feathers, you would have 100 stacks of wood easily.


    Sugar and oak wood are same when it comes to automation and manual farming, with exception that single sapling yields more blocks than sugar root. Both can be automated with golems, MFR harvester or other means.


    What i would guess is happening is, that deconstruction table internally rolls between 1-6 primal aspects, and then tries to find it in list of primal aspects of the item. If found, you get research point, else you get nothing. So if item has only 1 primal aspect, 83.3% of the time you would get nothing. But in practise it seems to be much worse, so i don't even know. Crafting table gives a point every time.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    There is a balance concern about deconstruction table currently.


    - 1 stack of crafting tables: Dirt cheap, 1 wood for 1 table. 64 research points gained, 1/6 chance per aspect.

    - 1 stack of sugarcane: Common farmable, rarer than wood. 3 research points gained, 2 terra, 1 aqua. Might have rare chance for aer.

    - 1 stack of feathers: Common mobdrop, rarer than sugarcane. 2 research points gained, 1 aer, 1 ordo.


    So you see crafting tables are the best source for every aspect? Why does rarity also reduce chances, when shouldn't it be the opposite? Aer is 1 of the basic aspects that sugarcane is made of, yet processing a whole stack gave 0 of it.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Minecraft client crashes right when it's about to enter the main menu. I disable optifine and it works fine. But in game i saw only 40 fps so i depend on this mod :)


    I had to update forge because latest recommended TiC needs it.

    - Forge 1.7.10-10.13.3.1389

    - Optifine OptiFine_1.7.10_HD_B6 tried and its ultra version. B5 started crashing even before updating Cofh mods that so i didn't even attempt to downgrade.


    Crashlog: http://pastebin.com/bGmWxmjt


    Actually this was error i had with forge 1291

    "The mod TConstruct (Tinkers' Construct) requires mod versions [Forge@[10.13.3.1384,11.14)] to be available"

    edit: Definitely TiC, not Cofh that requires it. I have for now reverted TiC to 1.8.3b.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Is it a feature that T5 altars outermost ring adds more LP with Rune of Superior capacity, than the T4 inner ring? I see that if i swap places with rune of sacrifice and rune of superior capacity, i lose roughly 300k LP from altars maximum capacity.


    I originally had 6M LP when i had the capacitys placed on T5 ring, but then i realized i might want to swap runes sometimes thus resetting the tier level it would be wiser to have capacity in the lower rings. But i went down to 3M LP by just swapping the rune places that way... It was still T5 when looking with divination sigil.


    Using: BloodMagic-1.7.10-1.3.0b-3

    Does the latest version fix it?


    Edit: Updated to BloodMagic-1.7.10-1.3.1-7 and it is still doing it.

    And yeah, removing and putting back 1 capacity rune from each ring reset the altars stored LP to 10k.. Exactly why i'd keep capacities on upper rings.


    2 innermost rings (T2 and T3) don't seem to have any weirdness, it's just the T4 and T5.

    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    I've tried SEUS and KUDA shaders so far, but they both have this thing in common; oversaturated screen:







    Any ideas what i could do to fix? MC 1.7.10 with roughly latest forge and optifine ultra. I tried the older optifine version too that was recommended in first post, but it made all transparent blocks invisible. Framerates are about 45 when i put shadowmap scale down to 0.25. I have put brightness to 0 aswell in video options.
    GFX card is Radeon R9 270X with 2GB.
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    I'm playing DW20's modpack for 1.7.10, and just now lost my journeymap waypoints second time. So i have now 3 different folders under
    FeedTheBeast\Client\direwolf20_17\minecraft\journeymap\data\mp\

    They are (sorted in time of creation):
    Minecraft Server\
    Minecraft~Server_04c74289~dc07~49da~a3a8~79b7428222be\
    Minecraft~Server\

    First folder was when i started playing, second folder came when i updated modpack version 1.0.2 to 1.0.3, and the third folder appeared out of nowhere without any changes made. I'm just playing on my localhost server. Yeah i can keep moving the folder contents to its new folder, but next time i will just change a minimap mod.

    edit: I remember now there was 1 change done before the second waypoint wipe, it was disabling journeymap's webserver from the server's mods. But that can affect how client saves its data?
    Posted in: Minecraft Mods
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    posted a message on Client mod for new game models
    First i'll show you what this is all about, Better logs
    http://www.minecraftforum.net/topic/1734034-req-better-logs-15/
    is exactly what came to mind first. It should be possible to add custom models for any block in the game, and especially game objects with bounding-sphere/cylinder. These are monsters, animals and players. Would be interesting to see what kind of models people would come up with.

    Anyway, in no circumstances is this topic about changing gameplay mechanics of Minecraft in any way. This is just brainstorming for a mod. I do not wish original game to get more graphically intensive, however many of us have computers that are capable of rendering more. Also it's about time that 3D-sandbox games evolve slowly away from the cubes. Although i would propably recommend keeping most blocks as cubes for performance reasons still.
    Posted in: Requests / Ideas For Mods
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    posted a message on No more passive mobs?
    Nothing spawns near your spawn point. This is because of "spawn protection". Maybe if the bed alters this location you would never get mobs near your house.

    Although in multiplayer i have used bed alot and mobs keep spawning, then again i have never died so i don't know if it changed the spawn.

    I mean when they spawn they come in numbers. Once i saw these visible simultaneously (roughly, i don't remember exactly):
    - 5 wolves (this i counted)
    - 2 pigs
    - 2 cows
    - 2 chickens

    And they need grass so that they have any chance of spawning.

    Could it be because I have 19 wolves?And I just remember that when one of my wolves died,some mobs appeared for a while.

    There you have it...
    Posted in: Survival Mode
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    posted a message on Minecraft Beta server not working!
    You are not meant to open the jar file, it will start a hidden process that will prevent any more server launches until you close it from task manager. If you don't know how to close it, restart computer. The .exe version is simplest and always works for me.
    Posted in: Legacy Support
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    posted a message on Problem with MultiVerse
    Wrong forum. Multiverse support is there:
    http://forums.bukkit.org/threads/misc-t ... -684.3707/
    Posted in: Legacy Support
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    posted a message on cant use my texture packs
    Maybe simply entering the mod screen tries to read them open. If even 1 of the mods is in old format it might give issues. I'm just guessing.
    Posted in: Legacy Support
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    posted a message on Destroy minecart you are riding...
    ... and you may end up under the ground. This when the floor is 1 block thin where the rails are.
    Posted in: Legacy Support
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    posted a message on Is Minecraft not working for everyone?
    Minecraft has never crashed for me ever since 1.3 when i first got it. Yes, i do have Steam installed as some asked. Singleplayer and multiplayer servers work with no big issues. In the small issues was at least yesterday that in multiplayer i couldn't place blocks on snow, it just wouldn't let me.
    Posted in: Legacy Support
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