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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    Hei man, great work seriously! It is sad that this thread doesnt get more attention you certainly deserve it. You are doing something that has never been done before and i hope you can finish through with it. I am working on a mod and i want it to be fully compatible with your mod, if you finish up could you make a small list of things that need to be watched out for in order to make mods fully compatible with your mod? If this mod finishes it could be a much needed game changer and should wake up Microsoft and Mojang(because modders do more than the devs).


    Also one thing, dont cubic chungs tend to break lighting? like a big cave that is out of render distance would let light flow in right? Do you have any possibile ways of fixing this? leaving blocks in a pseude rendered state where they just block the light? just curious.

    Posted in: WIP Mods
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    posted a message on Technical questions about minecraft and modding

    Changing the height limit of a specific dimension should be possible with forge. My go would be to instead raise the height to 512 let it go down to -256. I have some ideas to keep this change in one dimension specifically. The rendering can be a problem but after stress testing the render engine I still get loads of fps. 300 plus when filling all 256 blocks in a 500x500x256 area. I'll now start testing whether it is possible to change the world height or not with forge.


    Changing the limit is pretty easy. The cubik chunks mod does this in a large scale

    Posted in: Modification Development
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    posted a message on Technical questions about minecraft and modding

    Hi, so I am creating a new water based dimension with own shades to have it look "magical". While that could cause a lot of strain to the game it should be alright for mid to high end PCs. Now the thing is, I'm about to raise the max world Gen height of this dimension to 512 in order to create a real ocean like vashj'ir(Wow). Now this could cause world Gen problems, but the world Gen in 1.13 is really nice and seems a lot faster. So how does minecraft work, will it load everything into the graphic engine or only the things that are actually "around" the player. If so, it should only cause strain to the memory right?

    Posted in: Modification Development
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    posted a message on The Camping Mod

    Hi, i have a bug that when i close my backpack and reopen the inventory, all items are gone. This bug can be fixed when i open the inventory of the bag once, remove it from the inventory and add it back.

    Posted in: Minecraft Mods
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    posted a message on Autofarm Mod

    Hi is there any option for a autofarm mod except industrialcraft? Im already using Thermal expansion and they dont realy fit together very well. im using 1.12.2

    Posted in: Mods Discussion
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    posted a message on [1.12] AtomicStryker's Battle Towers

    Oh no i didnt, okay will try. Thank you. Is there still any way to fix the broken torches in the towers? I have dynamic lights, and fps drops a good amount when all torches fall to the ground. Okay went to a different dimension, there is no option to turn battletowers of there. Is there a way to do that manually?

    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers

    And how can one blacklist now?


    This is how my line looks like:


    chunkproviderallowed {
    B:ChunkProviderServer=true
    }


    also, all torches in the towers fell from the wall

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    Hi, those brown slimes with the skeleton head in the middle cause huge lags if there are more than 10 or so. I have a high end pc and i get 2fps while i get 80-100 anywhere else.


    actually, every mob is causing immense lags, this did not happen on the 1.10.2 version

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

    I dont want to sound like that, i realy dont.. but this Custom mob spawner is the most annoying thing ever.. like ever. And it seems like, it is made to be incompatible with everything on purpose. CMS had this problem 2 years ago, it affects other dimensions without the ability to turn it off for other dimensions. That is an easy task for a experienced modder, infact nearly every mod has these options.


    I would not care much, but the thing is: CMS stops spawns completely in most other diemensions.. in some it does not, but it will still not work correctly.

    you cant realy use MOC without CMS because the spawns will be messed up entirely. I tried to use it again and hoped it would be fixed with 1.12.2.. but it isn't. The Author doesn't care about compatability and that is the sad truth i had to experience after 2 years of trying to get this mod working with other mods. It's a shame, the mod is great but it limits it's userbase alot with that..


    Im also swapping to animania. It adds some new animals as well and actually works like it's supposed to

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    Yea well the problem is i just dont get a crashlog output.. I tried so many times. The only thing it states before crashing is "Tried to cancel a non cancelable event". As far as i know, betweenlands has its own ambience music and the ambience mod tries to play its own ambience in the betweenlands. I figured, there is no way for the guys here to fix this so i just uninstalled ambience.

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Well i figured out the problem. i had a old version of the api, installing the new one fixed it.

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    Using the betweenlands and the ambience mod crashes the game..

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    the new version of reccurent complex keeps crashing the game for some reason..

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    is there a way to decrease the mobcount in those dungeons? half of the mobs are stuck in a wall and they lag the game like hell


    Edit, i realy like this mod, but i have more than 200 mobs spawn in walls suffocating and way to many spawners in one area.. its taking my fps down to 30 with a realy high end machine, it must be impossible to play with a medium-low end pc. The thing is, its just so many entities that you cant even see that take your fps down. Also, i dont understand why spawners are directly in a wall? where are the entities supposed to spawn? They can only spawn around the spawner that is in a wall..

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




    And unfortunately JAS has not been updated to 1.1.0 yet.

    I share your pain. On 1.7.10 I absolutely COULD NOT get CMS to properly spawn Twilight Forest mobs. Bosses spawned, but some of even those didn't spawn properly. (I remember fighting a headless hydra once.) It just wouldn't work. I switched to JAS and practically instantly, everything Just Worked (though I still occasionally got massive overspawns).

    Don't get me wrong, CMS is a vital tool for doing what Mo'Creatures needs done. But on versions for which it is available, JAS is better.

    (And Lycanite's Mobs can bite me. Intentionally and by design ignoring and overruling EVERY AND ALL mob spawning restrictions or prohibitions is just rude.)


    yea i know, lycanites in its default config can be a pain.. but it can be configured to work out pretty well, which cms cant. I truly hope, that someone updates jas, so i dont have to use any of the spawnsystem introduced in cms or lycanites.
    Posted in: Minecraft Mods
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