• 0

    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Good early morn all..

    Hey Rei, if you're up to the challenge, could you look into adapting your great minimap to work in CubicChunks? I've been playing around creating a world and am currently building/mining where the average mountain height is around 800 blocks (600 odd above sea) oceans average about 200 blocks depth and below that well I'm not sure as I haven't dug down very far yet. However getting lost amid the mountains is a pain and currently your map and zan's alter classes which CubicChunks does so incompatible...sigh...

    Thanks in advance
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Exanadu's Modern Decorating
    Love the elevator.

    I have a question for you Exanadu. I've managed to automate the elevator so that it stops multiple floors, took a while to sort out the timing but got there eventually. The only problem being that I keep falling through the elevator as it moves off without me. I assume it's because I haven't actually clicked top or bottom to become part of the system. Is there any chance that it can be modified that a person will be picked up if they walk into the elevator block?

    On another note, I've been playing with Cubic Chunks and when it's finally stable enough (it's fun to play with but has the occasional hitch as in gets a tad laggy every so often) but would love to add your elevator into the game when if you could extend the Y elevation beyond the 128 mark. Currently my mountains are anywhere from 700 to 1200 blocks high so 128 is a tad short...LOL..

    By the way currently still using 1.73 as cubicChunks isn't 1.8 ready yet and not all the mods I use have been upgradedyet so until they are I'll stick with 1.73..LOL

    Cheers and thanks in advance
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Thanks for the help.

    My automatic subway station works fine now. 9 stations in the loop, a cart arrives waits 1 minute then departs automatically, approx 20 seconds later next cart arrives and so goes the circle. All I do at the beginning/end of day is to throw a switch to send carts to the PEZ or into the station loop, then press button for the automatic dispensing of carts begins then I can walk away and continue doing what I need to at the time.

    As a bonus I even managed to set up indicator lamps that indicate the arrival and departure of carts from each of the stations...

    Go me!...LOL

    Thanks again
    cheers
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    First off love the Redpower Wiring and logic, I use them for controlling my minecart station/s. I've been working on a subway system that has minecarts moving in a continuous loop but at the moment I have to initially launch/call the minecarts to the first platform. I've worked out a way around that but am stuck on one point, can someone tell me how I can rest the counter logic circuit? I can set it to count down/up the number that I need but when it hits that number I need it to reset the count to zero ready to start cycle once more when button is pressed.

    Thanks in advance
    Cheers and keep up the great work.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    I've been playing with CubicChunks 1.51 for a while and aside from the saving chunks screen of death that pops up from time to time have greatly enjoyed the increased height. One thing I would like to now though or perhaps two depending on how you want to look at it).

    How do you get the mountains that I see in the pics? and are there any good/interesting seeds?The reason I ask is for some reason even though I do have the increased height/depth I haven't yet managed to generate a world with a mountain higher than y:150.

    Thanks in advance for any help.

    Cheers
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7.3]Copy Button! Copy Your World Saves
    Looks good and would be handy, shame that the link doesn't work!

    Cheers
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1] Double Door Mod v4.6 [Forge]
    Ok now this is weird.

    Installed the le.class file into the minecraft.jar (as well as the minecraft 1.73.jar file that HD patcher created just to be sure) and guess what... absolutely no change to how doors work... game runs fine, just zero, zip, nada... doors happily remain the same.

    I'm using 1.73 as I won't move to update until all mods that I currently use are updated and as everything runs fine no need to hurry.

    So any idea as to why nothing has changed?

    Other than that would be a great mod from appearances.

    Cheers
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from DiEvAl

    Error #1 is fixed is 0.12. Also you won't be able to move that button on glowstone with elevator.

    Error #2 is weird. I'll look at it later (maybe 0.13)

    Error #3: What is that weird-shaped block to the left? Are these blocks like a part of craft or in the world?



    Hi DiEvAl,

    thanks for the reply. In regards to the weird shapes you mentiond, they are blocks from Kaevator Super Slopes. Great for making roofs, and giving a better look to right angle corners. worked great for a sloped base for a platform. The only sad part about them is that you can't place any redstone, rails, and such on them....

    I'll have to see about relocating my moving button... and it was so handy... guess I need to add a few more blocks to my craft.

    Oh well back to the tinkering, and who said one has to sleep?... I say Pfffffttt to them all, I'll sleep when I'm dead!

    Cheers
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Maybe I wasn't clear enough about the Glowstone and Plank Blocks appearing and reappearing after I've destroyed them, exited the game and restarting.As I can't get pictures to load to the forum from my computer I've place them on my Picassa Webpage. Here's the link:

    https://picasaweb.google.com/102018366273900802231/CubicChunksAndZepplinElevator?authkey=Gv1sRgCM7BxPO1jpe-8AE

    Scroll down and the errors are the last 4 pictures.

    Hope that clarifies things

    Cheers
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Love the mod. I'm using the Elevator with Cubic Chunks and testing at the moment. I have an elevator that goes to a height of 205 Blocks above the ground which starts at Y:82 so Top is 282 Blocks although I have the platform stopping at 282 allowing for a roof. I've managed to work out a catch an release of minecarts to and from the platform fine. However a couple of errors I've found, and they may have already been noted, however I'm still working my way through the 170 odd pages of the forum. Anyway, Redstone Powder, or Redstone torches tend to get pulled into the craft when clicking the Elevator Control Block. In this state they pass through blocks unaffected.

    The second error faced with is for some reason random blocks of planks and glowstone (the elevator is constructed of Planks and the Guide rails are glowstone which I excluded from the craft via the configuration file) I could live with that but the problem is they appear in the way of the Elevator platform so I come to a halt and have to destroy them before I can continue. I've exited the game and restarted several times and these blocks appear every time even though I've destroyed them before exiting.

    Any ideas for solving without the need for me to start a new world and rebuild?

    I'd post pictures but I don't know how as the forum won't accept upload from my computer.


    Cheers
    astromutt
    Posted in: WIP Mods
  • 1

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from Robinton

    You could try overwriting CC's "px.class". I'm 80% sure it just fixes rain/snow for y<0 or something like that. You'll probably just have rain abruptly stop at the old bedrock layer.
    MC Extended is ~100% guaranteed not to work with CC. Overwriting CC's "fd.class" is going to cause a crash.
    I don't remember off the top of my head what the classes that are BetterThanWolves incompatible do. You could try overwriting if you like. It might work.


    Also, I think it would look nicer if you put the list of BlockIDs in
    [spoiler][/spoiler]




    Ahh so that's how you do the spoiler section. See it just goes to show that an old dog can learn something new every day. I'll remember that for next time and my apologies. I'll give the Clear waters a go and see what happens tomorrow, oops I mean later today as it's almost 5Am and I've forgotten to go to bed...sigh...

    Anyway was having a ply with the zepplin elevator on a test world here's a link in case you want to check them out. The height of the elevator for the test is 205 blocks, which began at Y:82 and ended at Y:287 (allowing for Height of roof above the platform stop.

    https://picasaweb.google.com/102018366273900802231/DropBox?authkey=Gv1sRgCL-q_tG89tuvsgE&feat=email

    Cheers

    Edit:

    I've gone back and edited my previous posts with the
    [spoiler][/spoiler]
    as suggested. Thanks again for the tip.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from Robinton

    You could try overwriting CC's "px.class". I'm 80% sure it just fixes rain/snow for y<0 or something like that. You'll probably just have rain abruptly stop at the old bedrock layer.
    MC Extended is ~100% guaranteed not to work with CC. Overwriting CC's "fd.class" is going to cause a crash.
    I don't remember off the top of my head what the classes that are BetterThanWolves incompatible do. You could try overwriting if you like. It might work.


    Also, I think it would look nicer if you put the list of BlockIDs in
    [spoiler][/spoiler]

    Posted in: Mapping and Modding Tutorials
  • 2

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from MineCrak

    Wow astromutt, thanks for sharing that list! Any chance you could take that one further and let us know what ID's you had to change for what?

    Also, have you tried the Zeppelin Mod with all of those? 0.11 of the Zeppelin Mod also has an Elevator & Ship control block and is Cubic Compatible with an adjustable height limit and no depth limit. (See it's listing here for instructions on how to adjust it's height limit.)


    Yes, I've installed the Zepplin mod and it's working also

    Here's the list for the Block ID's, I didn't change any of the Item ID's. Take note anyone who wants to use this that it's best to start with a new world as any changes to Block ID's in an existing worlds would most likely cause parts of your world to either disappear due to different Block ID's or crash. I think I have about 15 to 20 Block ID's left until your patch for the increased Block ID's comes out.

    For those late to the game here's the incompatible files I've found

    CrystalClearWaters v3.10.zip Notes: changes following class files same as CubicChunks px
    Minecraft Extended V0.7_07 Notes: changes Class files same as CubicChunks fd, lm, n, px, to and wr
    BTWMod2-91 BetterThanWolves Notes: changes Class files same as CubicChunks gk, tl and yh


    Also since last message have installed and running fine with Agons_Xzen_V2_1_x86 128 bit Texture map.

    Have fun
    Cheers.


    Advanced Carts boosterTrack = 97
    breakerTrack = 98
    woodenPressureTrack = 99
    stonePressureTrack = 100
    catchReleaseTrack = 101
    locoTest = 400


    Kaeveator Super Slopes
    Slopes_Opacity=0
    BlockKaevDirtCorners=102
    BlockKaevDirtIntCorners=103
    BlockKaevDirtSlopes=104
    BlockKaevGrassCorners=105
    BlockKaevGrassIntCorners=106
    BlockKaevGrassSlopes=107
    BlockKaevSandCorners=108
    BlockKaevSandIntCorners=109
    BlockKaevSandSlopes=110
    BlockKaevSnowCorners=111
    BlockKaevSnowIntCorners=112
    BlockKaevSnowSlopes=113
    BlockKaevGravelCorners=114
    BlockKaevGravelIntCorners=115
    BlockKaevGravelSlopes=116
    BlockKaevWoodCorners=117
    BlockKaevWoodSlopes=118
    BlockKaevWoodIntCorners=119
    BlockKaevCobblestoneIntCorners=120
    BlockKaevCobblestoneCorners=121
    BlockKaevCobblestoneSlopes=122
    BlockKaevGlassCorners=123
    BlockKaevGlassIntCorners=124
    BlockKaevGlassSlopes=125
    BlockKaevSandstoneCorners=126
    BlockKaevSandstoneIntCorners=127
    BlockKaevSandstoneSlopes=128
    BlockKaevBricksCorners=130
    BlockKaevBricksIntCorners=131
    BlockKaevBricksSlopes=132
    BlockKaevStoneCorners=133
    BlockKaevStoneIntCorners=134
    BlockKaevStoneSlopes=135
    BlockKaevSteelCorners=136
    BlockKaevSteelIntCorners=137
    BlockKaevSteelSlopes=138
    BlockKaevGoldCorners=139
    BlockKaevGoldIntCorners=140
    BlockKaevGoldSlopes=141
    BlockKaevObsidianCorners=142
    BlockKaevObsidianIntCorners=143
    BlockKaevObsidianSlopes=144
    BlockKaevDiamondCorners=145
    BlockKaevDiamondIntCorners=146
    BlockKaevDiamondSlopes=147


    Note: RedstoneGate_v1.0_alpha2 uses Block ID 129 and as it doesn't have a config file I can't change this


    ExtraBuildcraftPipes (even though this does have a config file in the config folder when I change it for
    some reason it reverts back to these settings...sigh...)
    bouncePipe=158
    crossoverPipe=160
    extractionPipe=157
    insertionPipe=159



    mod _Zepplin block.controller.id=179


    Elevator bottomBlockID:180
    topBlockID:181



    UsefulTNT
    DirectionUnitID = 182
    DirectionalTNTID = 183
    WideID = 184
    PlaneID =185
    CubeID = 186
    ChunkID = 187
    FreezeID = 188
    NetherID = 189
    SpongeID = 190
    MeltID = 191
    WeatheringID = 192
    ClusterID = 193


    RedstonePipe RedstonePipeID=194


    Wireless Redstone
    WirelessRedstone.ReceiverID=195
    WirelessRedstone.TransmitterID=196
    WirelessClocker.ClockID=197



    Couldn't get RedPowerArray to work at all for some reason but I can live without it.

    RedPowerWiring WiringID=198

    RedPowerLogic LogicID=199

    RedPowerLighting
    LampOnID=200
    LampOffID=201


    Buildcraft
    autoWorkbench.id=204
    builder.id=205
    cobblestonePipe.id=221
    diamondPipe.id=226
    drill.id=206
    engine.id=207
    filler.id=208
    frame.id=209
    goldenPipe.id=224
    ironPipe.id=223
    marker.id=210
    miningWell.id=211
    obsidianPipe.id=225
    oilMoving.id=202
    oilStill.id=203
    pump.id=212
    quarry.id=213
    stonePipe.id=222
    tank.id=214
    template.id=215
    woodenPipe.exclusion=
    woodenPipe.id=220




    IndustrialCraft 2
    blockAlloy=227
    blockAlloyGlass=228
    blockCable=229
    blockDoorAlloy=230
    blockDynamite=231
    blockDynamiteRemote=232
    blockElectric=233
    blockFenceIron=234
    blockGenerator=235
    blockHarz=236
    blockITNT=237
    blockLuminator=238
    blockMachine=239
    blockMachine2=240
    blockMetal=241
    blockMiningPipe=242
    blockMiningTip=243
    blockNuke=244
    blockOreCopper=245
    blockOreTin=246
    blockOreUran=247
    blockPersonal=248
    blockReactorChamber=249
    blockRubLeaves=250
    blockRubSapling=251
    blockRubWood=252
    blockRubber=253

    Posted in: Mapping and Modding Tutorials
  • 2

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from Robinton

    Thanks.

    You install ModLoader first, then Forge 1.0.6, then Cubic Chunks.

    Minecraft Extended will not work, because both it and Cubic Chunks modify Chunk.java. Sorry. I intend to make a patch that should allow up to 4096 BlockIDs, as long as you're using Forge, within a week or two.



    Oh well, I'll wait for the patch. before I go any further. On a side note I noticed when I opened the Better Than Wolves mod v2.91 that it also modifies the following class files: gk.class, tl.class and vh.class as Cubic Chunks does.. I'll assume that being the case would also not be compatible with Cubic Chunks... sigh...

    Thanks anyway.
    and I'll keep an eye out.

    EDIT: It's a couple of hours later and Been busy installing mods. I noticed that Both Zan's Minimap and Rei's Minimap alter the uq.class file so can we gather that this would conflict also?

    On a side note, I've managed to get the following mods working after a lot of juggling with the block ID's.


    Installed in order:
    01 ModLoader
    02 ModLoaderMp 1.7.3 Unofficial
    03 Property Reader v2.0
    04 Mod_IDList 1.7.3.1
    05 SinglePlayerCommands-MC1.7.3v2.10_2
    06 TooManyItems2011_07_01
    07 GuiAPI0.10.4-1.7
    08 Minecraftforge-client-1.0.6
    09 AudioMod
    10 MAtmos__1_7_3__r5
    11 CubicChunks V1.5.1_B1.7.3_Client
    12 WirelessRedstone v1.4
    13 WirelessRedstoneClocker02
    14 WirelessRedstonePowerConfigurator05
    15 WirelessRemote04
    16 WirelessSniffer05
    17 RedPowerCore-1.7.1
    18 RedPowerWiring-1.7.1
    19 RedPowerLighting-1.7.1
    20 RedPowerLogic-1.7.1
    21 RedstoneGate_v1.0_alpha2
    22 InstaWire
    23 buildcraft-client-A-core-2.1.1.zip
    24 buildcraft-client-B-builders-2.1.1.zip
    25 buildcraft-client-B-energy-2.1.1.zip
    26 buildcraft-client-B-factory-2.1.1.zip
    27 buildcraft-client-B-transport-2.1.1.zip
    28 mod_extrabuildcraftpipes-client-2.0.1.2.zip
    29 RedstonePipe-2.0.1.1.zip
    30 IndustrialCraft²_v1.00.zip
    31 IndustrialCraft²_v1.00_Sound-Files.zip
    32 Minecarts Advanced v1.9 for 1,73.zip
    33 Kaevator_SuperSlopes_v2.1_MC_1.7.3.zip
    34 UsefulTNT_1.7.3_8_1.zip
    35 Elevator v1.6 for 1.73.zip


    and yes pressing F4 brings up Cubic Chunks Co-Ords and FPS, which according to the screen varies between 40 -65 FPs depending on chunk updates. Also keep in mind that I "m running the basic Minecraft as I haven't tried changing texture packs yet.

    cheers
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Love the bigger worlds!
    Great work by all of you and look forward to more improvements. Currently playing with vanilla 1.73 and CubicChunks 1.51 64k version.

    I amlooking to install my various mods,and see that some of them are compatible so that's fine but I do have a question before I go about installing them.

    In the beginning it says MinecraftForge 1.06 and modloader comparible. I know that modloader needs to go first but do I install MinecraftForge before or after CubicChunks?

    On another note due to the number of mods I have/wish to install any idea if Minecraft Extended will work?

    Doesn't matter if you don't know as I can always try and see what happens, but thought I'd add the question in case you know the answer off the top of your head.

    Cheers
    Posted in: Mapping and Modding Tutorials
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