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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Oh ok. Do you know how to get the schematics to work? I converted the file into a tml file and put it in the biomes folders but it wouldn't spawn the log said this:


    There was a problem loading the file: druid.tml
    java.lang.Exception: Rule [0,100,-105], blockString [-105] in template druid.tml can absolutely not be mapped to anything known
    at atomicstryker.ruins.common.RuinTemplateRule.<init>(RuinTemplateRule.java:131)
    at atomicstryker.ruins.common.RuinTemplate.parseFile(RuinTemplate.java:615)
    at atomicstryker.ruins.common.RuinTemplate.<init>(RuinTemplate.java:69)
    at atomicstryker.ruins.common.RuinTemplate.<init>(RuinTemplate.java:75)
    at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:409)
    at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    Rule [0,100,2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,3] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,116] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,106-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,106-8] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,106-1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,106-4] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,20] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,115-3] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,113-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,113] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,115-1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,116-1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,113-1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,115] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,114-1] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,115-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,117-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,114] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,106-5] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,114-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,116-2] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,114-3] in template druid.tml still uses numeric blockIDs! ERROR!
    Rule [0,100,117-1] in template druid.tml still uses numeric blockIDs! ERROR!

    So I tried editing the numbers to names but I noticed that there were blocks in the template that shouldn't be there. Like the number 10 which was for flowing lava. I don't understand why it's doing it but it's frustrating.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from vpontin»

    Its my "personal" modpack. I choose some interesting mods, put everything toegether and play. I have 95 mods here and none (except MalisisDoors and BetterFonts) gives me any conflict.

    And putting this rule isn't sufficient. RWG uses extensively podzol, mossy cobblestone and etc in several biomes.

    My main headarche, like AtomicStryker even noted, is that this subbiomes are generated and stored differently from conventional biomes... Maybe if RWG turning back into normal biomes may increase the compatibility with Ruins, CS2 and even other mods.

    But seems like the mod author is dead, so i afraid anyone can hear this complaints.


    I was just about to try out the ruins mod with RWG and came here to see it isn't compatible. :( I love RWG but I may have to scrap it because it interrupts spawning with some other mods as well. Know any alternatives that still offer cool terrain gen without interfering with other mods?

    Posted in: Minecraft Mods
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    posted a message on Invisi Zones: Invisibility Made Simple.
    Quote from elix_x»


    Much easier than what?


    Oh wait nvm I misunderstood what you were saying. How do you do it then?

    Posted in: Minecraft Mods
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    posted a message on Invisi Zones: Invisibility Made Simple.
    Quote from elix_x»

    Wait! After thinking a bit i know exactly why this is happenning!

    It's happenning because performance-security mecanism:

    If you don't know yet, if you break linked invisi zoner, it will also destroy one that it's linked with. To remove linkage, performance and other issues.

    While frames try to move things, hey "destroy" blocks after saving them. And when invisi zoner gets destroyed, it safe destroys itself and one that is paired with it...

    So, probably, because of this, i can't do anything about it...


    I don't know why you don't just have the zone change the texture of the blocks to transparent and get rid of the hitboxes. It seems much easier.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Hey... Aren't you the guy from pixellock?

    Posted in: WIP Mods
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    posted a message on Key Combinations Are Here!!! Over 9000 combos possible!! Presenting you Key Bindings Overhaul!

    You might need to bring some other modders in to help fix the bug. I'm sure a bunch would love to help.

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»

    I already have a hand monster planned.


    A magic hand more similar to Super Smash Bros or Persona 3 though?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!

    I don't see any in there that should be causing problems but I'll try to narrow it down for you since I have a fair bit of those mods in my pack myself. I just tested Inventory Tweaks since I thought that might have caused the problem but it's not that. I tested Blood Magic because I'm not all that familiar with it and everything it does and that's not it either. As for the one's in my pack I can say it's not Agricraft, Archimedes', Buildcraft, Buildcraft Compat, Code Chicken Core, Extra Utilities, Extra TIC Fast Leaf Decay, Forestry, Iguana Tinker Tweaks, Lattice Mod, Logistics Pipes, Mantle, Moving World, NEI Addons, NEI Integration, Not Enough Resources, Not Enough Keys, OpenBlocks, OpenMods, Optifine, TIC Tooltips, Tinkers' Construct, Tinkers Mechworks, or WAILA. Are you sure you have the arrows to the right of the bow? It won't work if the arrows are to the left of the bow or regular arrows come first in the slot. Is everything else in the mod working? Like ziplines and grappling hooks?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!

    Hello CKatm397.

    I have this issue when I only have a bow and one set of special arrows in my inventory, even right next to the bow. Which brings me to the bow side of things: is there a special Ropes+ bow hat you're suppose to use instead of a vanilla one? I only saw one in NEI and it had no crafting recipe, so I've been trying it out with a vanilla bow. As far as mod interaction is concerned, it would be really hard to say with much certainty if a mod is altering the mechanics. If I had to guess, I would say nothing is because I have no bow-specific or archery-specific mods installed other than Ropes+.

    Thanks! =-)


    The Ropes+ bow is what any normal bow gets transformed to when using it with the Ropes+ arrows. Have you tested Ropes+ just by itself to see if it worked? Would you mind posting the mods you have alongside Ropes+ or would that be too much trouble?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!

    Good morning Ckatm397, thanks for the response!

    A different texture does not appear when I pull back the bow, it keeps the vanilla look. I also have the arrows in my inventory, and as for searching, do you mean with NEI? If so, they do show up there, and I can craft them just fine.As far as Forge is concerned,, I'm using version 10.13.4.1456 for 1.7.10. Lastly, I pressed all of those keys multiple times, and the only thing that changed was the notification on the top left.

    Thanks for the help, I appreciate it. =-)


    Do you have one of the special arrows closer to the bow? If a regular arrow is closer to the bow in your hotbar, it will just fire the normal arrows without changing the texture. Try putting a Ropes+ arrow 1 slot to the right of the bow. If that doesn't work are you using a vanilla bow or any other mods that could effect bow mechanics?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!

    Hello and good morning everyone, I hope all is going well on your end. =-)

    I have a quick question concerning the bow and arrow portion of this mod, specifically how do I fire arrows? I can't seem to figure it out as using a regular bow does not appear to work.

    Thanks, and take care!


    Does a different bow texture appear in your hotbar when you pull back the bow? It should. Then you should have a message at the top left of your screen saying use < and > to select arrows unless you disabled it with the / key I think it was. Do you have the different arrows in your inventory? Are you running 1.7.10 forge? Do they show up when you search for arrow?

    Posted in: Minecraft Mods
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    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    For the time guy perhaps you could have a handle on one of the gears that you would have to hit in the right direction. Hitting it would make the gear go backwards when it would normally be going forwards. That weakens his health. Then, when he loses all those hearts, he reverts back to an older form of himself and you have to defeat him each time for however many versions of him you want. At the end he reverts back to some kind of item that would be the reward.

    Posted in: Minecraft Mods
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    posted a message on Key Combinations Are Here!!! Over 9000 combos possible!! Presenting you Key Bindings Overhaul!

    I hope you can fix it soon. It's a very useful mod.

    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    I think I'm going to have to drop this mod from my modpack for now even though it's cool. I have travelling villagers trading overpowered items from certain mods that they really shouldn't be and I have mobs spawning in dimensions that they shouldn't be.

    Posted in: Minecraft Mods
  • 1

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    Is there any way to disable certain trade options for the travelling villagers?

    Posted in: Minecraft Mods
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