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    posted a message on Custom Ore Generation: First Revival

    Other people might build it on GitHub just fine, I actually am making a curse modpack for some friends, so it's terribly inconvenient any other way than official :P


    I guess for the sake of setting up a server, people's clients don't need updated config files, but still... I like people to be able to play single player and get roughly the same experience.

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    Quote from noogenesis»

    Probably if you are using 1.10.2. There is no mod support yet.



    Um, I don't mean to disagree with you, but the config files on github were updated in December 2016 while CustomOreGen was last updated on CurseForge in November 2016. The config files on github work VERY well for mods, with a couple tweaks:

    * Don't use the Vanilla one, it adds a config section that CustomOreGen finds redundant. I didn't spend any time figuring out if it was possible to make it work, so maybe someone else will figure it out better.

    * ThermalFoundation needs to be thermalfoundation, and its references to Ore need to be ore.


    So for anyone else who wants CustomOreGen to be mod compatible, it's a bit of a process, but it's more tedious than complex so a lot of people should be fine. Here's what I did:

    * First, download all the raw config files off github (here) by clicking each file, clicking Raw, and right clicking on the file that opens and hitting Save As... to put it all in a directory somewhere.

    * Second, go into CustomOreGen's jar file and navigate to \config\modules\. Delete all of the files in there EXCEPT Vanilla.xml (and to be safe, MinecraftSpecialRules.xml)

    * Third, insert all the downloaded config files into the jar file to replace the deleted ones.

    * Fourth, fix any case-sensitivity issues. If a config doesn't load (for instance, the Thermal Foundation config file will not), go into the *.jar file of the mod you're trying to get the config working for, and check mcdata.info. Compare this to the first line of script in the appropriate mod's CustomOreGen XML file to see if it's the same capitalization.

    If the capitalization isn't the same, you have something of a project on your hands. Should be easy to handle if you have Notepad++ or another text editor with a good find/replace function. Replace all instances of the wrong capitalization with the right one, e.g. ThermalFoundation needs to be thermalfoundation.

    Usually if a modmaker fixes their behind-the-scenes mod name to be lowercase, they probably also did it to the names of their ores, too. So in this case, Team COFH lowercased ThermalFoundation, but they also lowercased their block Ore to ore. So after I did a find/replace for ThermalFoundation to thermalfoundation, I did a find/replace for :Ore to :ore.


    And for the modmaker: can we get an updated version of CustomOreGen with the config files currently located on github (with the thermal foundation tweaks)? I'd say people should just download them except the way CustomOreGen is programmed, it overwrites anything in the default config directory every time it's loaded and we can't have conflicting files in the custom directory. So literally the only way for us to play with the updated files is to do all the fiddly steps I mentioned above, replacing the files in the *.jar.


    EDIT: Oh the Ars Magica file needs an update: vinteumOre is now ore

    Minecraft Comes Alive also needs an update, tile.roseGoldOre is now RoseGoldOre


    I uploaded my copy of my config files to dropbox, in case anyone wants to use them. https://www.dropbox.com/s/xtn42etuhctvhtr/default.zip?dl=0

    Posted in: Minecraft Mods
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    posted a message on [1.7.10][Forge]LootBags (and technically Carbonization too)

    Been playing with the 1.10.2 version... I'm not sure if I have a setting wrong somewhere / something I can change, but the bags seem to be generating wayyyyyy too much loot.


    Here's some bags I have right now:

    A common bag with 24 pickaxe kits (forestry), a total of 57 dinosaur action figures (jurassicraft) and 7 pieces of paper
    A common bag with a light blue rune (quark) and 4 wheat

    A common bag with 50 spider eyes, 9 buckets, and 12 poison arrows

    A common bag with 35 nametags


    The amount of loot generated is such that I can just loop together an opener and a recycler and get infinite resources within seconds. Like, right now my inventory has 10 common lootbags waiting to get opened. I got these by getting a SINGLE common lootbag and just recycling the contents. I went from 1 bag to 2, and after a few tries I got to 3, and then after a couple tries I got to 10.


    ---


    This issue persists even when all other mods are removed... it JUST seems to be LootBags, in a vacuum, being weird. Or maybe this is intentional? I hope not, I want to add LootBags to my server to give players a little something special when they kill a mob sometimes, but 'something special' shouldn't be 'infinite resources'

    Posted in: Minecraft Mods
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    posted a message on AppleCore (an API for modifying the food and hunger mechanics of Minecraft)

    Bug report (I also put this report on the github for AppleCore): AppleCore disables the effect of the naturalRegeneration gamerule.

    Not much more complicated than that. With AppleCore, you always heal even with the rule set to false, without AppleCore, the rule works fine.


    Using 2.0.0 with MC 1.10.2

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Minor issue, using 1.10.2 with Biomes O'Plenty and other mods, and none of the leaves or other foliage are animated; probably because in the SEUS files, those blocks have specific ID numbers; probably because most mods use dynamically assigned block ID numbers now to avoid conflicts.


    I'm having a difficult time figuring out exactly what ID numbers are those are in my little homebrew modpack; once I do I should be able to fix it myself, but it might be nice if SEUS could somehow link to "biomesoplenty:leaves_4" for instance instead of 1921:0

    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)

    I, too, would like to know how to join into this private testing. I have no issue with complex installations, but I want to see if the future of this mod would be good for a map/modpack idea I'm thinking of making (but its current incompatibilities with ChickenBones stuff is problematic for that test).

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    @Carson

    Use spoiler tags.

    Previous page in the thread has a fix, which I had to look for 'cuz I had the same issue.
    Posted in: Minecraft Mods
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    posted a message on The Herobrine Mod OFFICIAL 3.6
    Cool, so you're gonna force-load ads into my browser if I install this? No thanks, if you're willing to do that, who knows what else your mod might do without permission.

    Was looking for mods to share with a bunch of friends, but I won't subject them to stuff that'll take over their browser.
    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    This has become one of my favorite must-have mods... me and my friends are starting a 1.7 server in a couple weeks, I hope it updates before then, so we can get some awesome world-gen action going!
    Posted in: Minecraft Mods
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    posted a message on Revamp - Rivvest's Enhanced Villagers and Mob Performance | v1.3.1 - Bug fixes
    I enjoy this mod, but I wish there was a way to turn off the endless "[STDOUT] Doors: -1 Villagers: 31 Min/Max: 0/0" spam.

    Or even if someone was logged in to the server, the server log shouldn't be filling with those messages... sometimes, whoever is hosting the server on their computer needs to scroll back and see who's placing what restricted items (breaking IC2 stuff, placing nukes, etc.) and that spam sort of gets in the way.

    Otherwise, I like this mod, my village went from 20 villagers trying to fit into a 2x3 wooden hut (which didn't work, and when the zombies came resulted in an almost total village wipe) to spreading out, living in various houses, wandering the streets during the day, etc.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Just putting it out there for those trying to uninstall Mo Creatures:

    The reason mobs stop spawning after you remove Mo Creatures is because the game rule doMobSpawning is set to false by Mo Creatures. To re-enable, set doMobSpawning to true. Might require hacks for non-SMP maps.

    Though now that I've figured that out, I wonder if I can get Mo Creatures to play nice with AtmosMobs and Mob Spawn Controls... nah, sounds like too much work, I've stressed over getting Mo Creatures to behave enough for a life.
    Posted in: Minecraft Mods
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    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    Fork it, open source the pony side! :P
    Posted in: Minecraft Mods
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    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    Seems a bit harsh to abandon this project over those reasons...

    I mean, we haven't even seen the episode yet. As far as I can tell from commercials for it, it's not going to be all that bad. It really depends on how the last couple minutes of the episode is dealt with for how good or permanent this 'transformation' will be. After all, it's an entire episode dedicated to the ponies temporarily switching roles / cutie marks with each other.

    As for the Mane6 thing... like, I'm not sure anyone was really surprised by that. Anyone who was is super-naive. Even if Hasbro totally 100% approved of the fan-game, they are legally required to C&D it because if they don't, their ownership of the My Little Pony license and the Friendship is Magic characters could be called into question.

    Was it kind of douchy to cancel it at the last second? Maybe. It's kind of an industry standard though, I'm not at all sure why (perhaps because it provides them opportunities to examine, or perhaps even approve the product), but every single time I've ever heard about a C&D of a fan game, it was always close to the game's initial release.


    All I'm saying is, everything they've done to Mane6 is kind of just standard operating procedure... anyone who didn't expect Hasbro to C&D the project at the last second clearly has no idea how these things tend to happen.

    EDIT: Minecraftforum? Your formatting skills are atrocious.
    Posted in: Minecraft Mods
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    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    Quote from Ryminer2

    I'm wondering, how do you download the beta? I can't seem to find any information on it besides some things it adds.


    The mod maker doesn't post the link to the beta on the mod's wiki or the OP--instead, he just releases the link in the thread. He hasn't posted one in a while... which makes me VERY VERY IMPATIENT! :P But if you go back several pages I'm sure you'll find a link
    Posted in: Minecraft Mods
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    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    Personally, I'd be happy if things like recipe-mods were included in the config file... or just an entirely separate mod :P I mean, unless it's critical to the mod somehow. After all, people who use RedPower hardly need a new way to get string, what with flax being widely available.
    Posted in: Minecraft Mods
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