• 1

    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
  • 1

    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
  • 3

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    There's a slight problem with the sorting machine: it doesn't save which column it last sorted between chunk loads, in SMP or SSP. If doing a project which takes a particularly long time to get through a complete cycle, this can prove a problem because people will leave halfway through and come back, only to have the cycle start over from the beginning.

    For instance, I have a sorting machine which sorts UU matter like so:

    15 white, 12 orange, 27 magneta, 12 light blue, 80 yellow, 80 yellow again, 6 green, 1 pink

    But since it takes a really long time to get through that 160 yellow, I frequently log off before then, only to come back and see that it's back on white--and, because all of those are UU matter, it's sending away all the cache of UU matter I had been saving for yellow off to white, orange, magenta, and blue.

    I can think of a few ways to manually solve this--like, arrays of chests and filters and things that take up a room's worth of space, or more easily I could just make sure the most expensive columns came first--and I guess I'll have to do that.

    But possible things I'd hope to see in future RedPower releases to solve this might include:

    a) just... saving where it is in the sequence.
    B) instead of moving the current column over to the RIGHT, move all of the FILTERS over to the LEFT. The advantage to this method is that It wouldn't have to save any additional data.
    c) have a button in the sorting machine UI that, when pressed, manually cycles the column over to the right. Not the most ideal solution, but it would save people trouble because at least they could manually fix things when they log off.
    Posted in: Minecraft Mods
  • 1

    posted a message on [V1.6.2] Xie's Mod
    Quote from JT`

    Forge is already optional, but the sheer amount of content in the default pack pretty much mandates using a spritesheet rather than Modloader style (which would quickly flood out the available sprites in terrain.png and items.png). I think he's been looking into Forge Sprite Extender support (the same thing Millenaire and Better Than Wolves uses), which would be a dependency of its own but which would not require full-on Forge.

    Anyway, I hate on people who don't use Forge. Everyone should migrate to Forge, no ifs, or make a worthwhile competitor. We'll see how the 1.3 Modding API works, but refusing to adopt a standard intended for cross compatibility is precisely why every non-Forge mod sucks. ;-)

    Not saying that Forge is pure and good -- I'd be much happier with an alternative that provided hooks wholesale for everything rather than just the ones asked for, and a sizeable portion of the dev team has some deep psychological problems they should probably get looked after -- but the pure intention of Forge is nothing short of beatific.


    Um, I'm saying that I need his mod to not use ModLoaderMP anymore, since Forge is now incompatible with MLMP due to it being closed source. I start my SMP server, it says "Forge and MLMP detected, they aren't compatible, shutting down".

    Our 150~ MB server has huge fields of Xie's crops, and I myself have written rather extensive mods using Xie's interface, but they'll all go poof if I start it up without Xie's installed... which I can't do so long as Xie's requires Forge _AND_ MLMP. So, MLMP requirement needs to go :P

    (Forge Server now provides the multiplayer modding capacities of MLMP)
    Posted in: Minecraft Mods
  • 2

    posted a message on [V1.6.2] Xie's Mod
    The players on my server have given me full authorization to give Xie a baleful stare until he updates his mod to not require both ModLoaderMP and Forge.

    I'm going to go with this one:



    :P
    Posted in: Minecraft Mods
  • 1

    posted a message on [V1.6.2] Xie's Mod
    Alright! So, I made a recipe pack using this wonderful mod. I made it mostly in anticipation of 1.2, since me and my buddies aren't starting an SMP server until jungle biomes are in. But, I figured I would add it here!

    It's a set of seven mods (so you can pick and choose which ones you like), which are as follows:

    Bone Crafting adds a bunch of recipes which let you craft tools (and a couple items) with bones instead of sticks.

    Bonemeal Changes alters the bonemeal recipe so that one bone makes only one bonemeal. But, it allows you to convert one meat from any animal into one bone. Basically, I felt bones were too powerful, since they produced three all-mighty bonemeal, and all you had to do was walk on the surface after the dawn to collect entire stacks of them from dead skeletons. This mod puts a little more emphasis on raising livestock, making bonemeal about as easy to get with enough hard work.

    Cheap TNT alters the TNT recipe so that you only need one gunpowder and one sand to make it. Basically, me and my friends notice that we never used TNT over months of having an SMP server, but instead hoarded it because it was so rare and hard to produce. Hopefully, this reduction will make that a much rarer situation--and using high-powered explosives when mining out caverns much more common!

    Craft Anything adds a ton of simple recipes:
    iron bars->chain armor pieces
    stone->gravel
    gravel->flint
    water+mushroom+sugar->slime
    cobble+slime->mossy cobble
    stone bricks->cracked stone bricks
    stone bricks+slime->mossy stone bricks
    bone+charcoal->ink
    9 netherrack->nether brick
    feather+charcoal+stone->gunpowder
    4 string->wool
    wool->4 string
    9 string->cobweb
    tall grass+dirt->grass dirt block
    4 seeds->wheat
    wheat->4 seeds
    water+snow->ice
    water+lava->obsidian
    8 mushrooms+dirt->mycel
    3 leather+2 string->saddle

    The goal of that mod is just to create opportunities for creativity (in the case of crafting mossy cobble, cracked brick, cobwebs, and so on) or just crafting things that it makes sense to be able to craft (stone to gravel, slime, ink, wheat, obsidian, etc.)

    EDIT: Apparently when I was splitting my mod into multiple files instead of one messy single file, I edited out a bunch of useful recipes. New to the list: mycel, saddle, and chain gear.

    Craft Spawn Eggs is my pride and joy, it allows you to craft spawn eggs. There are far too many recipes and combinations and ways to splice things together for me to create a list. I'll just say that the basic recipe for a non-spliced creature is redstone, bonemeal, an egg, and some genetic material. You can look through the file if you want more details.

    Expensive Bread is the result of another problem me and my friends had in an SMP server: food was never an issue, and the bread flowed like wine. It is also just the result of me getting annoyed by the fact the bread recipe feels really out-of-date compared to some of the stuff Minecraft has now. So, if you want to make bread: it requires 3 wheat, sugar, milk bottle (requires Xie's default content), and water bottle, which creates bread dough, which must then be baked into bread.

    You can also make the bread dough recipe just with a milk bucket, but that's only 'legacy' support for people who don't have Xie's default content.

    I'll be honest, the second reason I wanted this mod was because I like making extremely elaborate machines which produce sandwiches, and making bread require multiple materials and both a workbench and a bakery creates a REAAALLLY complex machine.

    Expensive Torches is the result of my SMP group realizing that there is absolutely no reason to use IndustrialCraft lighting. It's just so incredibly easy to make torches, which last forever and have incredible brightness... there's really no reason to set up expensive-to-make, fuel-consuming, sometimes-inactive IC2 lighting. This torch recipe is also, like the bread recipe, more realistic: it requires charcoal, wool, and a stick. And presto! You have a SINGLE torch.

    Now, there's a reason to string your hallways with IndustrialCraft lighting.

    -------

    Now, I don't expect everyone to agree with my taste in balancing for games, but I figured I would put these out there. If you like them, great, if you have suggestions, suggest away, and if you hate them... well, you're not required to use them :tongue.gif:

    Link here! [Link]

    -------

    Future Ideas
    * Make it so that burning logs makes a "Burned Log" item. Putting it into a crafting grid creates both the Charcoal and Pitch item, Pitch being used for various things like making boats, torches, and other sticky things
    * Lemon Batteries (maybe one lemon + two minerals produces a single bit of redstone dust?)
    * If Xie ever makes it possible, the ability to drain XP to craft XP potions! ...when 1.2 comes out at least.
    * Bone recipes make white-handled tools? And all-bone combos make 'bone' tools instead of 'stone' tools?
    * Bone ARMOR?
    * Additional tweaks to the bread dough system. Possibly allow it to interact with items from the the currently-existent baking addon for Xie's mod.
    * Compatibility mods (specifically, make rubber trees from IndustrialCraft and rubber trees from RedPower behave themselves in my wood-nerf mod)
    * Olive tree addon for Xie's default content?
    Posted in: Minecraft Mods
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