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    posted a message on The BigTrees Mod
    There seems to be 2 slight problems for me to this otherwise great mod.

    1. The big trees grow even if they have cover over them, this makes tree farms difficult when they destroy the surrounding area. Only tried with a block at 8 blocks above sapling, so if it is simply a lower test for the big ones I don't mind. Though that doesn't make much sense when vanilla "big" trees cannot with a block 8 above sapling

    2.Some compatability with Nature overhaul,it works in a technical sense, but when you cut down trees or they decay all of the roots remain and eventually you have no dirt lift in areas.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    If this could be made compatible with seasons mod it would be great.
    Having to prepare for winter would actually be needed making both mods better.

    Edit: Also, I seem to have problems with the blocks not getting visually destroyed even though the block drops.

    The config seems to not save the settings :S
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Having some issues with platform not letting me place rail or redstone on it, searched but couldn't find anything on it. Have I missed something?

    Also the detector block seems to not be working when facing up?
    Posted in: Minecraft Mods
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    posted a message on [API] [MOD] [1.1] Thirst Meter
    Why not add the ability to drink straight from water sources with an empty hand?
    Will make it easier for those saying that bucket/glass bottle is to hard make early.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3][NEWS] The Seasons Mod
    Quote from recneps4444

    Why does it say in the OP that we can't just plop it into the mods folder? that's where i put it (purely in defiance >=P) and it works fine?
    (i haven't seen a season change yet though, so we'll see what happens there).

    Mods used:
    MCPatcher (mostly as a mod installer (im lazy))
    Optifine
    Modloader
    Smart Movement (awesome mod)
    Treecapitator

    Texture Pack:
    DokuCraft: The Saga Continues!

    As far as I know mcpatcher only accepts ".zip" not ".rar", so yeah that might be the problem
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] The redstone gate / PAL v1.4.3 beta [block]
    Quote from Darquan

    Are you using short pulses with delays larger than the pulse length by any chance?

    Currently whenever it receives a pulse which should be propagated after x delay, it reads the input signals after the delay, not before. If the input pulse has died by then, the input gets lost.

    Thats what I figured out while messing with it, it just seemed odd with the normal repeaters "storing" pulses.
    If it could be fixed so you could do these kind of clocks with your mod would be so easy they actually could be made for everyday use in survival.
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] The redstone gate / PAL v1.4.3 beta [block]
    I seem to be having trouble with creating a clock using the gates, occasionally they work but then even with excact same settings and the default button input it fails. I've checked direction, truth tables delay etc and everything seems correct yet it still fails
    Edit: screw acii and emoticons,
    This is the setup with every input/output and delay correctly set
    The left part is the killswitch for the clock and the button is the starter.
    When I first tried, it worked then suddenly it didn't, any clues as to what is wrong?
    Only the 6 in the middle are the "clock" for some reason worked when I added the ones on the sides, then it stopped working again :dry.gif:
    Edit; NVM figured it out, apparently the signal gets cancelled if it doesnt pass through the gate by the time the signal stops.
    Edit of Edit; Ok, now I am really confused still doesnt work
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from ZePotatox

    I really hate the rain feature, its so bloody annoying!

    Go to your minecraft folder, then open mods/djoslin/finiteliquid.txt
    Then find the line
    EnableRainPuddles ; 1
    and change it to
    EnableRainPuddles ; 0
    Posted in: Minecraft Mods
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    posted a message on Stronghold portal seed and co-ords..
    Quote from Spellyr

    Well i am in search of a portal room, i play 1.9.4 and there is still no stronghold beneath that island.

    As i specified in my post it is in 1.9 Pre 3 that i got an island in an ocean biome with stronghold right beneath.
    It was in creative if that matters though I doubt it does
    Edit: Apparently pre 3 and pre4 does matter, it gives excact same island but without stronghold.
    Maybe the stronholds are at 0,0 in pre 3 for the bugfixing of strongholds mentioned with the glasstowers?
    Posted in: 1.0 Update Discussion
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    posted a message on Wierd thing i noticed while building mob trap
    The reason is you are not placing blocks on coordinates, but rather between them instead.
    So you place blocks between coords -30 and 20 which adds up to 50.
    Posted in: Survival Mode
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    posted a message on Need help with single player commands
    Just use what dannehbtw said <item number>:<damage number> example: red wool, wool is 35 and red is damage 14 so type in /give 35:14 or any of the other give item commands. The same syntax can be used for worldedit though you need to update blocks(place a torch nearby etc) to show the difference when replacing with different damage/color item
    Posted in: Legacy Support
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    posted a message on 1.9 PR4 SMP animal issues
    You can also use signs instead of pressure plates I believe, alot less noise.
    Posted in: 1.0 Update Discussion
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    posted a message on Stronghold portal seed and co-ords..

    Yes, because there are portal rooms in 1.8

    I said that it wouldnt work in 1.8 >.<
    Posted in: 1.0 Update Discussion
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    posted a message on Stronghold portal seed and co-ords..
    -7521439132369864874 Small island, has a stronghold and a enderportal right beneath it.
    I generated it in 1.9PRE3 so it won't work in 1.8
    Posted in: 1.0 Update Discussion
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    posted a message on Endermen BIG Disappointment
    Why not have them take all blocks when the difficuty is over a certain level?
    Posted in: 1.0 Update Discussion
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