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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from BraveNewWorld»


    when you open the GUI for the Door Factory you have the option to "Create" or "Modify" You want modify.


    Ah with that quote, i figured it out.. well that fixed my problem! THANKS!
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    oh alright. so it was created on github. i have to ask is it possible to fix the problem thats within the optifine mod? if you dont mind me asking.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Hello,


    i dont know if you already got this issue posted on either here, or on github


    there is a problem with rendering using optifine with another mod called "Stacksonstacks 2" (its with the original stacksonstacks) for version 1.10.2. The author said that the problem within Stacksonstacks cannot be fixed so only the issue can be fixed is within the optifine mod.

    Posted in: Minecraft Mods
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    posted a message on [CASE CLOSED] latest mod similar to "Stacks on Stacks" mod

    Never mind... There is a new mod called "StacksonStacks 2" and its for latest version: 1.9.4-1.10.2..


    so This CASE is


    CLOSED

    Posted in: Mods Discussion
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from Ordinastie»

    You can put a Glass Door into the Door Factory and change everything about it, including its movement.

    im sorry. i am confused.. how do you do that?
    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    Hey, Ordinatie


    can you add a glass door.. (its not the shop door) its a house door.. there are many house that have glass door. and make it animated just like how oak door is animated.. not the shop door's animation

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Zygus42»

    I would add this to GitHub issues as a Features Request, if I could figure out how :(


    Any chance for config settings to make Deep Oceans, Oceans and maybe even rivers deeper ?


    Deep Oceans are currently only around 15 to 20 squares deep, which I know is somewhere around the same as vanilla Minecraft, but they could go another 40 deeper and still not hit bedrock, which would allow the construction of some decent underwater bases and such.


    When the River width settings is increased, the river depth should be increased also, as you end up with very shallow, very wide rivers - maybe realistic sometimes, but you do get wide, deep rivers also


    well i would like to have the options to change the bottom of the ocean or river.. to make it more deeper. that would be great. so i agreed with you. i have been asking about that in other mod, geographicraft as well.
    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from CD70»

    Hello,


    i use PureBDcraft Texture Pack and have the Problem that the doors as item don´t have any texture. Too this the texture of the trapdoor don´t shown correctly. Have somebody a fix for this.



    I got the same problem with R3Dcraft... and thats not all. Jungle and Dark Oak door when they are placed.. they have half of the door's texture missing... but the bottom is fine.. only top is missing.

    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!
    Quote from Chesterfloood»

    That's a good improvement by Cuchaz, but doesn't actually stop the driver falling off. It's incredibly frustrating to experience, I can't stand it.


    In Archimedes+ I pilot ships in 3rd person (press F5). It makes life much easier when navigating around islands etc.



    Oh yeah.. right.. the 3rd person.. i didn't think of that. and i forgot about that as well.

    the fact that a driver falling off often.. could mean it has to do with performance.. it is usually the biggest problem with mod that has to do with transport.. like your and the ship mod and other mods such as traincraft... i can tell you for sure.. in traincraft.. its a lot worse than ship mod.. its laggy. and the performance is quite poor.


    its not easy to improve the performance of a transportation mod

    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Nuchaz»

    I just released BiblioCraft v2.0.1 for Minecraft v1.8.9. I fixed some crashes and the inverted custom painting textures.


    I believe I have the issue with spongeforge fixed. So hopefully that helps JasonAvis.


    Going back a page, I just want to mention about BiblioWoods for forestry; The furniture paneler in the newer versions of BiblioCraft basically replaced the BiblioWoods packages. The paneler can take any wood plank, or log, or other solid block and apply its texture to the framed bibliocraft blocks using the paneler. I might bring back some of BiblioWoods addons in the future, but in a different kind of way, since the technology is built into the base BiblioCraft now I won't have to make a bunch of new blocks, I just have to spawn the framed blocks with an extra NBT tag. Really, all they would be are recipe addon packs since the functionality is still possible without BiblioWoods.


    re: kluckart

    Unfortunately, I am not using any resource packs in my testing environment and the issue is not just in the GUI, but also in first person, third person, thrown on the ground, and placed on item frames. Basically all instances where a custom model gets rendered as an item. The blocks seem to work fine, its just the items that are a bit of a mess. Kind of painful to even use the way it is.

    The issue is the method that is used in 1.8.9 that applied rotations, scaling, and translations (x, y, z movement) is no longer being called in 1.9.4 or 1.10.2 for some reason. It seems that it gets called for other types of models, like json models, but I am using obj models. I created an issue on forges github about it, I suspect it may be a bug in forge and I am waiting for someone that knows more about how forge handles this stuff to have a look at it.


    Hopefully either I can get it figured out soon or someone from forge can have a look and figure out the bug or let me know what changed and if I need to do something different (and apparently not obvious). That is the last major issue in having a 1.9.4 / 1.10.2 version (I tested and it works on both with no changes).


    I dont mean the "resource pack".. i mean the default one... within the mod... like minecraft has its own resource pack.. anyway..that explain the issues... i understand whats the problem. thats a good thing that you figured it out.. and i hope that it would get solved in future.. soon as possible so you can finish your last things in the version of 1.10.2/1.9.4.

    and yeah i know about the 1.9.4 and 1.10.2... few of mods i used on 1.10.2 are even 1.9.4 version when the 1.10.2 came out, that goes same for forge that came out in few days. well it went well. but now all of them are updated to 1.10.2.. of course.

    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    Hey Nuchaz,


    i have been keep an eye on your progress through your twitter.. and i see you have issue with the GUI.. have you considered that it may have to do with the texture pack that your mod has..


    well i have seen that problem before.. i know its not forge or mod.. its the texture pack.. so try check your texture pack to make sure its correct for 1.9.4/1.10.2

    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!
    Quote from Chesterfloood»


    There is a mod that allows this: Ships Mod, by Cuchaz

    I agree it's a very nice feature, but I prefer DEM's Archimedes+ mod over Cuchaz's, for a variety of reasons (I think I once posted a comparison between the two?), mainly because Archimedes+ is much more stable to use (you very often get suddenly left behind by your ship in Ships Mod due to buggy code and/or poor networking performance), and I haven't checked but I don't think Ships Mod is updated beyond 1.7

    EDIT:
    I found my comparison, it's below. Note it might be a bit out of date these days, so take it with a grain of salt. Also some points aren't facts, they're my personal opinion (e.g. "too cheap", "too hard", etc...)
    There are positive and negative points listed for both.

    Archimedes+ (darkevilmac)
    + can use any other controls (eg waypoints, F5 view) while driving
    + driver never falls off
    - passengers fall off at high speed
    - no space below waterline
    - beds on ship cant save respawn (but cuchaz berth save spawn as the location slept at - note not the location of the bed at time of death)
    - too fast
    - no sails
    + has engines
    - gui not as good
    - can't interact undocked
    + better at collisions with terrain (simpler, but smoother, esp shallow water)
    - cant move around on board when sailing
    - too cheap to make
    - passengers must sit in chairs to move
    - animal must be trapped to move
    + smoother movement
    + default densities not too bad
    + can undock in 4 directions
    - only one ship block size
    - default config max ship size is smaller
    - buoyancy bounce can be too much
    - an overly dense ship can sink to unrecoverable position on launch
    - cannot use empty space as buoyancy
    + automatic world alignment
    -+ has roll during turns by default (good or bad is subjective)
    + some minimal lighting when launched
    + ships can be built on land and moved (slowly) into water


    Ships Mod (Cuchaz)
    - cant use any other controls (eg waypoints, F5 view) while driving
    - driver falls off
    + has space below waterline
    + has berths to sleep on ship and save respawn
    - too slow
    - large sail no better than small sail? tall may help, but long doesn't?
    - no engines
    + has sails
    + better gui
    + can interact with ship undocked
    - worse with terrain collisions
    + can move around on board when sailing
    + better prices (more expensive)
    - a little bit jerkier
    - default config has very heavy densities
    - can only undock in one direction
    + multiple ship block sizes
    + has larger max ship size by default
    + buoyancy "bounce" is more subtle
    + checks buoyancy before allowing a launch
    + can use empty space as buoyancy
    - manual alignment
    + can carry animals
    - no lighting when launched
    - weird bindings crash it
    Like I said, I much prefer Archimedes+, but I used to have both installed at once, so I could use Ships Mod beds with Archimedes+ ships.

    thats good explanation.. i understand why you preferred that mod over cuchaz's ship mod.. but there is one more feature to the ship mod that cuchaz has added..

    when you fell off the ship.. the ship will stop moving..so you can catch up... its a good feature in case of when you got off the ship and you couldn't stop the ship from moving.. it was last week that cuchaz just recently added that feature.

    i must say there is a reason why i liked to walk around the ship without using a seat.. this would allow me to look out for small island to avoid collision..
    lets say i have my friend on the lookout and i would be the driver.. so he would look out for any island or lands.. that he can tell me to stop the ship from moving toward that land.

    you get the idea. and seat that i would have to sit on to drive the ship can limit my view where i want to watch out for small island.. its a bit of nasty experiences. but seats can be used with airship... which is a lot easily.. but a ship on ocean is not easy.

    anyway i had no idea you used to have both mods installed at same time.. 0_0... anyway, i really like sailing a pirate ship and exploring these ocean and find new lands... well its fun. i know that these two mods has their own strength (pros) and weakness (cons). its not easy to make it a perfect mod.. its a lot of works.
    Posted in: Minecraft Mods
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    posted a message on Placeable Items
    Quote from Ferdz»

    3.0.2.3 is out, and it fixes the ingot drops, you can now de-stack the ingots with shift-right click. Thanks for reminding me :)

    no problem and there is no need to apologize for such a bug... i am just reporting it.. so you can make your mod a better mod.. well bug-less mod.. if you know what i mean.

    and i will check the latest out... i will let you know if i find any bugs. and oh yes.. about the resource pack.. i guess i will figure it out.
    Posted in: Minecraft Mods
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    posted a message on Placeable Items
    Quote from Ferdz»

    There shouldn't be any compatibility issues between your texture pack and the mod. If there is, make sure to let me know.




    Thats strange.. i am using 3D model resource pack for minecraft.. but i can see that mod's default texture pack is still there..(in other world, i dont see the 3D model resource pack when i placed these ingots).

    thats why i asked you to see if you can make mod use the resource pack i am using... rather than use the default texture pack that mod has.


    EDIT: i found another bug.. thats not good. it may be challenge for you to try fix it.


    so it is successful that i can place 6 ingots in the same location (the limit is 6, not 9) thats fine.. but one problem is when i want to break the whole 6 ingots so i can pick up all of 6.. it created one extra ingots.. which i got 7 ingots.. i think breaking caused a replicating. thats the bug.

    can you also add a feature where i can just pick one ingot at a time by using right click.. but if i want to pick all of the ingots, "sneak + right click" can be used for that.

    Posted in: Minecraft Mods
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    posted a message on [CASE CLOSED]An Alternative Bukkit/Cauldron for 1.10.2
    Quote from Leviathan143»

    What plugins would you class as essential?

    i would have to do some research first to find out what plugins that could be considered to be essential.. but if i want to run a server with many people joining it.. there are few plugins that can be useful for that case,
    -anti-griefing (u know what i mean)
    - teleport permission (depend on the server, its completely up to the owner)
    -AFK "away from keyboard" displaying (sometimes people are afk from their computer, it often happened where people dont know one person is afk)
    -money exchange or trading (it can be useful for people who wanted to trade)

    there are very few plugins that had different names excluding "essential" name can also be considered to be essential plugin. I hope that should answer your question.


    No, he is working on something else, Pore is old and is already discontinued... lol


    really, does it has a name that he is working on? i wondered?
    Posted in: Discussion
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