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    posted a message on I need help with world painter!(idk where to put this so please move if in the wrong place)

    Hi, when you import your world into worldpainter there should be black crosses on your map which are read only areas, do not remove these or change terrain etc on them as these are the blocks you placed in minecraft. Do whatever editing you want then when you want to save as a minecraft world again make sure you MERGE back and not EXPORT.


    For any further help I suggest posting here ---> Worldpainter Thread

    Posted in: Minecraft Tools
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    posted a message on RYZEN build query

    I agree about Ryzen being a bit more future proof but with regard to fps in games yes the GPU is the be all for most games but minecraft is heavily CPU dependant isn't it? and still no info available from anywhere of people having Ryzen and heavily modded/shader packs and still getting good frame rates, ie not dropping significantly to 10fps or less like my system is now starting to do.

    Posted in: Building, Parts & Peripherals
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    posted a message on RYZEN build query

    Hi, looking for some feedback if possible. My pc is coming towards the end of its useful life, and am looking to build a new one. Now before I go any further YES i have done a search on the forums but limited or no info comes back.

    Anyway back to question.

    I was going to build a new system based around an I7 7700K cpu until Ryzen launched. I am now tempted by a R7 1700 possibly 1700x or 1800x. Yes these maybe overkill BUT I would like to future proof as much as possible after all my current I7 920 has served well for last 7 years.

    Now I know Intel is better for gaming currently and everything works, but what is putting me off is upgradability, ie would need new mobo later on.

    AMD on the otherhand, although generates less frame rates then Intel is relatively future proof for next 3 years as AMD is sticking with same AM4 socket so if something better comes along in a year or 2 then can get new cpu. Downsides but sortable is memory issues for now.

    At present AMD is really tempting me as like it sticking to AM4 socket allowing better cpu when ryzen v2 comes out, and hopefully memory will be sorted to allow faster RAM, BUT what info I can't really find is how well does Ryzen perform with a HEAVILY modded minecraft and shader pack running, as would like to start playing with more than 5fps again. Can Ryzen cut it and still acheive 60fps (thats all my monitor will pump out and anything more is unnoticeable anyway) OR do I need to go 7700K


    Basically does anyone here run a ryzen with lots of mod and if so what is your specs and performance please


    ie CPU, GPU, MOBO, Memory and fps


    Thanks

    Posted in: Building, Parts & Peripherals
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    posted a message on LiteLoader

    Using latest forge 2117, latest liteloader snapshot for 1.10.2, and litemods not being recognised, gone back to liteloader 1.10 with latest forge and mods now working.

    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]

    @Monsterfish - as requested, images of conquest graphics not working in creative + and with brewcraft mod in inventory


    Posted in: Resource Packs
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Depending on what version you are using I always found treecapitator to be more realistic in tree chopping down

    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 DoomedVillager»

    Is there any way, with a mod like RSG, to address how village
    structures spawn? Too many times, even in 1.9, you come across a village
    that, though randomly spawned, looks like it was done so by an angry
    Minecraft deity that wishes to spread zombie death on the land :)

    How hard would it be to take a potential village spawn site and write in
    a method where by the landscape is leveled, cleared of obstruction, and
    filled from the designated "surface level" down so that you could have
    villages spawning in other terrain like forests or hills and not have
    them look like Rube Goldberg machines designed to kill villagers?

    Witchery kind of did this with their stone circles. Occasionally you
    ended up with a stone circle that was raised above the landscape in a
    silly way, but frankly that might be preferable to the current village
    generation.

    Some way of looking at the map, seeing a massive chasm in the middle of the chunk and going "Nope"

    Quote from Topisani

    Me wanting to do this is one off the things that made us decide it was
    outside RTG's scope. In some ways, this is definately the plan. How
    exactly, only time will tell :)




    Maybe you should take a look at Millenaire as whenever it creates its villages it always levels the area, its as though their village is "conatined" in an invisible cube which is placed down on the landscape and anything in its way is removed our flattened, many a time I have come across a millenaire village where a chunk of mountain has been carved out to allow for this invisible cube round the village.

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Ok, been getting the following crash same as others recently using version beta 42;


    Feb 12, 2016 9:07:07 PM climateControl.DimensionManager salvageSpawn
    INFO: setting spawn at 42336,43120
    Feb 12, 2016 9:07:07 PM climateControl.DimensionManager salvageSpawn
    INFO: (-2147483648,-2147483648)(42336,43120)
    Feb 12, 2016 9:07:08 PM climateControl.DimensionManager salvageSpawn

    anyway to get to the point before I test with beta 45 I am currently adding mods one by one when this issue occured so to make sure I removed mod and tried to go back to same world and no problems. Mod which I found to be causing issue is "Extra Utilities"


    Edit: using beta 45 problem fixed world now creates with Extra Utilities mod

    Posted in: Minecraft Mods
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    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!

    doesn't seem to be working, as when connect tank controller to tank and right click there is no interface or any means to add fluid to the tank

    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]

    Looking more beautiful as time goes on this pack, however noticed a few issues mainly to do with the inventory;


    The beautiful looking inventory detailing doesn't show when in creative+ mode or adventure mode and also does not show up when using a mod called brewcraft

    Posted in: Resource Packs
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    posted a message on Carpenter's Blocks
    Quote from Mineshopper»

    Only with the Carpenter's Tile.

    Just need to open the jar file with 7zip or similar program, navigate to the resource folder as indicated.. drop the files in. If using a server make sure it also has the modified jar file.


    tried that and still not working

    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

    yes, i agree with you there is duplication but when trying to run BOP,EXBL,Highlands and Enhanced Biomes the fun begins. Enhanced Biomes doesn't like moving ids or being disabled and BOP doesn't like being disabled so ending up with crashes all over as both mods have clashing ids, so making it very hard to disable ones i don't want from each mod, as both have "some" good ones the other doesn't

    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    Hi, this is probably a really stupid question and easy answer but i can't get it to work.


    I am running latestdev version of this, I have downloaded the extra addon packs from the carpenters website but for the life of me I can not get the extra chisels or tile design to work, what am I doing wrong??

    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!

    Getting pink and black blocks using 1.3.3 for both the bottler and unbottler in both inventory and world.

    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 WhichOnesPink»

    You will be able to add biomes with IDs above 256. For example, you could run all of the biome-adding mods that RTG supports and not have to disable any biomes, as long as they have unique IDs.

    @elix_x, the author of Anti ID Conflict, would need to confirm, but I believe AIC 2.0 will support up to 32,767 biome IDs.

    And just to clarify... when AIC 2.0 is released, we'll still need to do a bit of work on RTG to support all those extra biome IDs, but it should be doable.
    .

    lets just hope AIC 2.0 is released soon why Mojang haven't upped the limit by now is unbelievable when so many mods nowadays add new biomes.
    Posted in: Minecraft Mods
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