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    posted a message on Dooglamoo Cities Mod

    been a fan of archeology mod for a while and got this the second i saw it. been playing the heck out of it. i found a vanilla large island seed that is brilliant. -1883891116440281302 remember to use large biomes. it is a plains island that is somewhat flat with about 9x9 or 10x10 chunks to build on. there are at least two ocean temples in view.


    my ideas about the info. in the mod millenaire it uses signs as message boards to inform the player of the towns needs. it works well.


    another idea would be to have some sort of thing in the player inventory like a document or book or something that you click on a build/farm type block and it says what it needs/uses. or a project planner. it could have a title page listing industries and or whatever and if something is jammed up its name would be red. click on the name and it opens a page saying what the issue is. the idea with this is to get rid of chat spam altogether.


    my only contribution to issue finding. in Aroma Mining World it can be set to Day all the time. this seems to mess up the farms.


    small request. please make white wool an option or some other overworld white block usable for the intersection.


    another request, please make a warehouse manager block. its only purpose is to supply distributors with stored goods. this way i can put items into centralized storage that multiple distributors can pull from without clogging up the distributor blocks with excess inventory. actually i don't care about the logic. lol i just want to be able to dump an inventory worth of stuff into a chest and have the 'people' make use of it.

    Posted in: Minecraft Mods
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    posted a message on New block ideas: post here

    i am not a redstone pro so i will take your word that i can get a daylight sensor to pulse at 4:30 am/pm


    another idea i had for a block is a liquid vacuum tank. it only sucks up the liquid next to it and stores it. it would be like a bucket block and it would save some inventory space since buckets of lava don't stack.

    Posted in: Requests / Ideas For Mods
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    posted a message on New block ideas: post here

    daylight detectors are tied to light levels not time.


    vacuum hopper doesn't break grass. even if it did it only has a 2x3 area that it collects from.


    rope ladders don't go up, at least not since i checked. i could be wrong about it.


    thanks though.

    Posted in: Requests / Ideas For Mods
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    posted a message on New block ideas: post here

    an alarm clock. you set it to a game day time and at that time it emits a redstone pulse. it differs from other stuff in that it isn't tied to light levels and it isn't like a stopwatch or redstone ticker. usage example, it can send out a signal before it gets dark so you can get home or set up light before the blackness falls.


    a vacuum block (distance cofigurable). put it down with chest and click on the side you want vacuumed. only works on plants and grass.


    sticky ladders (not sure about that), ladders that you add something to in crafting so when you go to place them, as many that can be placed in an unbroken line do. good for getting up tall trees in a hurry.


    call of the wild. a block that attracts (spawns) peaceful mobs needs grass blocks around it. use skyblock to hurry things a long and for when you spawn in a biome that doesn't spawn mobs. desert and ocean. also good for when you get an annoying seed with all pigs or something.

    Posted in: Requests / Ideas For Mods
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    posted a message on PeacE - Project E addon pls

    This idea is for Peaceful players that like to play mod packs with mods that require you kill stuff to complete the pack, to do so without cheating. Infinity evolved, project ozone and other packs that use draconic evo and or avarita etc...


    the idea is to make some new ore dicted items based on Project E matter. So there would be draconic matter which would only be available in peaceful. the mod could support a number of mods and the items only show up if you are in peaceful and the supported mod is installed. if the mod doesn't directly support a mod then maybe use configs or json to add new things.


    a number of packs have caught onto the expert or titan mode idea and recipes are getting out of control. peaceful players HAVE to cheat to complete these packs and that defeats the purpose.


    this doesn't have to be a projE addon. it can be its own thing altogether. it seemed to me that it would fit with the spirit of that mod the best.


    condensed red matter, various colored matter with increasing emc values up to stupid expensive ultra compressed matter, there is a lot of room for expansion. it doesn't have to add new tools or anything, just the matter that works instead of awakened draconium and other mod items that are impossible for peaceful players.


    thanks

    Posted in: Requests / Ideas For Mods
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    posted a message on EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff8cc53bc4c, pid=9980, tid=14252
    Quote from tyteen4a03»

    See the FAQ.


    i clicked the link and it doesn't work.
    Posted in: Java Edition Support
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    i know this is a little late, i am not sure if this seed is OWG compatible, i have been using it since 125 and it has maintained relative integrity.

    the seed is "Arx" without quotes. at +190 +190 is an area that is rotten with land like your picture. since they changed landgen post 164 or whenever, it isn't as epic but still impressive.

    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!

    Github is a server right? they backup their servers? they might have a copy of the wiki. also a few of the wiki pages are on the wayback machine.

    Posted in: Minecraft Mods
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    posted a message on Placemod (Fast Schematic Spawning System)

    Hello,


    thank you for your reply. i don't have the time right now to fly around looking for broken structures and i removed your mod from my pack. for now. there is a program that lets you search files within a directory. it is called WinGrep. if you point the program at the placemod schematic directory and have it search for the item IDs 177 179 186 188 191 it will list all files with those numbers in it. buildcraft is using ids 176 through 200 and 167 through 171.


    if i had nothing else to do right now i would help you with this. also there are newer programs than wingrep, i don't know the names. i hope this helps. i really like your mod.


    edit. i looked up the ids on the MC wiki. for some reason buildcraft is using vanilla block ids for some fences and dark oak stuff. it is a BC problem in other words. i guess if no one else has a problem, it isn't one.


    edit edit after testing, i have come to the conclusion that some of the schematics were made in 1.8 and 1.9. these versions add new blocks. these blocks coincide with buildcraft blocks. BC has no way to edit the item IDs.

    Posted in: WIP Mods
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    posted a message on Placemod (Fast Schematic Spawning System)

    Hello, I am having a problem. Some of the buildings are using mod added blocks when they generate. For instance, there was a tower made of Buildcraft Builder blocks and lasers. This lags the game tremendously. I deleted the config file for Buildcraft thinking it might be smart enough to reassign its blocks. It didn't work. This means I will have to change block IDs on my own.


    Anyhow, I really like your mod.


    edit Buildcraft config doesn't have block IDs for 1710. I don't know what to do.

    Posted in: WIP Mods
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    posted a message on Modular Systems (Formally Modular Furnace)
    Hi
    Suggestion: include the chance to change item ids.
    Reason: I crashed my world (cant boot it up) because I broke a storage core before removing the attached storage expansion. the easy fix is to change the id of the storage expansion instead of removing the whole mod.
    Thanks
    Posted in: Minecraft Mods
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    posted a message on New Biospheres Mod!
    Hi,



    I noticed a few things



    1. (I don't know if this matters) the config file name has a space in it. none of the other files do.

    2. Water worlds. I don't know if this is because of the new height thing/snow thing but I am getting ice if i build at the surface. makes things dark and laggy.

    3. The biomes aren't working quite right. I get patches where every block is a different biome.

    4. The surface decorator blocks seem a little random. I am getting deserts and jungles that are only snow blocks.

    5. In the old mod I could get the Orbs to intersect with the domes. It made things interesting. I can't seem to make that work. The orbs don't spawn if I make large domes with short or small grid size.

    6. As mentioned the biome weights aren't working. I have changed the config file and the mods menu and the second I press create world the biome configs reset.



    Natura does work but I get the occassional decorator crash. The large Redwood trees do pierce the dome ceilings and the ore bushes spawn on any exposed surface.



    Haven't been to the end or the nether yet.



    Really glad you decided to bring this back. I have used this mod in every version of MC that it has been available for. I like the orbs and the config options. The scaling idea is good as well. Thanks again and I hope you continue.
    Posted in: WIP Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    hi, I have been using this for a week now. i really like it. i wish there were more uses for some of the ores. a barium lepidolite house is entertaining though. i read the thread and what you said about measuring the minecraft economy with the real one. that is interesting except the functional minecraft economy (what mods use to make stuff) doesn't follow RL statistics. (comment not a crit). one thing i want to mention, i tried the wiki to find the biomes for the ore gens. i didn't get it. it is dense reading. not uninteresting, i just don't know what all the things mean. i had to look in the configs for COG. i didn't mind, i think it might make this a little less approachable for some.things i found. umm 164 ver 0012your mod and at least the reliquary mod add unconfigurable items at the end of the item list. makes them incompatible.4 rocks drop as stone and not cobble. they have the same id. it is the one for hornfels the grey one at the bottom of the map and the red one.i can't make half slab versions with your cobbles. they come out vanilla slabsi get one crash with this mod and the mod minor alchemy. it adds a machine called an arbitrator. toss stuff in and it tosses mod block and items out. spoiler---- Minecraft Crash Report ----// Uh... Did I do that?Time: 5/29/14 9:06 AMDescription: Rendering screenjava.lang.NullPointerExceptionat org.pfaa.chemica.item.IndustrialMaterialItem.getIndustrialMaterial(IndustrialMaterialItem.java:21)at org.pfaa.chemica.item.IndustrialMaterialItem.getIndustrialMaterial(IndustrialMaterialItem.java:25)at org.pfaa.chemica.item.IndustrialMaterialItem.func_82790_a(IndustrialMaterialItem.java:43)at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:418)at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:467)at net.minecraft.client.gui.inventory.GuiContainer.drawSlotItem(GuiContainer.java:485)at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:472)at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:150)at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)at net.minecraft.client.main.Main.main(SourceFile:101)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)at java.lang.reflect.Method.invoke(Unknown Source)at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)at net.minecraft.launchwrapper.Launch.main(Launch.java:27)/spoiler

    if you need more let me know. its a little big.one idea i had which might be a pain. you know how the mountains are not terribly attractive? perhaps a weathered version of that same stones could add some flavor. they could just drop the normal cobbles. and please make the mud/clay/breccia smeltable. well only the clay one really.thanks again and i look forward to see how you work on this.edit. PS please if the apatite worked with forestry that would be great
    Posted in: Minecraft Mods
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    posted a message on Extended Workbench v1.4.2
    hi

    i just wanted to say thanks for this mod. it has added to my enjoyment of the game.
    Posted in: Minecraft Mods
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    posted a message on BlArchitect - Building machine idea
    The short version.
    Make the BlArchitect (Block Architect(BlAr))
    Design your design in the gui
    Feed the block with energy
    Watch it build

    The longer version.

    Why is it different from Buildcraft builder or Simukraft or mod xyz?

    You don't have to pre-build anything.

    I stink at this so sorry if it becomes disjointed.

    The interface...
    You right click on the BlAr and it looks like a chest. In the spaces, you put the blocks you want to use for building. Where you put the block is the design part. You can only put one block per space. So, if you want to use dirt and cobble and clay and whatever, that is the block that will be placed. This allows for more interesting architecture.

    Other parts of the interface.

    In the upper corner, left right or center are at least two slots and 2 toggles.
    Slot one is for paper. The design you make can be copied onto a piece of paper and reused.
    Slot two is for a Book. The book can hold multiple papers.
    Toggle one. This lets you change floor levels. (has numbers telling you what level too so no guessing)
    Toggle two. This lets you change the build orientation between vertical and horizontal. (Towers and Tunnels)

    Behaviours.

    When building a tall building, you can make a sky skraper with 5 pieces of paper in a Book on some kind of repeat mode. So I guess there needs to be some sort of internal storage for the materials.

    The book and paper should be unique somehow. The paper needs to be able to store data (design stuff) and it would be cool if both the book and sheets of paper could be named to make it easier to identify.

    Balance things.

    I thought of a few ways to do that. There could be different sized or tiers of blocks. Like the lowest one would only build 5x5 and maybe have some other limitations. The larger ones might be 32x32 or just big. I was thinking that the power needed to build could be configurable. So for people that like things hard, it might be High Voltage or Extreme Voltage (IC2 terms). For Normal it might take Medium and Lower Tier, Low Voltage and then the NoVolts option for people that like creative type building. Oh, and the different BlAr blocks would be cheap to insane to make if that tickles your fancy.

    There is more but i cant remember it all. The one tech thing I thought of, if there is a horizontal build mode, the BlAr block would have to reference itself as the 0 point for building. Also, doing it that way means it doesn't matter how tall or small a world/dimension is. It will always build relative to its own position.

    I hope I have described this well enough. If anyone wants clarification on anything, I can try. Usually I type way too much. I didn't want to do that here.

    I hope someone can do something like this. Umm one last bit. It is kind of like building a schematic file in a block in game, and having the block run the schematic design to build structures.

    Thanks
    Posted in: Requests / Ideas For Mods
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