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    posted a message on Mod text files appear as a bunch of random letters and numbers HELP

    Once the Java code is compiled into a class file, it is no longer editable by humans. You would have to edit the source code and recompile it.


    In any case, any reasonably modern mod should have its block ids in a config file, specifically so we can resolve id conflicts.

    Posted in: Mods Discussion
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    posted a message on OVERGROWTH - big new exploration modpack: biomes, crops, ores, food, bugs & dimensions of fun

    Hmm. "The only place in the world that knows what to do with brain stone. By the way they also have a zombie problem." I just HAVE to add a spot for this one. Maybe over by "my Ebon Arts factory of weird pulsing blocks". I have been expanding the built-in notebook notes with some early-game challenges. But there so many possibilities for projects, from weirdly themed towns to uber item crafting.


    I finally got to the mid-game with mystical agriculture, and I have to say it rocks. So many sensible ways to push crops and mob chunks and fuel and furnaces up the tiers, and the Ender IO farmers just fill up chests with the essences.


    Too bad my blockling keeps getting out of his farm enclosure. I think he teleports to me when I get to far away, which sucked when I was living under the ocean and he drowned and ended up in my pocket again.


    Cheers.

    Posted in: Mod Packs
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    posted a message on OVERGROWTH - big new exploration modpack: biomes, crops, ores, food, bugs & dimensions of fun

    I did a big 1.1 update in December. To make it server ready, I had to swap a few mods in/out. Fun world -- I just never get tired of it. Lately I have been walling of 6 or 10 chunk tracts of land and posting weird sets of rules for builds: like "a town of all blue blocks" (quite a few available) or "where all the andesite and diorite goes to die" or "mud tools and armor, can only plant 3x3 crop patches, can only plant 5 trees, only build with dirt, mud and gravel" (a pretty good variety thanks to Earthworks), or "rockhounding rocks factory run on solar, no other technology inside" or "squid people unite: all building resources must come from under the nearby lake".


    I am constantly expanding on the custom crafting scripts. So the next update will have more crossovers of blocks between mods, uses for certain Everything Blocks, and a "Sell Token" item you can use to sell a few items from each mod, to give a sense of having a wider economy.


    I did record some videos, but would be more comfortably finding a thread where I can post some progress reports and images.


    I hope you will check it out, see what you can make of all the fun stuff. ;-)

    Posted in: Mod Packs
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    posted a message on Help with Modpack

    That's an unusually vague error dump. Since it something to do with Leaf Decay, I would disable Fast Leaf Decay and try again.

    Posted in: Mod Packs
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    posted a message on Help making a Modpack

    Hi, the new Twitch launcher has really made modpack making a snap. Pick a MC version, click Get More Content and search for anything you want. Pick, choose, install, click Play to test it out. What version of MC do you want to play?

    Posted in: Mod Packs
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    posted a message on OVERGROWTH - big new exploration modpack: biomes, crops, ores, food, bugs & dimensions of fun

    I am working on another round of MineTweaker recipes. An update is coming soon where you can use those ores from the Cavern mod for making Redstone Alloy, EnderIO capacitors, and more. Also adding more notes (Notes mod) with tips on getting started with some of the mods you might not be familiar with.


    If you see a happy little block walking towards you, that's a Blockling -- give him flowers and tools.


    If you see a block bouncing towards you, those are the cute slimes from Slime Compendium. You can build machines to extract the slime essence then process the essences to get useful resources. There is also a slime mutator machine, a bit mysterious, it currently only works with wood slimes, coal slimes and such, to produce more refined essence vials, which produce even better resources.


    A new way to protect your villagers: lookup Cubic Villager in JEI. Make the wand. Now you can right-click the villagers to turn them into blocks. Line them up on a shelf and you can still trade with them. Zombies won't even know they are there. Kudos to the modders for all their creative solutions. ;-)


    By the way, I recommend trying a new world with a world type of "Biomes O Plenty" -- this gives such a lovely world full of life and resources. Cheers.


    I plan on adding Natura (not sure how that got left out) and a few other mods this weekend. Enjoy.

    Posted in: Mod Packs
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    posted a message on Is it Possible to stop a TNT Explosion After Logging Off of a Singleplayer Game?

    NBTExplorer might be able to remove TNT for you. I use it whenever a block gets corrupted as I test new mods. You need to look at your saves/regions folder and open the most recently updated region file. You can then click the item at the top of the list and Search for TNT in the Values field. Could take a while. You have to delete each entity one at a time. Then don't forget to hit the Save button. (Duh, how many times have I edited a file and forgot to save it?) But it's worth it if you can save a base from annihilation.

    Posted in: Mods Discussion
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    posted a message on Insane error from opening GUI eventually leads to entire PC overheat and crash !

    Hi, I had a similar problem (tooltip error) with NEI in 1.10.2, switched to Just Enough Items instead. A few days later I included NEI again, and had no problem -- it might have been a specific version of NEI. The reason your PC is heating up is most likely the thousands of lines of errors is is dumping into the log files. If you go to your logs folder, the latest.log file is probably a few megs of the same error being written over and over again.

    Posted in: Mods Discussion
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    posted a message on Taking mod requests and updates

    Hi. A lot of fun ideas discussed here. Here's a reasonably quick one ...


    A basic Trophy Maker machine. I know there are big questing books out there, but for those of us who build trophy rooms (pillars of each metal block, rows of compressed blocks, etc) there is no good way to get trophies for stacks/sets of items. Yes, we can put one item in an item frame, Bibliocraft trophy cases for rare loot, or 4 items in a 4-way item frame (Super Crafting Frame mod). But watching things like Project Ozone take off (Avaritia is a whole new level of madness), it's a little non-satisfying to just click an item in a quest book and see it light up. So ...


    A Trophy Maker machine with 6 slots (don't want to go too crazy). Input stacks of items (64 zombie heads) or a set of items (one of each vanilla mob head); produces a named trophy (shield-shaped thing with item shown in middle) to be hung on a wall; when looking at the trophy on the wall, show the name of the thing -- these examples might be "Zombie Master" and "Serious Head Case". A fair number of vanilla trophies would make a good core to start with. Config folder support for us to add our own trophy names, recipes and custom icons. Multiple config files so we could script trophies for specific mods.


    Future ... Advanced Trophy Maker: Choose a trophy by name/search, Detect adjacent inventories and liquid tanks. So, if we pick a trophy needing 100 buckets of sewage ("Stink Up the Place") it could green-light the recipe if the surrounding inventories have enough materials, click Create to remove the materials and stamp the trophy.


    Just brainstorming. Somehow, quest books and the vanilla Achievements just don't do it for me. ;-)

    Posted in: Requests / Ideas For Mods
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    posted a message on Graduate Student Looking to Flex His Programming Muscles | Open to Any and All Mod Ideas

    Hi. There is one gap in Minecraft gameplay that has been bugging me since way back in beta, and that is, simulating an economy of sorts when playing in singleplayer. I just keep building towns with themed buildings that produce items, and eventually every building just overflows with output. I have tried setting up a mailbox out front for the items the shop needs to import, and a gold chest of items the shop has produced (Export). All that's missing is actually doing the (imaginary) Export and getting something useful for all that work.


    Even on crowded servers, most of what we make an put in markets or trade chests just sits there. It would be nice to simulate customers coming by and occasionally buying something. Now there are a variety of mods that sort of do this. And a few possible scenarios:


    - Harvestcraft has the Shipping Station; It has list of products to trade for emeralds. But it takes a while to find the item, and the trades are all very simple and dull, single item for single item.

    - custom villager trades (a few mods) - darn it, villagers just suck. And they're noisy and dumb and walk off cliffs. Check out Cubic Villager mod for a hilarious solution: turn them into blocks and stick em on a shelf, and trade whenever you like. But, still the same trades.

    - Bailey's Dailies ( https://minecraft.curseforge.com/projects/baileys-dailies?gameCategorySlug=mc-mods&projectID=250529 ) actually goes over the top, but is so close ... choosing a few trades per Minecraft day, with a whole online interface to rank players across servers. But it's most questing than trades, and adds little NPCs (which may be good or bad).

    - Caravans is very neat - it adds traders who show up once in a while; all scriptable in config files

    - Farlanders had a bunch of new types of endermen with unique little buildings, and really interesting trades; no longer available

    - Good Ol' Currency has nice trading machines, but the currency only runs from $1 to $100. the wallet is cute. still meant for multiplayer

    - Better Questing has an in-depth in-game quest editor and I can make recurring quests there to trade X,Y,Z for whetever; huge amount of work to setup, and the interface for players is pretty square. Problem with questing books (see Project Ozone) is that they're designed to force players to make everything in every mod once, just for points, or for loot they really haven't needed in weeks.


    n my current modpack, I have been making some crafting recipes to represent trades. Like a matching table and 4 chairs for 2 emeralds. That almost fits the bill -- I could then set up a factory to make the furniture, and have it "sell" and it feels right. I am a long-time coder myself, and am tempted to tackle this issue. It's tricky because things don't have any fixed value in Minecraft (nor should they) (OR in some modpacks, now that ProjectE has replaced the old EE2, Everything has an EMC value and anything can be turned into anything, ugh). To me, all that's missing with craftable trades is:


    - a special Shop block to support them: pick a type of shop (furniture shop, machine shop, sandwiches, gears) and have an applicable set of trades available; and it would only accept items that are on the list of items for that shop, maybe pull from a neighboring chest to keep the UI simple)

    - picking useful things to trade for, not just boring emeralds. A furniture shop needs wood more than iron nuggets, for example.

    - config files to setup shop types, or a MineTweaker API so we can write ZenScript files to add/remove trades


    I hope that makes sense. A lot of good ideas among those other mods, but I'm thinking more of an invisible customer simulator to buy the goods, maybe check a few times per Minecraft day for Shop blocks, pick a trade at random, swap the items for payments. The Shop block could show a little indicator light if there has been a trade since the last time the UI was opened.


    Just trying to breathe life into the world. Not depending on other players who already have everything they need to walk by and never buy anything. ;-)


    Cheers.

    Posted in: Requests / Ideas For Mods
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    posted a message on Animal Mods

    Animania really brings some life to the livestock. I know it's available in 1.10.2, since I use it in my modpacks ... check and see how far back it goes.

    Posted in: Mods Discussion
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    posted a message on My modpack keeps crashing, please help me!

    Right at the top it says it's missing the ElectricalAge-1.14.2.jar file. Should be in the mods folder, but isn't. I would fix that first and then see if there are any errors left over.

    Posted in: Mod Packs
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    posted a message on Looking for someone or several people to play Hexxit with!

    Danis ... that last post was over two years ago. I was bit bummed, I used to love Hexxit, did a whole Let's Play series on it and never ran out of adventures. Would have been fun to get retro and get chased around by infernal tower golems again. ;-)

    Posted in: Mod Packs
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    posted a message on To all packers

    Sounds like a handy tool. Checking it out. After months of testing and piecing together a new modpack, I just got used to needing 5G of RAM, but I am also one of those old-school programmers who does care about optimizations. ;-)

    Posted in: Mod Packs
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    posted a message on The Right Modpack For Me?

    For an open world with hundreds of foods, plants, ores, tools, gadgets, and extra dimensions to get lost in, I put together Overgrowth. No rules. Thousands of building blocks, thousands of recipes, do whatever you like. A companion super-high-tech modpack is in the works.


    It's so easy to try modpacks now, with the latest launchers, maybe you can test a few and let us know what you did or did not like. What are some of your favorite mods?

    Posted in: Mod Packs
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