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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi
    Quote from Heltrato»

    Hmm,, strange does it crash or something occur or check the console log of Minecraft Launcher

    Here is the log.
    http://pastebin.com/Qy0FB9Ra
    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi

    So we tried the latest version on our server and it works now, but the only monster we can spawn from the spawn eggs is Great Jaggi. The other ones just don't spawn at all.

    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi
    Quote from Heltrato»

    I know i fixed this bugs so far, anyways gonna have an immeidiate patch next week.. No there is now a beta of quest system sorry if i havent edit that post

    Since you're bringing the quest system back is it possible to have it displayed in a better way? Some mods make tabs at the top of the inventory window so its not displayed all the time. Its hard to see the item list in "Not Enough Items" when there is the big grey quest box behind it.
    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi

    Well the bowgun does no damage right now and the power of the bow seems to get stronger the longer you hold it. Assuming this would be the different charges. No way to make the new bow or bowgun as of right now. Still no way to make lumber bar or molded iron yet.


    Also, why does the shot from the bowgun arc down so fast? I would think that a bullet would go further than an arrow would. xD


    Edit: And if there isn't going to be a quest system in this maybe you should remove the quest box on the right of the inventory screen.

    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi

    How do you get the lumber bar and molded iron? There isn't any crafting recipe for it.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I have tried multiple times to get these mobs to not spawn in certain dimensions. I have some mods installed such as the Erebus and the Twilight Forest but I can't get the Lycanites mobs to stop spawning there. I've tried using the dimension IDs as a blacklist and a whitelist and neither worked at all. Has anyone figured out how to get it to work?


    Edit: I figured it out. I had to change it so the mobs won't spawn right away in newly loaded chunks because this allows them to bypass the spawning restrictions.


    Its found in the "lycanitesmobs-spawning.cfg" file and you need to search for the line where it says "Ignore WorldGen Spawning".

    Posted in: Minecraft Mods
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    posted a message on Monster Hunter Frontier Craft - [0.2.501A] Barroth, Great Jaggi

    Been waiting so long for this update! While it doesn't have that much in it right now its still great to see Monster Hunter in Minecraft!

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Thutmose»

    I will see why the dimension blacklist is broken and will try to fix it.


    edit: try using the dimension blacklist, see if it does work for you? it is located in PokecubeCompat.cfg it seems to work for some pokemobs but not others, I am looking into why now.


    edit: fixed it on my side. will upload a version with the fix to curse


    edit: it is uploaded to curse, use the PokecubeCompat config to add the dimension ids to the blacklist, and it should stop pokemobs spawning in them.



    That seems to work but for dimensions such as the End and the Erebus, I found that nothing spawns there now except for boss mobs.


    Edit: I test it some more and its working perfectly fine. Thank you. =)

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Thutmose»

    oh, in which case, try changing reducing the spawn density, increasing the despawn radius (both of those make pokemobs more spread out) then enabling cullDistanced (which makes any pokemob that is not tame and leaves despawn radius despawn)


    That solves the whole thing about there being too many Pokemon in one place but we don't want them in our other dimensions.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Thutmose»

    the database has all been moved to config/pokecube/database, the ones in the jar are just used for copying out, so editing them doesn't do anything if the ones in config are already there. as for too many pokemobs, you can solve this by lowering the density value in pokecube.cfg, set it to 0.1 or something, and you will only get 1/10 the number spawning. if you increase the despawn radius (the option appears after you enable advanced options then run the game once), that will also decrease the density of pokemobs, as it tries to spawn a fixed number within that distance of the player.


    Oh, I meant that I edited the ones in the config file not the .jar
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from pavilion5097»

    The best way to do that is to go into the Pokecube.jar go to assets/pokecube/database and open up the spawndata. That is where you can change which pokemon spawn in which biome or if they spawn during the day or night. Its also where you can change the spawn rates but I personally dont know to much about changing the spawn rates.
    Unfortunatly their is no way to change the rates of every pokemon at once you will have to edit each entry individually.

    I tried that. I tried adding in the Biome IDs into that exact file on every single Pokemon yet they still spawn. =/
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    I can't figure out how to disable Pokemon from spawning in specific biomes. I've tried adding them to "Exclude Biome" with the biome ID number but that doesn't seem to work. My friend and I are making a modpack and we don't want them spawning in other worlds such as the Aether or the Erebus. An option to allow for excluding dimensions would be nice too.


    Also is there a way to change the spawn rate of every Pokemon at once? We have noticed that our world is too full of Pokemon. There is just too many of them.

    Posted in: Minecraft Mods
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    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)

    I tried using this with Tinker's Construct but I can't get Zinc to smelt in the TC smeltery because it's the same ID as Copper but with a 1 damage value. Could you please fix this?

    Posted in: Minecraft Mods
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    posted a message on Minegicka 3 - looking for tester - application closes at 15:00 GMT+0
    IGN: seanvanpelt2

    Email: [email protected]

    Timezone: EST (Eastern Standard Time)

    How much time per day can you go online?
    I have pretty much all day to go online. I could spend anywhere from an hour to 6 hours on the server through the whole day.

    Are you sure you want to be a beta tester?
    Yes, I'm sure. I've played Minegicka 2 and thought it was awesome. I would love to beta test for the 3rd one!

    Do you vow to follow our admins' instructions without question?
    Yes, I do. =)
    Posted in: WIP Mods
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    posted a message on Minegicka 3 - looking for tester - application closes at 15:00 GMT+0
    I would like to participate in the beta test.
    Posted in: WIP Mods
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