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    posted a message on Flora Spawn/Generation Controls?

    There are mods that allow you to control mob/ore spawning and mods that allow you to control cave generation and mods like minetweaker.


    Is there any mods that allow someone to control small plant generation?


    That allow you to set which dimensions and biomes specific plants generate in?


    Ive tried searching but ive come up empty...

    Posted in: Mods Discussion
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    posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!

    I just cant get ICBM or Defense Tech to run in mc. even removing all of my other mods but the ones needed result in a crash.


    nvm problem solved. great work

    Posted in: Minecraft Mods
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    posted a message on Village Box - Build your own village | updated 8/15/2016

    This is awsome keep up the great work.


    To bad nothing like this exists in 1.7.10 where im stuck at though lol

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    idk if that stops them from spawning or not though. it might just lead to a crash if it tries to spawn them in but idk i didnt see one.


    yw hope everything pans out. i wanted to figure out a way to increase conveyor belt speeds so i could use them as moving sidewalks and seen ur question and didnt want to just ask another question and push ur question away lol so i figured id try to find a way to answer urs.

    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!

    err nvm... ignore the rest plz and thx :/


    how can i disable physics? ive turned off everything relating to physics i can find in the configs and set the time it takes for physics to kick in to 50000 but still blocks keep physicis.

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    as long as the mod makers dont mind you tailoring the data to your own tastes

    you could open up the minefactory reloaded jar in winrar, them go through the folders to get to the world folder (powercrystals, minefactory reloaded, world) and delete the WorldGenMassiveTree.class file.

    You should also go into the config folder and in the common.cfg of minefactory reloaded set SacredRubberSapling=false.

    i was able to generate a world just fine without the massive tree class file but when i brought in a Sacred Rubber Sapling and tried to grow it the game crashed on me.

    idk if this will cause any issues though... like idk if it just doesnt generate them or if it lacks the data to generate them so the game world might try to generate one then not have the data to and just crash... i flew in a straight line for a few min more or less and never ran into any and the game didnt randomly crash. i just might not have ran into one though.


    there is also MineFactoryReloadedWorldGen.class in the same place as the massive tree one and it has "generateSacredSpringRubberTree" if you find a program to view and edit class files you could probably edit something there that would stop them from generating. i looked into it with jd-gui but i dont see anything that just says generate true or false : / you could maybe delete everything that has to do with the sacred rubber tree in it but idk how that would work either : / or if it would just cause more problems later on


    but idk how the mod makers would feel about someone messing with the data in the jar file. i would think its ok as long as you dont try to pass it around to someone else as your own creation.

    Posted in: Minecraft Mods
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    posted a message on [1.5-1.7.10][FORGE] B0bGary's Growable Ores! Mod Support for BOP, TiCo, TE, AM2, IC2 and Metallurgy! NOW WITH AUTO MOD SUPPORT!

    yes its more fitting i just wish galacticraft did the same thing.


    that and i like the texture for silicon better than quartz. not anything wrong with the texture or anything lol just a preference. also a preference to have everything.


    thx

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    nvm its not resizing the skin its cropping the skin... i thought i was resizing it but its just cropping. figured the parts not shown in cropping would just make the skin not work properly but it apparently doesnt matter if they show or not sorta



    Ignore Below
    VVVVVVVVV
    what program or site can i use to resize multiple skins from 64x64 to 64x32 that resizes them properly where they will work in mca w/o looking glitched and w/o having its transparency replaced with white.

    im trying to add a good number of skins to the mod to add more variety and decrease the repetitiveness but i cant find a program that will resize multiple images successfully.


    as far as i can tell all skindex skins are 64x64 but to work on mca they need to be 64x32. ive tryed using gimp, MIR, an image resizing website and even paint and so far the only one that has done it simi successfully is paint but its a pain and losses transparency.

    i go into the other programs and paint and goto resize and set it to 64x32 and it gives me the same image but resized. when used in game they look glitched.


    but if i use paint and click the resize squares around the image and mess around with it until they show the size as 64x32 it resizes the skin properly moving the image around in whatever way that it works in mca. the problem with paint other than it being a clunky slow and painful process to line up the box to just the right place is that the image looses its transparency.

    i successfully made a new priestess whos skin fit w/o looking glitched but her face was all white since it was done in paint.

    Posted in: Minecraft Mods
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    posted a message on CreepTech: New Machines, Viral Mobs, Awesome Weapons, Tools, Inventory Pets, Ores, Viral Dimensions!

    im kinda behind i just randomly seen this mod today lol. as long as creeptech 2 is working with 1.7.10 then i should be good lol depening on how different it is from 1. Not that i would really know but still lol.

    thanks keep up good works : D

    Posted in: Minecraft Mods
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    posted a message on iPixeli's Gender Mod
    Quote from mezzodrinker»


    The textures that are used for the Gender mod's zombies in version 1.0.2 are:

    • gender/texture/zombie.png
    • gender/texture/zombiefemale.png
    • gender/texture/zombiefemalechild.png
    • gender/texture/zombiemale.png
    • gender/texture/zombiemalechild.png
    • gender/texture/zombie_villager.png


    thank you but i found them already. i changed the resource pack im using zombie and zombie child to be the zombie zombie male and zombie male child but the alternate zombie skins in the pack do not show up as far as i can tell.

    i spawned a bunch of zombies in (and even a child one lol) and they all looked like default resource pack zombies and villager zombie and child zombie. which is good they didnt look like regular vanilla zombies but was hoping it would use the alternate textures in the pack. at the least atleast they dont look like vanilla zombies anymore lol

    although im occasionally getting a ticking error crash involving zombies and the only mod i have that effects zombies is this one so would be nice if i could find out how to just remove it completely from the mod

    Posted in: Minecraft Mods
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    posted a message on iPixeli's Gender Mod
    Quote from mezzodrinker»

    Well, I guess you'll have to remove every mod one by one to pinpoint the problem's source.

    already did. i edited my comment 49 min ago so you just missed it lol.

    TL;DR Aether II was causing the issue im pretty sure and now im trying to figure out how to be able use alternate zombie skins from resource pack instead of default zombie skin.

    "I think Aether II was causing the issue. with it removed the ram usage fluctuates even raising as high as 30ish% but it seems to keep going back down to 15% and fluctuating up to 20% only sometimes rising much above that instead of slowly fluctuating its way to 100%+ or slowly rising a % to the same. Which is really sad because i liked that mod. I heard that it uses playerrendering.api or something (it wasnt a requirement so maybe its in the mods code?) so maybe that was the issue it was having with it or something.

    But i do have another question, in the 1.0.2 version, how can i get the mod to use alternate textures for zombies? is there some way i can edit the jar file to use the resource pack for male zombies in a way that it will use alternates or is there a way i can edit it to ignore the zombies completely so that its not male or female zombies its just zombies?"
    Posted in: Minecraft Mods
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    posted a message on iPixeli's Gender Mod
    Quote from mezzodrinker»

    Did you also try using this mod without any other mods installed? Your issue sounds like a compatibility problem to me because it doesn't occur when I use it.


    I think Aether II was causing the issue. with it removed the ram usage fluctuates even raising as high as 30ish% but it seems to keep going back down to 15% and fluctuating up to 20% only sometimes rising much above that instead of slowly fluctuating its way to 100%+ or slowly rising a % to the same. Which is really sad because i liked that mod. I heard that it uses playerrendering.api or something (it wasnt a requirement so maybe its in the mods code?) so maybe that was the issue it was having with it or something.

    But i do have another question, in the 1.0.2 version, how can i get the mod to use alternate textures for zombies? is there some way i can edit the jar file to use the resource pack for male zombies in a way that it will use alternates or is there a way i can edit it to ignore the zombies completely so that its not male or female zombies its just zombies?


    Ignore Below Problem Solved & Text Kept For Record Keeping Purposes.
    VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV

    As far as i can tell it hasnt happend for anyone lol. but yeh as said ive ran it without any other mods installed and it ran ok and the ram just stayed around less than 10% usage im pretty sure.

    But i dont see any mods that i can think would mess with the mod in a way that it would cause an issue. i used to have smart moving but switched it out due to it causing graphical issues when i got this mod and read how it can cause issues in certain mods.

    the only other mod i have that really messes with the player model as far as i can think of would be Back Tools and ive removed that mod and it still kept climbing.

    The only mods that i would think could be causing the issue maybe by a long shot would be Baubles, Dynamic Lights, Mob Amputation (but that doesnt effect players iirc so it shouldnt), Repose (which is just a stepping mod), Travelers Gear and Update Checker.

    I dont really see a reason why any of those should cause the mod to constantly consume ram until it overloads though : / ive even just removed all of those and tried it and it still happend...

    I guess the only thing i can do to find out is just remove 1 mod at a time or so and see when it stops but not really sure what to move because no other mods really effect the player model that i can think of : /

    Posted in: Minecraft Mods
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    posted a message on [1.5-1.7.10][FORGE] B0bGary's Growable Ores! Mod Support for BOP, TiCo, TE, AM2, IC2 and Metallurgy! NOW WITH AUTO MOD SUPPORT!

    is there some way to configure the mod so that it allows you to grow silicon using the silicon from AE2 and not need silicon ore generated from Galacticraft?

    i could just grow crystal reeds and turn them into dust and smelt them though lol.

    Posted in: Minecraft Mods
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    posted a message on CreepTech: New Machines, Viral Mobs, Awesome Weapons, Tools, Inventory Pets, Ores, Viral Dimensions!

    when i put the mod into my game and try to create a world it says converting world and just seems to be stuck on that for a bit then crashes. It seems to have to do with Quantum Stone. any ideas?

    "Description: Exception getting block type in world

    java.lang.StackOverflowError: Exception getting block type in world"


    im generating a super flat world and as far as i can tell from the wiki Q Stone is not something that should generate normally except in the Q Dimension. Which idk how Dimension generation works come to think of it so maybe they generate with the world and none of this paragraph is actually useful lol

    Posted in: Minecraft Mods
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    posted a message on iPixeli's Gender Mod

    when i use the gender mod (1.0.2) the game will slowly grind to a halt with ram usage slowly climbing over time. I dont see any reason why it should though.

    i removed mods that i expected would cause an issue like that such as enviromine, dynamic lights, Iguana Tweaks, Hunger Overhaul ect but the ram slowly kept going up. I removed gender mod for some reason and instead it stays stable fluctuating between 15-20% usage.

    It starts at around 15-20% of 6 gig ram usage and with nothing really going on then it fluctuates up and down like normally but eventually it stops going down as much and just sorta moves along slowly rising higher and higher until it reaches 100%+ and locks up the game.

    Ive removed every mod except the gender mod and I didnt notice any rising. But when i have all the mods in and remove the Gender Mod the game stays stable with usage fluctuating around 20% going up then sinking down.

    any idea on what could be the cause? I cant really see any reason for it to be the cause but removing it seems to stop the problem with the ram rising. The only other mod that effects player model is Back Tools and ive tryed to remove that and keep this mod but the ram usage still started to climb.

    i removed the gender mod and optifine and it sorta climbed reset where it would go up to a certain point and reset back down but then go up 1% past the last time (where it would go to 25 then reset next time it would go to 26 and reset) but with optifine it seems to stay down and reset the % at a more stable rate.

    i removed a combination of mods that i would expect to be doing something constantly such as hunger overhaul, dynamic lights ect. but still the ram usage slowly creeps up with the gender mod on : /

    Posted in: Minecraft Mods
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