- wright_left
- Registered Member
-
Member for 12 years, 8 months, and 4 days
Last active Tue, Sep, 29 2015 20:46:00
- 0 Followers
- 39 Total Posts
- 1 Thank
-
Apr 6, 2013wright_left posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertPlease stop adding things that are already done with mods, and instead get the mod API done. I'm serious, stop all other work. You don't need to do horses. Someone has already done that for you. You don't need to do a redstone update. Someone has already done that for you. Just stop it! The mod API should have been the second thing you got done. First, code the game. Second, add a mod API. And then let the community add tons of stuff easily.Posted in: News
- To post a comment, please login.
0
Do I need to create a liquid form for them first? Is there an easy way to add generic liquids?
Would I need to make my own mod to add that new liquid and alloy recipe to the smeltery?
Has this already been done before?
0
Yeah, I read from your previous posts that the wither skeletons were controlled by the skeleton settings. That's what I tried to change, but I couldn't get it to work, until I started killing pigmen and mobs in the nether. I guess I needed to make room for the skeletons.
So moral of the story is that the Custom Mob Spawner needs to properly fill out the biome groups for skeletons in the nether.
Also, I have no clue what you mean by this, "also make sure they are in the structures so they only spawn in the nether forts." I didn't see anything in the configuration files for that.
0
Can someone narrow it all down for me? I'm at the point where I could sure use some wither skeletons heads, but every fortress in the nether is pigmen only, and "/cms countentities" lists no skeletons in the dimension. I'm not sure what to do from here. Thanks.
0
I'm hooking up to a Magma Crucible from TE. From what I've seen and read, TE conduits cannot convert the MJ from the P2P Tunnel into RF, but the Extra Utilities Energy Transfer Node can. So that's what I was trying, when I stumbled onto this issue.
I'm not sure what a "EU transfer node" is.
0
0
I'm just trying to do some decorative work in my Dwarven City I'm building. I wanted some cobblestone to go down some conveyor belts and fall into a big lava melting pot thing I'm building. So purely superficial.
I actually run the server, so I'll keep an eye on lag. I imagine there will only be 10-20 active cobblestones at a time. Nothing crazy.
0
Ha, thanks DoomRater. I had no idea the block I was looking for was in vanilla minecraft. Man, I'm out of touch with vanilla.
0
0
I just got this today. The minimap takes up the entire screen almost. I couldn't find a way to fix it. It seems to ignore some of the settings in the option menu. Settings like minimap position can be changed, but it doesn't really change, and when I go back to the options, it still set at "unchanged"
I had to disable the minimap altogether. This is the MapWriter provided by Opis. Any ideas?
0
Thanks. That was the ticket.
0
I want to make a charcoal to liquefied charcoal recipe in the Magma Crucible in Thermal Expansion. I then want to use the liquefied charcoal as a fuel, like liquefied coal is.
This all seems a little much for this mod, but I would love to be wrong.
I guess if it doesn't work, I can add a charcoal to coal recipe as a work around, but charcoal support directly, would be sweet.
EDIT - Actually I think a charcoal to coal recipe would the smartest way to go, instead of making a whole new liquid. Maybe a two or four charcoal to coal recipe. That would be easy to do with this mod. Perfect. Though I wish mods used charcoal and coal interchangeably, I understand that charcoal is way easier to get. So maybe a shapeless four charcoal to coal. Yeah, that sounds good.
EDIT AGAIN - I tried to add a shapeless recipe but came up empty. I'm having a hard time understanding the API. I tried both of these:
/eval AddShapelessRecipe(item.coal, item.charcoal, item.charcoal)
/eval AddShapelessRecipe(item.coal, ArrayOf(item.charcoal, 2))
But they didn't cause any shapeless recipe to be added. Am I using this wrong?
0
Only issues I've had so far on my server with the current version of COG:
1. No ore generation above y=64-ish (ATG issues)
2. I guess that is it... it works great.
0
0
Same here. Just went back to 1.6.4.r06 and everything is fine.
0
I like the idea of ore veins, but if you have small veins that are pretty common, then you're going to be tripping over them, just like vanilla ore generation. I don't want to be able to mine straight down anywhere and hit ore. I want to increase the difficulty of Minecraft.
Right now I'm just adjusting the main frequency and size settings. I'm looking at a frequency below 0.5, but larger size. So when you finally do find the ore vein, it was worth the trouble.