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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Tarlocx»

    um... ok you do know Thaumcraft is about MAGIC and ALCHEMY right? a lot of your features seem to take their inspiration from the Magical disaster the Full Metal alchemist most of those abilities were actually offensive magic or Summoning not true alchemy. I do like the mobs in jars though that really seams cool but I think I'll go with Magia Naturalis when it becomes more survival completed for my Medieval RPG modpack a shame though your mod has more features but too much tech for the feel.



    As a heads up, Magia Naturalis isn't being developed for 1.7.10 anymore. Also, for the items you feel are too "tech" for Thaumcraft, you aren't required to use any of it to get to what you want in the mod. You can always use MineTweaker/ModTweaker to remove the recipes of things you don't like, if you want to go to that extent - I actually do that with Thaumic Tinkerer Kami armors and tools as they're an eyesore and don't fit with Thaumcraft at all. I feel sorry for Automagy - almost that entire mod is "techier" than what I see in Thaumic Horizons. I actually kind of feel creature/human infusion is a natural extension of a thaumaturge's war against Warp - splice the imperfections out of yourself. Worked for Rapture.. :D

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Lesnoy»


    Hah, thanks for detailed explanations, especially about Forge changelog, it was quite informative ^_^. And great thanks for offering help!
    Well, to say the truth, most of the problems are inside installation of new forge to server and client and with my launcher, I don't want to go deep into details). And after updating I need to recheck compatibility of all mods, cos usually with such amount it gives at least 5-6 new, not always obvious errors, and I need to check all again, update all mods, etc. So it is usually equal of making new modpack and I don't really love it. Maybe I am just outdated myself, as doing all things by hand.


    Fair enough. I run a small server myself and can feel the pain of syncing client-server changes. And yes, if you were to update to 1558 and you have any of the big tech mods in your pack, you'd be looking at updating them all. In fact, with as many things that would change you'd be better off letting Forge recreate your config folder from scratch, and then editing the new configs with your previous settings. I've had to do that a couple times to eliminate some weird crashes (ExtraCells and MFR immediately come to mind).
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    You haven't come across any rivers in over an hour? I just loaded up a fresh instance of RTG 0.0.17 and within 5 minutes I'd come across multiple rivers, and after 15 minutes found an ocean. Granted, I could've gotten lucky with the ocean, but rivers are everywhere.

    What other mods do you have installed? Did you delete your RTG config folder before updating to 0.0.17?

    If you want oceans to generate more frequently, try boosting their weights in the configs. Maybe in 0.0.18 I'll adjust the default weights for oceans to be a bit higher.
    .

    In my larger modpack I have ocean weights set to 16 and they feel scarce, but I also have many biomes added to the pool. I see plenty of rivers and quite a few of the lakes, but few specifically noted as "Ocean" (I look for coral reefs). In my smaller Zelda-styled pack a weight of 16 almost feels like I have too many, but I only have EBXL and half of them are disabled. Rivers don't feel too much more common, and I see fewer lakes. Maybe oceans being rare is a sign of bloated biome diversity? I do not know the math behind biome weights, but I'm sure one could come up with a formula to approximate desired ocean-to-land ratios. Maybe I'll screw around with that this morning a bit - set ocean weights to something goofy and see what I get.
    Posted in: Minecraft Mods
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    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from CraftyTurtle»

    Hi Azairah756,
    The spiral stairs are my fault! I wanted them, and MK tried his hardest to make it so.
    The desirable hitbox (the part you bump in to / step on) is supposed to be the same as the outside-corner-step, but MK's software does not have the ability to have more than one hitbox (ie to stack on on top of the other).

    I know I'm explaining it really badly. Sorry.

    I like the look of spiral staircases,and the way I play, appearance trumps function. *I* can put up with jumping upstairs instead of just walking up, if it means my staircases look cool. But that's just me. I love my medieval castles, and spiral staircases are a must.

    So, yeah, you have to jump. Sorry. My bad.


    If I may add onto your post, if jumping up the stairs becomes tedious you could always use one of many High Step enchantments or equipment pieces that mods add. Off the top of my head, Thaumcraft's Boots of the Traveler, EnderIO's Dark Steel Boots, Botania's Sojourner's/Globetrotter's Sash, Mariculture's Step Up enchantment (jewelry), and DemoXin's Mobility enchantment (More Enchantments) all would work. This wasn't directed at you specifically, CT, but at Azairah to give them more of a reason to use the stairs. They really are neat. :)

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Lesnoy»

    surprisingly not... I was updating some mods a week ago, so most of updated mods didn't say anything about version. Of course, some mods I have outdated, but nothing critical (BC and IC2 I don't see any needs to update). Forestry, witchery, one of the last version of Thaum 4, all are up to date. But, maybe I will see some long lists of errors in future, who knows...

    Meh, if it works it works. :) The only change to Forge code itself that would affect gameplay was the terrain generation bug (which ended up just being a typo in the code) and that was fixed in something like 1230, or around there. Newer versions of Forge redo some of the fluid handling, but mods made before those changes would work out for you. Fortunately, mods tend to outright crash if they require something higher than 1291 so it's easier to spot what you need an older version for.

    If I may ask, what about upgrading Forge is proving difficult? Is it having to update all the now-outdated mods? Maybe we can help?
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    I have a request, which stems from the option to use different blocks as shaders for hills. I finally found a volcanic biome from ATG and I noticed the structures themselves are made of obsidian. Would it be possible to extend the "blocks as shaders" options to the volcanoes themselves please? I'd like to make them out of Basalt if possible (I have 4 different kinds in my pack from various mods) and since RTG isn't adding blocks or biomes, the ability to set whatever blocks we want would be a nice touch. Melon volcanoes would also be neat.
    A picture of 4 volcanoes surrounding a Roguelike Dungeon tower:


    Additionally - and this is something I should have reported back in 0.0.15 and 0.0.16 but forgot about it until I looked in my Screenshot folder - I noticed that when using cobblestone as a decorator, whatever method you use to clear terrain when making cave systems ignores it. Here are a couple examples of a cave I found, and I found quite a few, especially in forested areas:

    and

    Thanks!
    -edit- Yerrrrp, soon as you mentioned my luck in eluding the hot-cold issue, I found this patch of ice right next to the volcanic biome as I was flying back toward spawn:
    Barely even noticed it! :D
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    I find it morosely ironic that the first post on your CurseForge page is for a 1.8 update. :(


    I've made a couple 0.0.17 worlds and haven't seen any weird hot-cold biome transitions. I'll test things out some more.. only thing I can think of that I see a lot of is liberal use of EBXL's Wasteland biome in drier areas. In fact.. hmm, now that I think of it, I'm only spawning in dry areas (Mesa, Desert, Savanna). I'll post later if I find something.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    NEW RELEASE - RTG 0.0.17

    (Be on the lookout for villagers who have decided to take the ultimate risk of building their village at the bottom of a massive volcano! :nssnss: by Drazile12 )

    .


    Pompeii nooooo!

    Nice changelog you have there Pink. Thank you for adding in ATG biomes - as redundant as having both that and RTG in the same setup may seem, I would rather have volcanic areas from ATG than have to install the entirety of BoP for it (and each has its own take on majestic terrain).
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    Thanks for taking the time to test RTG with so many mods - I definitely need to put together a comprehensive list of compatible mods for the OP, so this will come in very handy.

    As for the 'mismatched names' - I'm pretty sure that's down to biome ID conflicts as others have mentioned, but if you don't think there are any conflicts, zip up your config folder and send me a link and I'll take a look.

    With regards to moving into Beta... the only thing stopping that from happening is the mushroom island issue. As soon as that issue is resolved, and mushroom islands are generating as proper islands instead of inland, then I'll move RTG into Beta and start hosting it on CurseForge to hopefully get more people playing/testing the mod.
    .

    If I may make a suggestion? The dev for the Colored Lights mod, CptSpaceToaster, set up a Google spreadsheet (seen here) that was kept updated by himself and whoever else chipped in to edit it (I don't know if there were permissions given out or even how to set the whole shebang up). This could compliment Github issue reporting by centralizing info on known compatible mods (and any caveats that come with them). Of course the trick is to get people to use it, which judging from the CLC spreadsheet a lot of people didn't unless you pointed it out to them. Given this thread is getting more notice than CLC's that problem could just exacerbate with increased traffic, but I hope I'm wrong. Big red letters in the OP? Stick it in the FAQ section? Link in your sig? I 'unno.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Lesnoy»

    well, my Thaumcraft 4 working with that version. I know that this version is outdated, I was making my own mod compilation in January, but Horizon is there, outdated, but working for 4rth Thaum. I don't really want to update, cos it is usually a lot of pain for me, almost near of creation of new modpack. I have 185 mods and no time to manage all things again))

    I'm kind of surprised that with 185 mods in your pack, none have thrown a hissy over an ancient version of Forge (tech mods specifically because of the fluid code changes). Then again you could only be using outdated versions of the mods, so there's that. Whatever works for you! :)
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from RodrigoTaipe93»

    So good news and bad news!


    The good news is that this mod works with over 192 mods with no conflicts [regarding world generation] !(Yay!). However, there seems to be an issue with the biomes identities. For example, creating a world with the seed: 6925327486203650936, spawns you in the middle of a rain forest. Everything is okay until you install Advent of Ascension and Lots O' Mobs. After that, the rain forest changes name and is called: Candyland (AOA) and the other [formerly: Bamboo Forest] next to it: Dino Plains (LOM). That's the only issue: mismatched names. On the other hand, I had some lag issues [I know...192...but with a vanilla world is not that bad]. Here is the latest log:


    > https://mega.nz/#!w10jhQqS!9ICO_-dmsfc5CPKX2KOr2YXJzzjM8W8mkAnJ_BAD6Xo [The file was too heavy for either Pastebin or Spoiler (Minecraft Forum)]


    Here are the pictures for some reference (of the mods that are "compatible" [regarding world generation]):


    > http://postimg.org/gallery/2t52p4bs6/


    Regarding vanilla generation with your mod (I know, you said it could get corrupted) but it seems like with a 'normal' world, it doesn't. However, it is a curious thing that with an amplified world, it does. Is not a 'bad' corruption...it's like...you get new biomes from other mods...well, just one mod: Twilight. I have tiny patches of "Dark Forest" around mountains.


    Well, that's it! Hope you can fix the issues soon. I would recommend you to skip the beta stage. There are tiny adjustment to make and it's good to go. The mod is stable [97% of it]




    What Builderb0y above said sounds about right - you have a biomeID conflict - and I'd like to add onto that: depending on what mods you have in your pack that add biomes to the overworld, a world seed will give different results. For instance, with that seed in my own tech/magic modpack (198 mods) this is where I spawn..

    .. but when used in my smaller, Zelda-themed pack I get this:

    Sharing seeds really only works for a) vanilla and B) people with the exact same setup like ATLauncher/Technic/FTB modpacks.


    One last thing - if you have NEI Integration installed, you get the option to dump your loaded mods list to text, instead of having to take a screencap of your folder.

    I wasn't trying to nitpick, only point out some things I've learned in my time hunting bugs. :)

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from Lesnoy»

    what is required forge version for last updates? Will it works with 10.13.2.1277?



    You'd *think* the minimum version of Forge required would be whatever Thaumcraft 4 proper uses, so 1291? But honestly I wouldn't use anything less than the last recommended version, which as of this post is 1448. For what it's worth, I'm using 1558 with no problems whatsoever. Whatever you choose, 1277 is outdated and you should look into upgrading.


    -edit- Huge lie - it would seem 1558 is the new recommended build for 1.7.10 (must have happened today sometime while I was asleep). Makes sense I'd have no problems with it. :P

    Posted in: Minecraft Mods
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    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from MindKrafter»

    Hey xeronut, nice to hear from you!
    I've been pretty good thanks. It's been just over a year since my heart attack and I now hit the gym 3-5 days a week.
    Haven't done much with minecraft (or any games really) for a while now, but I always keep an eye on this thread in case someone needs help, or finds a bug. :)

    Hope your keeping well. :)

    Been well myself! Ironically, I bought a weight set for my place so I didn't need to get a gym membership.. dropped a weight bar while assembling it.. busted foot up fairly well. Guess what my immobile self's favorite pasttime suddenly became (again)? :D

    At least I finished my Thaumcraft room.
    Posted in: Minecraft Mods
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    posted a message on [0.2.6]Mine Painter - simple sculpture and pixel art
    Quote from HIPOLITP»

    Sorry,

    Are there any mod like minepainter ( with little blocks for make sculptures) for minecraft 1.8?

    Thank you.


    Chisels & Bits is the closest thing to MinePainter for 1.8. Little Blocks exists.. but I've always found it buggy and crash-prone, so I steer clear.

    If you're still playing 1.7.10, MinePainter's successor DaVincing is quite nice (and all major bugs fixed). It doesn't add anything new, but honestly MinePainter was a masterpiece in and of itself. All it needed was some polish. :)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and Discussion
    Quote from The_Architect2»

    I have tested int in cauldron that runs forge 1517,and it worked fine, just not able to get it to stop discoloring the webpage displays I have in my modpack, so had to abandon it for that reason :( otherwise it seems to work fine with most mods and forge that late, even in a cauldron set up,

    still has issues with microblocks though and when I set configs for them to work in compatibility mode for colored lights core, the game would not run. so still just down to lighting issues for the night time of microblocks and webpage displays. though since the mod maker is not happy working on it, all we can do is wait for someone to pick it up and run with it and hope they get it ironed out.


    Indeed, the issues with CLC weren't game-breaking but if you see them constantly, they could come to grate on your nerves. The microblock and oddly-colored models issues were the only ones that ever bothered me. I actually built a Zelda-themed modpack around mods that did not have issues with CLC, and still play it often. My tech/magic-heavy pack is sans CLC because of Thaumcraft and its GL derpiness and I wanted to play with Hydraulicraft (which CLC pretty much breaks). I still have a 3rd instance I test mods on, and I contribute to the Compatibility List in the OP as mods release or mature. It's too good a mod to let die completely, even if I'm too inept to fix it myself. :)
    Posted in: WIP Mods
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