Hi again! Just wanted to throw in a little suggestion for psychedelicraft. It would be nice if you could smoke peyote in pipe because for me it's quite hard to imagine native american shaman rolling a joint. Correct me if they actually did though...
Also would it be possible to make those growthcraft grapes work with psychedelicraft like rice for example. (sorry, i'm stubborn )
Hi again! Just wanted to throw in a little suggestion for psychedelicraft. It would be nice if you could smoke peyote in pipe because for me it's quite hard to imagine native american shaman rolling a joint. Correct me if they actually did though...
Also would it be possible to make those growthcraft grapes work with psychedelicraft like rice for example. (sorry, i'm stubborn )
Peyote pipe smoking is something I have noted somewhere for later implementation, yes...
I would have thought the grapes worked already? Thing is that Growthcraft is not open source, so I can't just quickly adapt their OreDictionary entries. If you can tell me what IDs they use, I could adapt, but I'm not willing to decompile the mod for just that
Adding customized plank sawing / refining recipes is quite hard, since the "id" in json must be an integer. Could you please add a support for block/item name?
Adding customized plank sawing / refining recipes is quite hard, since the "id" in json must be an integer. Could you please add a support for block/item name?
Oh right, because ItemStacks still save their int IDs... I just call the load method right now.
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it
Ok so idk why,but psychedelicraft doesn't work for me,I start the launcher,click play,I have the latest version of forge,it turns off like it's about to start up minecraft,but doesn't start it....any idea how I can fix this? Yeah no,I'm stupid,forgot to install the toolkit U_U
Prompt please. How can I change the content of these mods generated chests - Bonus chests, chests in the dungeon? What bі while generating world bіl loot such as I do?
I gave a go following the wiki of how to make mazes and i found some things unclear and the ideas used not explained.
I will use "tile" as in a maze piece.
Can you explain the "Room" list again. Is it used to mark the next open space to generate the next maze tiles in iteration? Or is it to mark the space of this tile to prevent some kind of collision? For example, How would the "room" list be used to mark a 4 corner tile into something functional?
Now the exits and how they work. I could understand it is the mark where two tiles will link, and the direction will help with that. But the problem is "position" cannot be changed on the x y z, they are all locked at 0. Is this a bug? The wiki fails to explain usage.
Finally the "connector" alias. I can understand this is a how parts are plugged together. What i do not understand is how advanced the syntax is and what to expect. For example for two exits to link, would i set "Female_way_0" at a junction, and then make a new hallway tile with "Male_way_0", as to mean "_way_0" is used for like-group tiles by string to connect at these exits?
I got some kind of sky ruin maze idea with the basic template parts ready to make. I could really use the help with the maze scripts.
Ivorius, I have a problem. I don't know if you can help me. This is happening with the 'graphics of the mod > is it forge? [I'm using the latest]. Also, I installed the latest version of Enchiridion [for the Mariculture mod]. Can you tell me what it is? I know you are a Java expert, maybe you can help me!
Ivorius, I have a problem. I don't know if you can help me. This is happening with the 'graphics of the mod > is it forge? [I'm using the latest]. Also, I installed the latest version of Enchiridion [for the Mariculture mod]. Can you tell me what it is? I know you are a Java expert, maybe you can help me!
I just finished writing an article on Ye Gamol Chattels, here's the link if you're interested.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Prompt please. How can I change the content of these mods generated chests - Bonus chests, chests in the dungeon? What bі while generating world bіl loot such as I do?
The chest contents are randomly generated by 'inventory generators' - you can find information about them on the wiki. In short, you need to add an inventory generation component with a different ID, but the same group ID, in your inventoryGenerators folder.
I gave a go following the wiki of how to make mazes and i found some things unclear and the ideas used not explained.
I will use "tile" as in a maze piece.
Can you explain the "Room" list again. Is it used to mark the next open space to generate the next maze tiles in iteration? Or is it to mark the space of this tile to prevent some kind of collision? For example, How would the "room" list be used to mark a 4 corner tile into something functional?
Now the exits and how they work. I could understand it is the mark where two tiles will link, and the direction will help with that. But the problem is "position" cannot be changed on the x y z, they are all locked at 0. Is this a bug? The wiki fails to explain usage.
Finally the "connector" alias. I can understand this is a how parts are plugged together. What i do not understand is how advanced the syntax is and what to expect. For example for two exits to link, would i set "Female_way_0" at a junction, and then make a new hallway tile with "Male_way_0", as to mean "_way_0" is used for like-group tiles by string to connect at these exits?
I got some kind of sky ruin maze idea with the basic template parts ready to make. I could really use the help with the maze scripts.
I added a picture to the wiki - maybe it will help you understand the meaning of the terms better than in even more words
The 'rooms' are exactly there to prevent collisions, yes. It marks the size of your component, so to say.
The source position of exits is automatically locked to a range within your maze rooms, since it's impossible to have an exit outside your component anyway
If you want two exits to link, you just give them the same connector ID, for example 'Path' or 'StonePath' or whatever.
If you want specific exits to link in a specific way, for example if you're building a one-way door, you use the Male: / Female: prefixes. Male connectors will only connect to female connectors of the same ID, and vice versa.
e.g. Path <=> Path, Male:OneWayPath <=> Female:OneWayPath, but Male:OneWayPath won't connect to either Path or Male:OneWayPath.
I just finished writing an article on Ye Gamol Chattels, here's the link if you're interested.
Very interesting! It's been a while since I've seen a text based review for mods, beyond those tiny writeups that the big 'mod download' sites always have. Thanks for that
I usually don't write reviews on any mods, plus I'm pretty new to them. After using Pandora's Box mod, I'm completely mind blown. I've never ever EVER seen a mod that you can use to create an amazing playground on a super flat world. This is the best mod that I've ever come across. Amazing job!!!! I love it!!!!!!!!!
Hi again! Just wanted to throw in a little suggestion for psychedelicraft. It would be nice if you could smoke peyote in pipe because for me it's quite hard to imagine native american shaman rolling a joint. Correct me if they actually did though...
Also would it be possible to make those growthcraft grapes work with psychedelicraft like rice for example. (sorry, i'm stubborn )
Seems like your files are private currently - at least I get an 'unauthorized' warning when trying to follow the link.
You need to update your version of Forge.
Peyote pipe smoking is something I have noted somewhere for later implementation, yes...
I would have thought the grapes worked already? Thing is that Growthcraft is not open source, so I can't just quickly adapt their OreDictionary entries. If you can tell me what IDs they use, I could adapt, but I'm not willing to decompile the mod for just that
here are the files
download:https://drive.google.com/file/d/0B80H8HzXWmdQYnVoLVFNTFZ2YUE/view?pli=1
and the screenshot:https://drive.google.com/file/d/0B80H8HzXWmdQUFQybFNnZnVJTGM/view?usp=sharing
sorry for that
Just client-side? The crash is from the server. I can't update Cauldron, since its been discontinued.
No, the crash will occur on both sides.
Adding customized plank sawing / refining recipes is quite hard, since the "id" in json must be an integer. Could you please add a support for block/item name?
Oh right, because ItemStacks still save their int IDs... I just call the load method right now.
Will address in the next release
Question. where do I find GravityCraft? I heard it was unreleased but I also can't seem to find anything on it. I just wanna know whats up with itEDITWell I found the mod. but now I wonder:How do I install it?can't find anything on that eitherEDIT 2
Never mind found what I was looking for. I'll edit this again if I have issues
==================================================================================================================
Coming up with Ideas is vary fun and stimulating to me. that's why I love suggesting ideas --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Midna Icon Im using can be found Here
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I know my username is painfully witty. just ignore it
Ok so idk why,but psychedelicraft doesn't work for me,I start the launcher,click play,I have the latest version of forge,it turns off like it's about to start up minecraft,but doesn't start it....any idea how I can fix this?Yeah no,I'm stupid,forgot to install the toolkit U_UPrompt please. How can I change the content of these mods generated chests - Bonus chests, chests in the dungeon? What bі while generating world bіl loot such as I do?
I gave a go following the wiki of how to make mazes and i found some things unclear and the ideas used not explained.
I will use "tile" as in a maze piece.
Can you explain the "Room" list again. Is it used to mark the next open space to generate the next maze tiles in iteration? Or is it to mark the space of this tile to prevent some kind of collision? For example, How would the "room" list be used to mark a 4 corner tile into something functional?
Now the exits and how they work. I could understand it is the mark where two tiles will link, and the direction will help with that. But the problem is "position" cannot be changed on the x y z, they are all locked at 0. Is this a bug? The wiki fails to explain usage.
Finally the "connector" alias. I can understand this is a how parts are plugged together. What i do not understand is how advanced the syntax is and what to expect. For example for two exits to link, would i set "Female_way_0" at a junction, and then make a new hallway tile with "Male_way_0", as to mean "_way_0" is used for like-group tiles by string to connect at these exits?
I got some kind of sky ruin maze idea with the basic template parts ready to make. I could really use the help with the maze scripts.
Ivorius, I have a problem. I don't know if you can help me. This is happening with the 'graphics of the mod > is it forge? [I'm using the latest]. Also, I installed the latest version of Enchiridion [for the Mariculture mod]. Can you tell me what it is? I know you are a Java expert, maybe you can help me!
Minecraft Fan! And modder wanna be!
It's your forge. Downgrade.
Which version do you recommend me, so I can downgrade? According to the Forge group, the last forge is the latest to be 'stable'
Minecraft Fan! And modder wanna be!
I still use .1351, every mod I use still works fine with it.
Thanks!
Minecraft Fan! And modder wanna be!
I just finished writing an article on Ye Gamol Chattels, here's the link if you're interested.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
The chest contents are randomly generated by 'inventory generators' - you can find information about them on the wiki. In short, you need to add an inventory generation component with a different ID, but the same group ID, in your inventoryGenerators folder.
I added a picture to the wiki - maybe it will help you understand the meaning of the terms better than in even more words
The 'rooms' are exactly there to prevent collisions, yes. It marks the size of your component, so to say. The source position of exits is automatically locked to a range within your maze rooms, since it's impossible to have an exit outside your component anyway
If you want two exits to link, you just give them the same connector ID, for example 'Path' or 'StonePath' or whatever. If you want specific exits to link in a specific way, for example if you're building a one-way door, you use the Male: / Female: prefixes. Male connectors will only connect to female connectors of the same ID, and vice versa. e.g. Path <=> Path, Male:OneWayPath <=> Female:OneWayPath, but Male:OneWayPath won't connect to either Path or Male:OneWayPath.
Very interesting! It's been a while since I've seen a text based review for mods, beyond those tiny writeups that the big 'mod download' sites always have. Thanks for that
Did a Modded Minute on your Pandoras Box mod
I usually don't write reviews on any mods, plus I'm pretty new to them. After using Pandora's Box mod, I'm completely mind blown. I've never ever EVER seen a mod that you can use to create an amazing playground on a super flat world. This is the best mod that I've ever come across. Amazing job!!!! I love it!!!!!!!!!