No, I can't, but I'm glad you brought it up. The score tag is not broken... the score functionality is what is broken. I'm not sure if Mojang meant to remove it or if it is a defect that went unnoticed, but as it stands now there is no fix for it that doesn't require modifying vanilla classes.
I was already aware that it was the score functionality that was broken. I wish there were a separate mod that edits the vanilla classes to fix it.
Any idea why the rarity setting (I left it at 800) no longer works in Minecraft 1.3.2? I just created a new world, and five floating ruins appeared within draw distance. Two of them actually overlapping, and the third just a few blocks away. I'm getting the same issue with Battle Towers, which makes me think Mojang broke something badly.
hmm, i think the slime tags don't work. i used the code you gave me and entered it into the file. in game, i was in a superflat world and i used rei's minimap and found some slime chunks, but it did not state that there were slimes here. i flew along and found a chunk which it said "Slimes!" in, but when i boxed off that chunk, No slimes spawned. rei's minimap also showed this to be a normal chunk and not a slime chunk. to double check, i boxed off a chunk which rei's minimap said was a slime chunk, and it spawned some slimes when i moved away.
Please fix.
Weaponguy117
hmm, i think the slime tags don't work. i used the code you gave me and entered it into the file. in game, i was in a superflat world and i used rei's minimap and found some slime chunks, but it did not state that there were slimes here. i flew along and found a chunk which it said "Slimes!" in, but when i boxed off that chunk, No slimes spawned. rei's minimap also showed this to be a normal chunk and not a slime chunk. to double check, i boxed off a chunk which rei's minimap said was a slime chunk, and it spawned some slimes when i moved away.
Please fix.
Weaponguy117
Are you using 1.3.2.i? Have you tried it in a non-superflat world?
I think I had the correct code for the slime spawning, but was using the wrong world object. I changed the code in dev to use the integrated server world and it seems to be working fine (the client world doesn't seem to have access to the proper seed, which would explain why it was still reporting chunks as slime capable). I will be releasing this fix as well as some updates for IngameInfo later today. Hopefully I'll have time to add in some of the new tags that Lunatrius has added in his forked version.
I have a very minor problem which I would like some help with, it isn't too bothersome but I would still like to solve it just because.
Here is my code:
<max[0/<equippeddamageleft>[/<max[30/<equippeddamageleft>[&cWARNING: EQUIPPED ITEM IS SEVERELY DAMAGED/]]>]>
It shows the message in red when an equipped tool is on the verge of breaking, so I don't accidentally break it, as I am on a server with the McMMO plugin where you can level up your repair skill with an anvil.
It all works fine as I intended: it only shows the message for an item whose damage is greater than 0 so I don't have it telling me that the flower I'm holding is about to break, so it only works for tools, weapons and equipment, and it shows the message when an item with durability gets below 30 points.
Here's the thing, though: when I hold an item with over 30 durability points, it's all good and it doesn't show anything at all. But when I'm holding an item with no durability at all, like a bucket, flower, dirt block (etc.), it shows this in-game:
]>
And I can't seem to figure out why.
Honestly I'm a bit surprised that it works at all... every test I did with nested <max> tags when I was developing it resulted in infinite loops and nested <max> tags are not officially supported currently. I would like to improve the logical functions available, but it will take time which is something I don't have a lot of.
Edit: Technically, you are missing the final closing square bracket (maybe this will fix it, or maybe it will crash your client):
<max[0/<equippeddamageleft>[/<max[30/<equippeddamageleft>[&cWARNING: EQUIPPED ITEM IS SEVERELY DAMAGED/]]>]]>
Any idea why the rarity setting (I left it at 800) no longer works in Minecraft 1.3.2? I just created a new world, and five floating ruins appeared within draw distance. Two of them actually overlapping, and the third just a few blocks away. I'm getting the same issue with Battle Towers, which makes me think Mojang broke something badly.
Can you provide a list of the mods you had installed when this happened? This issue does not happen in my testing.
just wondering... is Treecapitator MLMP not compatible with some of the mods in a tekkit server? I added this mod to my tekkit and i ended up with errors while lanching the server but no problems with my client version.
just wondering... is Treecapitator MLMP not compatible with some of the mods in a tekkit server? I added this mod to my tekkit and i ended up with errors while lanching the server but no problems with my client version.
It is not currently compatible with any bukkit server. I will probably put out a bukkit forge port after I get the regular Forge version going.
is there a fix for having crystal wing textures on the pumpkin?
Maybe try using a different item ID for CrystalWing? I'm not really sure if there's anything I can do about it since I haven't changed anything about the mod recently including the way the textures are registered with ModLoader. You might have to bug the optifine dev about it or see if anyone else is having similar issues with Optifine and other ModLoader mods.
I would like to see an option for treecapitator and connected destruction to only work with golden tools, or add an enchantment for that (harder both to develop and to obtain the tool)
New version of IngameInfo is out to address issues related to the integrated server changes. Also added the new tags that Lunatrius added in his version.
Also, I have consolidated my original mods into a single thread here. This is because I have just released a new mod ArmorStatusHUD that shows your equipped armor and held item and the durability info for them! Looks a lot nicer than the corresponding IngameInfo tags.
I would like to see an option for treecapitator and connected destruction to only work with golden tools, or add an enchantment for that (harder both to develop and to obtain the tool)
TreeCapitator already has that option in the config... just remove the other axe IDs. ConnectedDestruction will also have an option like that if I can ever get it to stop crashing in single player.
just wondering... is Treecapitator MLMP not compatible with some of the mods in a tekkit server? I added this mod to my tekkit and i ended up with errors while lanching the server but no problems with my client version.
tekkit is actually a bukkit server, so it does not use modloadermp. try choptree. it's a bukkit plugin that does pretty much the same thing, or you can make logs have gravity with it.
sorry bspkrs if you dislike me advertising another mod!
Ok, First of all... WOW! Just WOW for the floating ruins!
's for you!!!!
EXACTLY what i have been looking for for my project world.
now two questions...
1. is there a way to limit the "chuck" extracted to NOT take out bedrock?
and/or
2. is there a way to give a range of how "thick" the floating ruin islands "base" is? Limiting the
number of layers of blocks under a ruin that will be extracted. I want to have the range of size
horizontally to be larger than the range of vertical extraction.
Edit: Been playing with the config but it seems that the variable that creates the amount of blocks
vertically extracted is not relative to the radius of the island. (or if it is it is a greater number)
This is my major problem, as my world base I want to use is not very thick. (it is mostly ocean with
a few islands here and there and the distance to bedrock is about 80 or so blocks down.
I get the desired effect for the most part but there are places where the floating island's extraction
hole extends past the bedrock creating a hole to the nothing beyond....
Ok, First of all... WOW! Just WOW for the floating ruins!
's for you!!!!
EXACTLY what i have been looking for for my project world.
now two questions...
1. is there a way to limit the "chuck" extracted to NOT take out bedrock?
and/or
2. is there a way to give a range of how "thick" the floating ruin islands "base" is? Limiting the
number of layers of blocks under a ruin that will be extracted. I want to have the range of size
horizontally to be larger than the range of vertical extraction.
Edit: Been playing with the config but it seems that the variable that creates the amount of blocks
vertically extracted is not relative to the radius of the island. (or if it is it is a greater number)
This is my major problem, as my world base I want to use is not very thick. (it is mostly ocean with
a few islands here and there and the distance to bedrock is about 80 or so blocks down.
I get the desired effect for the most part but there are places where the floating island's extraction
hole extends past the bedrock creating a hole to the nothing beyond....
This is amazing man! LOVE LOVE LOVE it!
Oh yeah Crystal Wing is awesome too!
Yeah, I should really fix the bedrock issue. I never really used superflat worlds until recently and noticed the same issue. Maybe I can also add a new config element to provide some control over how deep the islands can be as well (not sure on that one since the depth calculation is kinda weird).
Thanks for treecapitator! Always wonder to chop down trees like in rl=) Also good that it has a forge smp and 1.2.5 version. I have a suggestion, can u add an option like tools id list, but for wood? I mean wood from mods like rp2,ic2,extrabiomes and such.
upd: find out that its alrady in future plans, lets wait then...
have you heard of the mod Macros? I would love to have something that allows a Macros command into the inGame info. Maybe you two could try to work something out? Or maybe you could have inGame Info read a public variable?
Rollback Post to RevisionRollBack
Thanks to Mumfrey for creating this awesome mod! The Macro / Keybind Mod. If you ever need to contact me asap, go to the server: mc.synapsehlp.com
have you heard of the mod Macros? I would love to have something that allows a Macros command into the inGame info. Maybe you two could try to work something out? Or maybe you could have inGame Info read a public variable?
I don't understand what you are asking for... if you want a new tag, what would the tag display?
If the tag was macrovar[%CHAT%] it would just display what %CHAT% is. Would be helpful if you were to make a toggleable script in it and set, let's say a variable name %hit1%, to "On" when it was on and "Off" when off. We could make something like this in ingameinfo..
Hit1: <macrovar[%hit1%]>
It would show if the toggle was on.
Or if we put the tag as <macrovar[%JOINEDPLAYER%]> we could do this
Last joined player: <macrovar[%JOINEDPLAYER%]>
Rollback Post to RevisionRollBack
Thanks to Mumfrey for creating this awesome mod! The Macro / Keybind Mod. If you ever need to contact me asap, go to the server: mc.synapsehlp.com
Could someone direct me in the correct way of editing item IDs for treecapitator?
I am trying to get Dark and Red Matter axes to work and have tried using commas and semicolons to separate IDs; however, this seems to be useless. Are those numbers metadata or block IDs?
I was already aware that it was the score functionality that was broken. I wish there were a separate mod that edits the vanilla classes to fix it.
Please fix.
Weaponguy117
Are you using 1.3.2.i? Have you tried it in a non-superflat world?I think I had the correct code for the slime spawning, but was using the wrong world object. I changed the code in dev to use the integrated server world and it seems to be working fine (the client world doesn't seem to have access to the proper seed, which would explain why it was still reporting chunks as slime capable). I will be releasing this fix as well as some updates for IngameInfo later today. Hopefully I'll have time to add in some of the new tags that Lunatrius has added in his forked version.
https://discord.gg/0kvhqyfryyjfO7qY
Edit: Technically, you are missing the final closing square bracket (maybe this will fix it, or maybe it will crash your client):
<max[0/<equippeddamageleft>[/<max[30/<equippeddamageleft>[&cWARNING: EQUIPPED ITEM IS SEVERELY DAMAGED/]]>]]>
Can you provide a list of the mods you had installed when this happened? This issue does not happen in my testing.
Current Progress on Digicraft Texturepack, Vanilla - 100%
Also, I have consolidated my original mods into a single thread here. This is because I have just released a new mod ArmorStatusHUD that shows your equipped armor and held item and the durability info for them! Looks a lot nicer than the corresponding IngameInfo tags.
TreeCapitator already has that option in the config... just remove the other axe IDs. ConnectedDestruction will also have an option like that if I can ever get it to stop crashing in single player.
tekkit is actually a bukkit server, so it does not use modloadermp. try choptree. it's a bukkit plugin that does pretty much the same thing, or you can make logs have gravity with it.
sorry bspkrs if you dislike me advertising another mod!
https://discord.gg/0kvhqyfryyjfO7qY
's for you!!!!
EXACTLY what i have been looking for for my project world.
now two questions...
1. is there a way to limit the "chuck" extracted to NOT take out bedrock?
and/or
2. is there a way to give a range of how "thick" the floating ruin islands "base" is? Limiting the
number of layers of blocks under a ruin that will be extracted. I want to have the range of size
horizontally to be larger than the range of vertical extraction.
Edit: Been playing with the config but it seems that the variable that creates the amount of blocks
vertically extracted is not relative to the radius of the island. (or if it is it is a greater number)
This is my major problem, as my world base I want to use is not very thick. (it is mostly ocean with
a few islands here and there and the distance to bedrock is about 80 or so blocks down.
I get the desired effect for the most part but there are places where the floating island's extraction
hole extends past the bedrock creating a hole to the nothing beyond....
This is amazing man! LOVE LOVE LOVE it!
Oh yeah Crystal Wing is awesome too!
"Building a better tomorrow one dream at a time…" [ 一度に1つの夢より良い明日を構築する
upd: find out that its alrady in future plans, lets wait then...
have you heard of the mod Macros? I would love to have something that allows a Macros command into the inGame info. Maybe you two could try to work something out? Or maybe you could have inGame Info read a public variable?
If the tag was macrovar[%CHAT%] it would just display what %CHAT% is. Would be helpful if you were to make a toggleable script in it and set, let's say a variable name %hit1%, to "On" when it was on and "Off" when off. We could make something like this in ingameinfo..
Hit1: <macrovar[%hit1%]>
It would show if the toggle was on.
Or if we put the tag as <macrovar[%JOINEDPLAYER%]> we could do this
Last joined player: <macrovar[%JOINEDPLAYER%]>
I am trying to get Dark and Red Matter axes to work and have tried using commas and semicolons to separate IDs; however, this seems to be useless. Are those numbers metadata or block IDs?