Not sure how this relates to steamcraft 1, there might still be some reason to update it, but I figured you'd be interested.
Still seems liek a work in progress, particularly in the area of ingame documentation, and I don't think they're working on a 1.8 version yet, but there is a 1.7.10 version.
Also, any plans to put the nature staff into the ogre mod-group? That was my favorite of those...
I don't get the config files like they don't exist and it's really annoying, I'm using atlauncher and have tried using skydaz as when I try to install mods I seem to have a 100% chance of it not working....
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2014
Posts:
50
Member Details
Hello,
I have a suggestion for Walled Cities and Great Walls. It concerns the way WALL_STAIR works. The suggestion is to have the option to set what slab and what compact stair are to be used in conjunction with each other explicitly. For example: WALL_STAIR(mod:slab-2, mod:compactstair) This would allow a much greater flexibility to include modded blocks as wall material.
I found a bug on your latest version of Steamcraft! (http://www.mediafire.com/download/anr3i9syqntz747/Steamcraft-0.5(1.7.10).jar) When I place or remove a Tesla Coil, the game crashes for some reason. I'm not sure why it does this, but they still are placable. I can place a coil, have my game crash, and reopen the game and the coil will be there, but this mod takes w minute to load so I'd rather not have to reopen my game every time I want to place a Tesla Coil, or risk having corrupted data. Has anyone else experienced this issue? Also please fix this:) It's no rush or anything but I would love to use these one day!
SO to sum it up, having one Tesla Coil in my world would crash it when I placed and removed it, having two in at the same time would cause the world to be unplayable
originally made by Remalis and/or PowerUp217 (I'm assuming one is the updated name of the other?) over here.
I don't know if this is the right format for you updating a mod you already updated, but
Any chance you could add my idea to it?
Please and thank you!
Specifically:
Near as I can tell from the config file, you can turn off experience gain per level. However, everything is tied to gaining regular Minecraft XP, and I don't want my mechanics to be tied to that (since other mods are also tied to that, and if it goes up too quickly it can cause balancing issues).
I'd like to be able to turn off regular LevelUp point gain (when you go up a level) and still be able to grant LevelUp skill points in another fashion -- preferably an item that I can give the player with Hardcore Questing Mode, when they finish a quest chain.
"You just killed one of each type of basic vanilla overworld monster! Have 15 skill points!"
"You just crafted a full set of armor! Have 4 skill points!"
"You just cooked the last recipe from this set of HarvestCraft donut recipes! Have 12 skill points!" and so on.
If there were some Skill Tokens of some sort, then I could base my players' skill gains on that, and it would decouple skill points from the regular leveling setup. Ideally, the Skill Tokens setup would still allow that bonus XP to happen, just in a different way.
So for example:
A Skill Token is worth 1 Skill Point.
Four Skill Tokens can be crafted to a Skill Quad (I really don't know what the names should be), which is worth 4 Skill Points (or, possibly, 5 skill points because you took the time to gather more before cashing them in).
Four Skill Quads can be crafted to a Skill Hexad (again, names elude me), which is worth 16 Skill Points (or, if we're adding points because of the crafting process, 21 Skill Points).
And, when the configs are set up a certain way, so that the LevelUp mod doesn't offer bonus vanilla XP, it instead goes into a hidden variable that over time adds up to a Skill Token, which pops out and goes into your inventory like an XP bubble or something. So... I don't know how many ores it takes to gain a third of a level, but say you've just mined that much ore and pop! you've got a new Skill Token now. (In this way, Skill Tokens could also be stolen, or for that matter given to players you think might need them more.)
Then I could reward players via Hardcore Questing Mode, and give them a Skill Token for small quest chains, a Skill Quad for medium quest chains, and a Skill Hexad for large quest chains. Or I could have them choose between extra skill points, extra health, extra inventory space, or other rewards, and they'd really have to judge how much they want to earn skill points vs. how much they want extra health and so on.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I don't remember if I've brought this to your attention before (Though I feel like I have), but that 'Freerunning' mod seems to be broken in a big way:
You can't pull yourself up a ledge you're holding.
To show what I mean, it may be a good idea to watch this video, where I repeatedly try to pull myself up to a platform in one of the old Freerunning maps.
I pressed every key possible there, and nothing happened. I can only conclude that this is a bug, since I'm following the instructions from the original mod to the letter.
Actually, after playing through the whole map, it seems like there are several features that need some TLC...
hi! could you please update NoMoreRecipeConflict to 1.9.4 or 1.10? it's a crusial mod nowadays since some, if not most mod's recipes, overlap each other... I'm seeing this one as the most important mod. especially for mod packs, or having large ammount of mods.
Hello! I've been a big fan of Level Up! since its introduction in Beta 1.8.1, and I was wondering if you would be okay with me carrying the torch from 1.9.4 onward. It's already updated for personal use on my end, and I have begun taking steps towards future-proofing it for the 1.11 update, but I figured I should clear it with you before trying to distribute. Would you be okay with it going on CurseForge, in the event you would be willing to pass it on?
Just letting you know that steamcraft actually has a developer again, and a ton of things have happened, like whales!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2120327-steamcraft2-05-07-2015-beta-5-0-0-a-whale-of-a
Not sure how this relates to steamcraft 1, there might still be some reason to update it, but I figured you'd be interested.
Still seems liek a work in progress, particularly in the area of ingame documentation, and I don't think they're working on a 1.8 version yet, but there is a 1.7.10 version.
Also, any plans to put the nature staff into the ogre mod-group? That was my favorite of those...
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Minecraft 1.8.9 Forge 11.15.0.1705
No more recipe conflicts yelds incompatible version of minecraft and wants 1.8. How to fix this?
I asked the developer of Steamcraft 2 somewhat recently, and this was his/her response:
"This mod is not really related to the original Steamcraft except by name. It's a bit late to change the name of this mod now however.
There are no current plans to 'upgrade' to 1.8. I might consider 1.9, we will see how things look when that gets going."
Because of that, I think there is good reason to maintain the original Steamcraft mod.
Yeah, looks like it. I agree
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Any plans for 1.8.9 builds of your mods?
I don't get the config files like they don't exist and it's really annoying, I'm using atlauncher and have tried using skydaz as when I try to install mods I seem to have a 100% chance of it not working....
PChan3Mods-0.7(1.7.2).jar
http://hastebin.com/wodevunoge.md
Sorry for bad English
Hello,
I have a suggestion for Walled Cities and Great Walls. It concerns the way WALL_STAIR works. The suggestion is to have the option to set what slab and what compact stair are to be used in conjunction with each other explicitly. For example: WALL_STAIR(mod:slab-2, mod:compactstair) This would allow a much greater flexibility to include modded blocks as wall material.
Thank you
NoMoreRecipeConflict 0.3 for 1.7.10 doesn't work in SMP, shows zero recipes. Though 0.2 works okay.
I found a bug on your latest version of Steamcraft! (http://www.mediafire.com/download/anr3i9syqntz747/Steamcraft-0.5(1.7.10).jar) When I place or remove a Tesla Coil, the game crashes for some reason. I'm not sure why it does this, but they still are placable. I can place a coil, have my game crash, and reopen the game and the coil will be there, but this mod takes w minute to load so I'd rather not have to reopen my game every time I want to place a Tesla Coil, or risk having corrupted data. Has anyone else experienced this issue? Also please fix this:) It's no rush or anything but I would love to use these one day!
EDIT: After placing a second Tesla Coil minecraft crashes even when trying to open the world! I'm using MultiMC as a modloader, which includes Forge in it BTW. I'm not sure how to send spoilers, but I have the crash report ready in Google Drive. Here it is: https://docs.google.com/document/d/1yHkYr7_uuZI_Q_Ckp769wgnUvrg81arGmrLNwVqlDrc/edit?usp=sharing
SO to sum it up, having one Tesla Coil in my world would crash it when I placed and removed it, having two in at the same time would cause the world to be unplayable
i'm using Pchan3 flying ship mod and it seems i can go up or down and also i dont find any key setting in the menu,i'm on 1.7.10
https://github.com/GotoLink/NatureOverhaul/issues/3
I can write here the problem? you are reading?
help explain ReikaKalseki or Corrected themselves if possible.
Sorry for bad English
Hello GotoLink,
I enjoyed LevelUp very much (and, thanks to you, am still enjoying it!)
originally made by Remalis and/or PowerUp217 (I'm assuming one is the updated name of the other?) over here.
I don't know if this is the right format for you updating a mod you already updated, but
Any chance you could add my idea to it?
Please and thank you!
Specifically:
Near as I can tell from the config file, you can turn off experience gain per level. However, everything is tied to gaining regular Minecraft XP, and I don't want my mechanics to be tied to that (since other mods are also tied to that, and if it goes up too quickly it can cause balancing issues).
I'd like to be able to turn off regular LevelUp point gain (when you go up a level) and still be able to grant LevelUp skill points in another fashion -- preferably an item that I can give the player with Hardcore Questing Mode, when they finish a quest chain.
"You just killed one of each type of basic vanilla overworld monster! Have 15 skill points!"
"You just crafted a full set of armor! Have 4 skill points!"
"You just cooked the last recipe from this set of HarvestCraft donut recipes! Have 12 skill points!" and so on.
If there were some Skill Tokens of some sort, then I could base my players' skill gains on that, and it would decouple skill points from the regular leveling setup. Ideally, the Skill Tokens setup would still allow that bonus XP to happen, just in a different way.
So for example:
And, when the configs are set up a certain way, so that the LevelUp mod doesn't offer bonus vanilla XP, it instead goes into a hidden variable that over time adds up to a Skill Token, which pops out and goes into your inventory like an XP bubble or something. So... I don't know how many ores it takes to gain a third of a level, but say you've just mined that much ore and pop! you've got a new Skill Token now. (In this way, Skill Tokens could also be stolen, or for that matter given to players you think might need them more.)
Then I could reward players via Hardcore Questing Mode, and give them a Skill Token for small quest chains, a Skill Quad for medium quest chains, and a Skill Hexad for large quest chains. Or I could have them choose between extra skill points, extra health, extra inventory space, or other rewards, and they'd really have to judge how much they want to earn skill points vs. how much they want extra health and so on.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I don't remember if I've brought this to your attention before (Though I feel like I have), but that 'Freerunning' mod seems to be broken in a big way:
You can't pull yourself up a ledge you're holding.
To show what I mean, it may be a good idea to watch this video, where I repeatedly try to pull myself up to a platform in one of the old Freerunning maps.
I pressed every key possible there, and nothing happened. I can only conclude that this is a bug, since I'm following the instructions from the original mod to the letter.
Actually, after playing through the whole map, it seems like there are several features that need some TLC...
Can you update metaworlds?
I am working on a game and here is the download!
http://www.indiedb.com/downloads/bits-the-rage-game-test-demo
and this is the high scores
http://www.gmhighscores.com/highscores_iframe.php?gameid=4435
Can you fix the tv mod?
every time I place the tv it crashes
I am working on a game and here is the download!
http://www.indiedb.com/downloads/bits-the-rage-game-test-demo
and this is the high scores
http://www.gmhighscores.com/highscores_iframe.php?gameid=4435
Is Nature Overhaul compatible with modded trees and plants?
hi! could you please update NoMoreRecipeConflict to 1.9.4 or 1.10? it's a crusial mod nowadays since some, if not most mod's recipes, overlap each other... I'm seeing this one as the most important mod. especially for mod packs, or having large ammount of mods.
Thanks for reading.
Is NoMoreRecipeCOnflict a server mod or a client mod?
Hello! I've been a big fan of Level Up! since its introduction in Beta 1.8.1, and I was wondering if you would be okay with me carrying the torch from 1.9.4 onward. It's already updated for personal use on my end, and I have begun taking steps towards future-proofing it for the 1.11 update, but I figured I should clear it with you before trying to distribute. Would you be okay with it going on CurseForge, in the event you would be willing to pass it on?