All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Zeno410»

    Those biomes are still very much under construction. I'm pretty sure you were running the code which was basically slapped in for preliminary terrains in the biome mods. I'm actually working on a new terrain type to generate Plateau, and I think the default code I just took out was the canyon code, which does things like that.

    That's more or less the timeframe, yes. The Highlands terrains were the first I did and they're certainly usable, but I pulled them back from draft release status as I've developed a number of techniques like jitter and smooth hill transitions that I'd like to try on Highlands, as it is my own favorite biome mod and I want it to shine. If you're a Highlands fan, you could help it along by looking at the biomes and making suggestions on how to improve them. I'm particularly interested in whether there are too many ugly deadvallies and whether they compare poorly to some of the BoP biomes, especially DeadSwamp, Chaparral, and Mountain, which all use the jittering technique to produce effects I couldn't do before.

    Right now my plan was to finish the EB and EBXL biomes and go back to redo Highlands later if I have time. But I might be persuaded to finish up Highlands first with some help.

    Yeah Highlands really has some of the best biomes available right now. But an updated version for 1.7.10 would be really nice and not a so-so working version for 1.7.2. Especially the integration part needs an update as many of the supported mods have been updated and some even several times.
    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Sedridor»

    Overhangs (and floating rocks) are really unrealistic and an eyesore, most people are trying to get rid of them. If anything, they should only be optional, with default settings having them turned off.

    Aehm sorry, but overhangs are not unrealistic. The only part about them being unrealistic may be the size. The floating rocks i agree with but not the overhangs.
    See here for example: http://fineartamerica.com/featured/cliff-overhang-in-southwest-sandstone-canyon-utah-gary-whitton.html
    or this: http://i.stack.imgur.com/h7s7I.jpg

    Because of that i'd really like to see that 3d noise implementation for some Cliffs and moderate Overhangs
    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Robijnvogel»

    Wait... is there no current way to generate these with RTG? In that case I certainly will have to wait on the update before adding it to my modpack.


    BC support is already in the currently released versions. I asked if we could get support for those 2 biomes in the first release of the "new" RTG. As I thought it would be relatively easy(its only 2 biomes which are basicly a copy of vanilla ones which are already in place) and would also mean i could use it right away without waiting xx for it to include those biomes.
    I'm ok though if the new one will not have BC support right at the start.

    Quote from Robijnvogel»

    So I have three questions/remarks:
    1.
    Highlands has... issues in 1.7.10 that I don't want in my modpack.
    Could some other (possibly modded) biome be used instead of that
    Highlands biome as well?
    <snip>

    May i ask what issues there are? i haven't noticed any (but couldn't test much lately)

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Zeno410»

    Oops sorry about that! But we're not immediately looking at a final release. We are thinking on how to get a version out that people can use for ongoing worlds. My (hopefully not too wishful) thinking is that as soon as we can iron out this noise bug we can release "draft terrains" for vanilla, Highlands, Thaumcraft, and BoP. Then we can get feedback and put out a version with those terrains on "soft lockdown", committing to minimal changes in the future. ....

    Can we please get the 2 Buildcraft Biomes in there as well? ( I suppose they are not that difficult as they essentialy are a copy of vanilla Desert/Ocean)
    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Good to know, thanks. So i'll have to wait until you guys got Buildcraft Biomes done :) Looking forward to these changes!

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from MainFlava»

    WTF if that is true i gonna check that right now, i also use RP in my pack and was also stuck with low FPS on a fairly good pc.


    Quote from IHaTeD2»

    it is, yes.

    Didn't fixed my other problem but aside from that modded Minecraft suddenly became playable for me.

    Had enough testing for today though. It kinda annoys me that the game can show me that 3-4 of my PC performance goes down the drain for the ticks all of the sudden but not what exactly is ticking along that excessively.


    This has been a known issue with PR for a loooooooooooong time. But due to its popularity they got away with it. I stop using it over a year ago and i am very happy. There a way better alternatives out there, including Buildcraft for simple pipe systems, Immibis mods and others.
    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from IHaTeD2»

    Interesting, I remember the rescue mechanic in the log searching for a location before and this isn't happening anymore either.

    This gave me another complain about the deep ocean terrain height though ...
    Buildcraft oil is also generating weirdly because of this, forming a massive bubble of oil floating in the water instead of the ground.
    I have to check the configs for Railcraft and Buildcraft if it's possible to blacklist those things in deep oceans because the only other option would be to increase the terrain height to 50 - which isn't very deep at all.

    The BC oil ocean biome might need the same fix as the Abyssal stone spheres(Quoted WOP for reference here as he created an issue for this on Github)
    Quote from WhichOnesPink»

    That's a good idea, and probably the only one that would work since RTG isn't the one generating the abyssal stone - it's just allowing RC to generate it where it normally would, but since RTG has transformed the ocean, it's causing it to be exposed.

    I've added it to the issue tracker and will try to get it in a future release.
    .
    Posted in: Minecraft Mods
  • 0

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

    I don't think it's possible to prevent the abyssal stone from spawning via RTG without a significant performance hit. Are there any options in Railcraft?
    .



    Quote from srs_bsns»

    config\railcraft\railcraft.cfg

    set B:abyssal=false

    Yeah that would remove those spheres. But it'll also remove the extra Diamonds and Emeralds they contain -.-

    Wouldn't it be possible to have RTG generate those spheres below the ground in ocean biomes if Railcraft is available? (And tell the user to disable the spawning in the RC config). RC code is visible source and i guess if you contact CJ there are good chances to get compatibility working! (Abyssal stone also makes for a nice building material!)
    Posted in: Minecraft Mods
  • 1

    posted a message on Factorization 0.8.108
    Quote from rdjrjqouqcu»


    Just curious, what commands are available for each twisted region?

    I mainly didn't try robot arms because of space constraints, Engineer's toolbox allows a very compact, power free, programmable redstone clock and block placer, which counts as a right click with twisted dark iron to get it to rotate.

    I still haven't figured out how i can even turn things with the Twisted Dark Iron Block. Is there a chance you may make another video/slide show explaining how it works?
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Quote from derfinn01»
    I've recently re-started with more minecraft and must now determine the start / stop rail for Item loader
    (Cart stops and if again Redstone it continues in the same direction)
    is no longer there and I no longer know how to build my automatic loading and end loading.
    Why it was removed ?

    The Holding Track was merged with the Boarding track. You can now set its mode with a crowbar to act like a holding track ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Quote from jjjworley»

    Quote from BluSunrize from Immersive Engineering mod:


    "I've submitted hte issue to Railcraft /ages/ ago but I have gotten no response.
    I believe CovertJaguar has other things going on atm. but it also seems that no other maintainer of RC even bothers to respond ot the issue. I cannot really fix this without effectively removign my railcraft compat and breaking stuff in the process, so please, go yell at hte RC guys to finally move their Recipes into init() like a good dev should >_>"


    This is a new mod and a very cool one. The issue is Immersive Engineering is changing the creosote to a new form with a new ID, making it impossible to craft Railcraft wooden ties.


    I have used Railcraft for years, and it has been compatible with just about everything.


    BluSunrize seems to think this issue is Railcraft's fault, but I don't see the reasoning.


    Is there anything that can be done so I can keep both mods? I don't want to part with either.


    You can use Minetweaker and add back the recipe for wooden ties using the IE Creosote. That's what i did.

    Posted in: Minecraft Mods
  • 1

    posted a message on Factorization 0.8.108
    Quote from MrEldritch»

    Hello there!


    I absolutely love the automatic-crafting systems that this mod has - they're neither quite so simple, single-purpose and boring as the standard automatic-workbench, or so adaptable, easy, and boring as turtles. They've actually got mechanics.


    (The Compression Crafter especially I'm loving the hell out of - as far as I can tell, it's the only crafting machine that can be used to design a machine that can craft any recipe based fully on automatic control, whereas AE requires manually-preset crafting patterns and turtles/robots are boring single-blocks with no internal mechanics.)


    I've already built a large assembly line for crafting various objects based on 3x3 moving frame platforms which have blocks and barrels stamped onto them and moved around with Pistronics gantries, before being lifted up and placed in Compression Crafter rings. Sort of a giant, industrial replacement for the old CraftPacket system.


    I do have a couple requests - between the Mixer, Packager, Stamper, and CCrafter you do seem to be missing a basic machine. Could there be some kind of "Milling Machine" or "Machining Station" which uses "tool" items? You know, things like TCon chisels, Gregtech tools, Harvestcraft cookware, those kinds of items that aren't used up in crafting. You'd be able to designate certain slots in the crafting grid for tools, which would be kept in those slots and used for crafting. Possibly there would be a simpler version for shapeless recipes, where you'd simply designate "use these tools for each crafting step, nevermind where you put them."


    I'm trying to build a fully automatic kitchen for arbitrary Harvestcraft foods, which would be very easy - they're virtually all shapeless recipes, so I could just use a device to dump the various ingredients into a Mixer - but the Mixer can't use Harvestcraft pots and things.


    I know these next two are a bit of a stretch, because your mod doesn't have any systems for dealing with fluids, but:


    Also, could you add the ability to craft with liquids? There are several recipes which require them (for instance, Harvestcraft has some things that require water or milk) but - without hacking up an auto-bucketing system and then another one to reclaim the buckets, which is inelegant - there's no way to use these in your crafting devices. The logical extension to the existing system would probably be to allow the use of tanks inside the Compression Crafter as well as barrels. Some kind of extension to the existing crafting machines to allow use of liquids would also be nice - certainly, it makes logical sense to allow the Mixer, or something like it, to have liquid inputs.


    And though I know this is even more of a stretch, but could it be possible to have a device which moves precise amount of liquids on a per-pulse basis, like a liquid version of the Item Shifter? No mod currently seems to include this, but it would be extraordinarily helpful in, for instance, precise mixing of Tinker's Construct alloys.


    By the way, the servos are super cool; they're a nice middle ground between fully autonomous turtles and drones and stationary redstone contraptions. Just thought I should compliment you on that.


    Care to share your auto-crafting setup? It sure sounds interesting

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls

    As soon as you get your code on GitHub or any other equivalent site APIs shouldn't be that big of a problem. My guess would be that there are at least some people with enough knowledge to help you out. The fine thing about GitHub is that code that others write can be merged back into your code base without a big hassle :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from KuroNeko87»
    For the 1.6.2 update the same thing happened. A friend of mine updated the mod from 1.5 and waited for silentine to iron the bugs and stuff while we tinkered with it then released it. Now we just need to find a way to get a hold of him.



    Found his wordpress https://enitnelis.wordpress.com/about/



    and his steam... I'll message him on steam. he was last online 3 days ago

    I keep my fingers crossed. GoG is the only mod i really miss in 1.7.10 right now. Adding it to my instance really made a difference!
    Posted in: Minecraft Mods
  • 0

    posted a message on SmartCursor - good replacement for WAWLA (With API). MC1.7.2/1.7.10/1.8
    Quote from asaskevich»
    Which block you trying to see?

    I think i know what he meant. As i might have the same problem.

    I am using the latest version of SC, 1.4.0, and i am unable to get the overlay for blocks working. Entity and dropped Items(which are entities as well i know!) work just fine. But when i look on any block, modded or vanilla no information is displayed. I was hoping to replace WAILA as this mod is much more configurable. But without the block overlay its nigh useless :(
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.