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    posted a message on Mouse Cursor Shows Over Minecraft (MAC)

    OMG! I am having the same exact problem, were you able to figure out what is causing it?


    I have been searching forever trying to find the answer. I too am on a Mac, I'll have to see if it does the same thing on Windows, but it is soooooo annoying.


    I even try and set the cursor to the edge of the screen so it's out of sight, and it always finds it's way back into the middle of the screen. GRRRRRRR!!!


    ... Pops

    Posted in: Unmodified Minecraft Client Support
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    posted a message on Creating Custom Modpacks - looking for resources and infornation

    Hey Gilly,


    I've enjoyed the contributions you have made to the Ruins mod, I wasn't planning on using the Ruins mod in my new pack as I have moved on to using RecurrentComplex and the ChocolateQuest mods. I may have to revisit including Ruins, I just thought it was redundant since the other two mods do the same thing.


    If I'm understanding your version correctly, as soon as that one structure spawns, it would set the world spawn point to that building. What I'm not understanding is how would I make sure it generates when the world is created. Was there a spawn chance that could be set, so as to make sure that structure is spawned every time at the start of a world?


    Thanks.

    Posted in: Mod Packs
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    posted a message on Creating Custom Modpacks - looking for resources and infornation

    Greetings!


    I have had some ideas for creating a custom modpack and have been searching for information that seems difficult to locate. Either the information is not out there, or I'm just not using the right search terms.


    A good example would be the modpack Crash Landing, how was that pack created so that it starts out with a crashed ship and generates a custom world that has the same gameplay for anyone who plays it. Would it be considered an adventure map, and not technically a modpack?


    Bottom line, I'm looking to create a pack that will generate a custom structure at spawn. The structure is something I will be creating, but I would like the world gen to be random just as it is when ever you load up a new world, but the structure needs to generate at the spawn. This would be similar to creating a spawn structure for a server, only that it would be available in a single player mode. Would this be possible with commands blocks? I plan on using a few mods that add custom structures like Recurrant Complex, Chocolate Quest etc.


    Any information or resources where I can learn more would be greatly appreciated.


    ... Pops

    Posted in: Mod Packs
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    posted a message on Chocolate quest. Mods for the adventurers
    Quote from ArloTheEpic»


    That is probably one of the weirdest crashes I've ever heard of. I'll see if I can reproduce the problem.


    UPDATE:


    This only happens on a server, single player mode is not affected.


    Here's what I did to reproduce the crash ...


    Installed a bare bones forge server (forge 1492) with only ChocolateQuest and NEI (plus the CodeChicken core for NEI) - once I connected to the server, added a magic staff and some bread to my inventory. With hunger down and as soon as I ate a piece of bread the client crashed.


    Should be easy to replicate, hope this helps. Let me know if you need any further information.


    Thanks ... Pops

    Posted in: Minecraft Mods
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    posted a message on Chocolate quest. Mods for the adventurers

    I have a weird client side crash happening that I wanted to bring up before doing a lot of troubleshooting to see if anyone is familiar with it.


    i have a custom mod pack on a private server (less than 5 players at a time) we have narrowed the crash down to the staffs (except the healing staff) whenever a staff is present in a user's inventory the client will crash when eating any food item. The crash kicks the user to the title screen so getting back in is quick, but the game does not throw out a crash report so I'm at a loss if there's another mod causing a conflict.


    My next steps will be to remove all the mods except ChocolateQuest and add them in one at a time and test.


    My mod pack uses MC 1.7.10 with forge version 1492 and 95 other mods. I just wish the crash would generate a crash log.


    any tips for further troubleshooting is much appreciated ... Thnx

    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.10.2-5.2.0 / 1.11.2-6.1.0 (15/02/2017)
    Quote from Ordinastie»

    Those textures are nice and all, but they're doors from other mods, and if you want those mods to be animated, they are the ones that need to make it happen. I can't code them for all the other mods out there :)


    I don't wait for uploaded files to be validated to post here. So you may need to wait a few minutes after I post to see the files.


    Yeah, should have fixed it earlier, but I'm currently busy with updating to 1.8.


    It's because of Optifine. I already had to make a specific case for when it's installed, but apparently, it's not even working for different versions of Optifine.
    Not sure I want to deal with their ****.


    I can verify MalsisCore 12.7 and MalisisDoors 1.9.4 are working with OptiFine disabled. It was crashing on me too and thanks to these comments I disabled OptiFine and no crashes.

    Posted in: Minecraft Mods
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    posted a message on [BuildCraft] Logistics Pipes

    I'm having troubles with Inventory selection after upgrading to LP v0.8.3.122


    After crafting an item, I can not grab it out of the Crafting Request Table, instead it cheats the item in and leaves it in the Crafting Request Table. I'm also unable to click on anything in my hotbar or inventory. Instead the cursor just jumps up the screen.


    If I switch to creative mode, clicking anything (hotbar/or inventory) will cheat in a full stack of the item. Cool effect, but still useless as I can't select anything, instead I just end up with a bunch of cheated in items.


    Downgrading to the previous version restores the inventory to a usable state.


    I'm not sure what to provide as far as troubleshooting, I'm used to posting a crash report that would give more information as to my mods and setup. Let me know what would help and I will get back with it.


    Also, should I post this as a bug on the Github page?

    Posted in: Minecraft Mods
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    posted a message on Version Checker - Auto update mods and clean outdated list!

    this doesnt have anything to do with version checker actually. i did some digging into the mods and discovered that version checker is reading from the mcmod.info from the mods. this file contains the mod version and in some cases isnt changed along with the mod update.


    I can see this as valid for some cases, I checked the mod I have a question about and the mcmod.info file is showing the correct version.


    The mod I have a question about is Enchiridion. When the mod developer went to version 2.0 there were still some mods that depended on version one so both versions one and two were needed. This is no longer the case as of version 2.0.1. That version is back ported to pick up the version one dependancies. However, Version Checker is still showing me an update available for version one. Even though I don't have version one installed anymore. I have double checked the mods and config folders. Nothing is installed for version one, only version 2.0.1. So why is Version Checker telling me there's an update for a mod I do not have loaded.


    Version Checker screenshot

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    The best way to list all structures is still typing /#lookup and pressing tab to see the options. You can also look through the log to see what's being registered though.

    When I type the command /#lookup it doesn't show me anything, it's asking me to provide a structure ... This is what is returned in red ... /#lookup <structure> oh DUH! enter command then hit TAB key to cycle through


    Also just a confirmation, you're saying the structures are already part of the mods jar filesystem, so I don't need to place any structures in the active folder within the structures directory? but any custom structures will need to be placed in there correct?


    ... and how about other dimensions? I see there is a whitelist/blacklist option in the config, do I need to whitelist any new dimensions for structure spawning? If so what is the naming syntax, does it use dimension ID's or names, or both? I'm using the Multiverse plugin on my server so I have a few custom dimensions. What is the best way to naturally spawn the structures. (I didn't see anything regarding this in the wiki)


    Thanks

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    I posted this on the Curse.com page reply as well ...


    I'm not seeing any structures listed in the "structures" directory. I have installed the mod, and I have seen several structures generate in the world. The villager tower, the meteor site, and the dinosaur skeleton to name a few, but when I check the structures folder there is nothing in the active folder nor is there anything in any of the other folders.


    Where are the structures being pulled from then? I'm in the process of creating a gallery of structures generated by this mod (as well as the Ruins mod) and would like to test them.


    I noticed there are many structures listed in the source at GitHub, am I supposed to grab the structures from there and add them myself?


    Also, are there any user built templates that anyone would like to share (I will place them in my gallery)


    Thank you for such a great mod ... Pops

    Posted in: Minecraft Mods
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    posted a message on [1.11.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»


    So, my suggestion would first be to check the allowedDimensions field, and see what it's set to. If it's set to 0,1,-1 then Ruins will only spawn in the Overworld, Nether, and Sky/End dimensions.


    EDIT: For mods such Mystcraft, I suppose there's no harm in specifying dimension numbers that *do not exist*. I suppose if it could be discovered what range of numbers are used by Mystcraft dimensions (starting with the first one that's generated), then you could just have a whole list of numbers advancing from that point in the list in anticipation of future expansion. That's just my hypothesis, however. I haven't tested this idea yet.


    Thank you so much!! Your suggestion allowed me to find the solution.


    There was still a slight challenge trying this, but it helped narrow down what I needed to test. There are two ruins.txt files, one in the mods folder and one in each dimension. My understanding is that the one in the dimension will override the one in the mods folder because it is dimension specific. However, I edited both files so I am unsure which is responsible for the positive change :-) For the time being, I will list all dimensions in the main ruins.txt file in the mods folder, and add each respective dimension number in the dimension specific Ruins.txt


    The other challenge I had was the dimensions I have are not all numbered sequentially, nor do they all have integers. Some only show their names (the names I used to create them) and I tried your suggestion of setting the time to zero. Unfortunately, the in-game console used the name, instead of the dimension number. I was able to locate the dimension number after reviewing the server console. (isn't there a log file that would also record this information?).


    Either way, I was able to resolve ths, and I now have Ruins spawning in the other dimensions. THANK YOU!!

    Posted in: Minecraft Mods
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    posted a message on [1.11.2] Ruins (Structure Spawning System)
    Quote from PopsRocker»

    Greetings,


    I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.


    I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.


    I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)


    Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10


    I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.


    Any ideas ??? Thanks


    UPDATE ...


    I have explored this issue further and am not any closer to finding a solution.


    Here's more information that may help those who know more and perhaps could offer some direction ...


    I have two server instances with Ruins installed. One is a Cauldron (patched to forge 1307 as originally stated above) and the other is not using any bukkit/spigot plugins therefore Couldron is not installed, however I'm still using forge 1307.


    The only dimensions I have been able to get naturally spawned structures in are the main Overworld and the Nether (both servers) any other dimension that is created by a mod i.e. Mystcraft, Abyssalcraft, etc. will not spawn Ruins structures. All the tml files are un-modified, with the exception of one I added the other dimensions to in order to test if I could force the template to spawn if I specified the dimensions in the .tml


    IF anyone is interested in testing my setup, I can link to a download of my custom modpack, as well as whitelist you on my private server. (please pm me, as I'm not looking to have a bunch of people on this server, it's for friends and family)


    Thanks ... Pops

    Posted in: Minecraft Mods
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    posted a message on WHY is MCF only a linear display forum?

    I'm trying to figure out why in the world the folks at CURSE would develop an in-house forum solution that doesn't allow for threaded display. Or why this hasn't been something people have screamed for ... am I too old school, am I the only one who can't stand the way these forums are displayed? Has anyone else had to wade through a forum thread of a mod developer that has more than 2000 posts.


    Am I missing something, I looked in my account settings for display options and haven't found any, and I just don't see how these forums are useful for large threads, especially mod developers who have had their mod thread since before MC 1.6.4


    grrrrrrrrrrrr

    Posted in: Forum Discussion & Info
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    posted a message on [1.11.2] Ruins (Structure Spawning System)

    Greetings,


    I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.


    I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.


    I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)


    Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10


    I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.


    Any ideas ??? Thanks

    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Quote from lunchboxxx19»

    you click the link that says "get it here" then click the "download" link it starts automatically downloading. no where did i see any "blatant deceptive ad links" the link on here takes you to where the file is originally held

    Then you're seeing something completely different then I am. When I click the "download here" link on the first page of this thread for 1.7.10 I am taken to minecraftprojects.net - the first "download" box is an ad powered by Tweaks and takes you to a page to download "file-extractor" software.

    BTW .. the 1.7.2 download link does work, it's an adfly page which I am used to but results in the jar file.

    The next download link is directly below the bullet list of features. That link looks like the "actual" link but it takes you to a site to download some "Binary System" get-rich-quick scheme.

    The next and last download directly under that link is another ad link (powered by iLivid) which automatically downloads a flvPlayer-chrome.exe file.

    Sorry, but there's no download link that results in the download of the luckyblock mod
    Posted in: Minecraft Mods
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