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    posted a message on Replace blocks in existing world with other blocks?
    Is there a mod or utility that can be used to replace blocks with a particular ID with another block in an already generated world? Just point me to the right mod, I can figure out how to use it myself, I just don't know what's out there that might do this.

    I'm running a private server for some friends and I forgot to turn off ore generation for some mods that have duplicate ore. The forge dictionary makes them all interchangeable for recipes, thankfully, but having two types of copper and tin in my world complicates grinding/smelting of ores and stacking the raw ore in the inventory.
    Posted in: Mods Discussion
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    Yep, that was the problem. Spent several hours trying to fix it and that's what it was. Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    Quote from TheThiefMaster

    If you've disabled the IC2 ore gen in its config file... turn it back on. It also disables the ore blocks entirely.


    I have disabled it. Could that be what's stopping the whole thing? Grr. Let me try that. I guess I'll have to set COG to strip the ores too.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    So I'm trying to get IC2 ores to generate in a new world using Custom Ore Gen and I'm having some troubles. The only configs for IC2 I could find on here that were already done were pretty old so I figured I'd make my own.
    I did this by copying the relevant code for Iron (presets and distribution) and then changing all the variables/functions/whatever to be named for Copper, Tin, or Uranium as appropriate. (used emeralds as a base for uranium). For now I haven't messed with the actual values for amount/frequency of the ores, they are the same as Iron.

    I think that I have matched the iron generation exactly except for the obvious name changes, and I think I have the proper block name for the IC2 ores, but it isn't working. I'm using 'blockOreCopper', 'blockOreTin', and 'blockOreUran' which is the block names in the IC2 config file (also tried it with the block IDs, no help).
    Every time I try to gen a new world I get this error:


    java.lang.IllegalStateException: Invalid parameters for 'CopperVeins':
    Ore block descriptor `blockOreCopper=1.0` matches Block descriptor `blockOreCopper=1.0` doesn't match any registered blocks. no blocks. Replaceable block descriptor `stone=1.0` matches 1 blocks. Biome descriptor `.*=1.0` matches 51 biomes.

    If I comment out the added lines of code then the mod works normally and generates ore properly.
    Does anyone have any idea what this message could mean? My coding knowledge is fairly limited.
    Posted in: Minecraft Mods
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    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF

    Actually ALL the planes have moving parts: the propellers (or what ever they are) spin around. It probably is possible but people are too lazy to find out how to make it themselves.


    I wasn't imagining an actual MAX armor suit, I was just providing that as a reference for the size of mech/exo I was thinking of. I suppose the only moving parts that would be needed would be legs. Moving arms wouldn't be needed because the weapons would just mount on the side of the chassis (you could just have some generic 'weapon pod' thing on each side and whatever weapon was on the exo would fire from inside it. I'm imagining something simple, probably 2 blocks wide and 3 blocks tall. I would basically be a metal box on legs, with a clear front for the cockpit, and maybe be modeled to have some antennae on top and a jetpack on the back. I imagine it looking slick and techy, but a steampunk version would also be cool.

    I'm curious about how complex the coding is for making a content pack for Flan's. I have some minor coding experience and have been able to do some script work in other games by reverse-engineering the work of others (when it was well written and well-commented). Is making new vehicle content for Flan's mostly changing numbers for size, speed, toughness, etc., or does it generally involve writing brand new code?
    Posted in: Minecraft Mods
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    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    I have only read the first page of this topic, but I did do a search on the topic to see if my question has been asked before and found no results.

    Has anyone made or talked about making a content pack adding "mechs" or "exo-suits" with Flan's mod? I'm not thinking about giant mechwarrior style machines, but something more along the size of the exosuits in Natural Selection 2 or the MAX armors from Planetside 2. The idea would be to have a few chassis of varying strength, and to have weapon options that included actual weapons and also mining tools. Compatibility with IndustrialCraft2 electricity would be awesome.

    I understand Flan's mod has not yet been updated to the latest Minecraft, I'm just wondering if anything like this has been discussed or is planned.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Yea chests don't work yet, the mod creator said that is something he is working on.

    As for not falling through your craft, here are some things I've learned that help:

    1) Make the floor at least 2 blocks thick.
    2) Before deactivating your craft (or using the 'align to grid' key) line it up as best you can with the ground so that when it snaps into place it doesn't have to move very much.

    The only times I have fallen off my craft have been when I didn't do these two things.

    Edit: I must have missed that trick with storage carts somewhere back in the thread, I'm going to try that!
    Posted in: WIP Mods
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    posted a message on Mushroom Farming - My results
    Quote from The Shadow

    Is wheat farming now completely obsolete?


    Nah, you still need wheat for cake!
    Posted in: Survival Mode
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    posted a message on Mushroom Farming - My results
    I just ran a two hour test and I received 327 mushrooms, which is about 45% of capacity. Next I'll go for a three hour test.

    If I forgot to mention earlier, my farm has 36 growing floors, starting around elevation 11 and going up to just above sea level.
    Posted in: Survival Mode
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    posted a message on Mushroom Farming - My results
    Ok, my farm (Kastrel's design) has 36 growing floors with 20 spaces for growth in each one, for a total of 720 possible mushrooms. It is roughly half and half on red-brown mushrooms, I think there might be one more layer of brown than red. I let it grow for 3-4 hours this morning and received 543 mushrooms, which is almost exactly 75% capacity. I will later try to do a more precise test, I'll aim for exactly 5 hours and see if that fills it up.
    Posted in: Survival Mode
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    posted a message on Mushroom Farming - My results
    I've completed my build of Kastrel's design. I'll let it run for an hour and see what I get. Once I do some math and calculate the max number of mushrooms it can grow, i'll see how many hours it takes to grow to capacity.
    Posted in: Survival Mode
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    posted a message on Mushroom Farming - My results
    Tip for anyone building Kastrel's tower: don't use ladders. They may be more wood efficient but items can get stuck on the top of a ladder, definitely use signs. Thankfully I tested the bottom-layer collection water flow before I built the whole thing with ladders!
    Posted in: Survival Mode
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    posted a message on The Nether Unleashed
    This is good stuff Petrus. I've used it to link up various locations in my new world with great success.

    If you're trying to set this up in an existing world where you've already been to the nether, it isn't actually necessary to build your first portal at 0x0 in the Overworld as long as you understand the 8:1 conversion ratio to nether blocks. Use F3 to display your current coordinates and just divide X and Z by 8 (use a calculator!) and then build a portal at that location in the Nether. I'd suggest building both portals and turning them on, but not using them until both are ready, just to keep the game from auto-placing it in the wrong spot.

    If I understand Petrus correctly, building the portals manually instead of letting the game place them for you is important for getting them on the desired elevation, otherwise the game will try to match your current elevation in the other world.
    Posted in: Survival Mode
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    posted a message on Nether Protection
    I can verify that they do in fact destroy sandstone. I tried to build a sandstone platform in the Nether yesterday (to mimic the sandstone pyramid that houses my portal in the normal world) and the ghasts blew several large holes in it.
    Posted in: Survival Mode
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    posted a message on Official Corrupted Save Recovery Thread
    It works great now, thanks!
    Posted in: Discussion
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