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    posted a message on Minecraft AEONs (V1.4 released)
    Quote from mogymog»

    There gonna be anymore updates for the pack? Or.. just not really working on it cause it's the middle of the holidays?


    For sure, but atm RL takes most of my time so probably not this year.
    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)
    Quote from Rodriguez_»

    Hello, is there a server for this modpack?


    If you mean an official server to play on: No
    If you mean a serverpack to install your own server: Go to alternative downloads on curseforge
    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    The command emblem has a very limited range of like 30-50 blocks or so.

    Same happened to me once that i thought it bugged away and some time later we found him again by luck.

    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    Could be that the skeleton came from a spawner in the dungeon as you live above one. The dog disappearing is most likely that he is just sitting around somewhere.

    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    No but the salt only spawns by default in certain biomes. Not sure what these are in detail but e.g. savanna i've seen some.

    An easier way to get salt would be making a kitchen with water sink (cooking for blockheads) as you can generate free endless salt with it

    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    Ok that's strange, never heard of that bug yet and i'm not sure what ore generation would do then but i guess they would be generated for the displayed biome.

    Technically it's just a config file for MMD Orespawn mod that restricts them to certain biomes so it would depend on how that mod reads out biomes

    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    I'm not sure what you mean with "mislabeled" ? I've never seen a biome that was technically a totally different biome. And there's nothing in the modpack that changes how worlds / biomes generate except ore generation

    Posted in: Mod Packs
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]


    The problem I'm having is no matter what settings I use (ignore NBT, partial match) the quest will detect if you have ANY animal nets regardless if its got the right animal, a different animal, or no animal at all.


    I want the quest to detect that its a cow entity in the net. I'm even ok with it allowing different breeds (I can specify in the description it wont make babies if its not the same breed), just so they cant breeze past the quest without doing it at all. Is that possible?




    I had a very similar problem and the only solution i found so far to make quests like these is:
    1) use CraftTweaker to add oreDictionary names for questitem groups (e.g. all the nets with all type of cows get the oreDict name "netwithcow"
    See http://crafttweaker.readthedocs.io/en/latest/#Vanilla/OreDict/

    You get the correct syntax for items with NBT data at best when holding the item ingame and typing "/ct hand" in chat

    2) make a retrieval quest, ignore NBT and after selecting an item click on the oreDict button. It should then accept all items with the correct oredict name.

    But i haven't done this yet with NBT items, only with totally different items to group them together. If it's still accepting things like an empty net try with NBT not ignored.

    Posted in: Minecraft Mods
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    posted a message on Minecraft AEONs (V1.4 released)
    Quote from FairyKairi»

    I am interested in playing this pack on my YouTube channel, but I am wondering: How much RAM do I need to allocate to run this pack smoothly? I can see no mention of that either in this thread or the Twitch Launcher.


    4GB runs smooth for hours, 3.5 might be enough (most times it's using 3-3.2GB)
    If you make youtube clips send me a link to your channel ;)
    Posted in: Mod Packs
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    posted a message on Minecraft AEONs (V1.4 released)

    Patch 1.3 released with a new feature: More fuels for the Tinker smeltery are now implemented (alongside some bugfixes and new quests)

    Posted in: Mod Packs
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from 61616Plays»

    I can't get the mod to work on a server. I have installed the latest 1.10.2 version, and it works on on single player, but when I log onto the server its like the mod doesn't even exist. Commands don't work, and the gui doesn't show quests even when they exist in the config folder. Im using base+ standard expansion.


    Make sure the mod is installed on the server, you have op permissions and that quests are in the correct folder on the server (not configs, they need to be in the savegame folder, like "/world/betterquesting/QuestDatabase.json".
    Posted in: Minecraft Mods
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    posted a message on Super duper graphics pack and java edition ?

    Sorry if this has been asked before, i didn't found an answer yet. Will that shader DLC be available for java edition too or only windows 10 edition ?

    Posted in: Discussion
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    posted a message on Is there a way to make a world save file automatically include a mod?

    Only way i would know of is uploading the world as a modpack with a map (e.g. on curseforge)

    Posted in: Discussion
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    posted a message on Tinkers' Construct 2
    Quote from VandalzKing»

    Hello. This is my first time adding Tinkers to a Modpack I am making, and I noticed something in the descriptions..


    What mods Should I be using to get the ore gen for all the ores Tinkers no longer spawns??


    I usually only deal with small mods. This is my first time doing something this big.


    That's the good and bad thing about making your own modpack: The good thing is you decide what mods you add. The bad thing is, it's pretty much overwhelming how many possibilities there are and when it comes to ore generation there is no "add this or that".
    Especially with tinkers construct you have endless ways. My usual way is first adding a mod that does nothing else then adding all kind of commonly used ores, deactivating the ones i don't need. Later on when you added more mods those ores will be replaced one by one with those mods and in the end you don't need the ore adding mod anymore. You could even add those ores/materials to Tinker that it doesn't support on its own. Best thing you can do is looking through a couple hundred pages of mods on curseforge and look for yourself what you like.
    Imho it's not good adding mods someone recommended you that has a ton of features you don't need at all just to have it's ores in your world.
    Posted in: Minecraft Mods
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    posted a message on Launcher update today broke forge

    Working again with new update

    Posted in: Modded Client Support
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