For sure, but atm RL takes most of my time so probably not this year.
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Dec 5, 2017Posted in: Mod Packs
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
Nov 19, 2017Posted in: Mod Packs
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
Nov 16, 2017Posted in: Mod Packs
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
Nov 13, 2017Posted in: Mod Packs
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
Oct 31, 2017Thyriel27 posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]Posted in: Minecraft Mods
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"
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.
Oct 30, 2017Posted in: Mod Packs
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
Oct 28, 2017Thyriel27 posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]Posted in: Minecraft Mods
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".
Oct 27, 2017Thyriel27 posted a message on Is there a way to make a world save file automatically include a mod?Posted in: Discussion
Only way i would know of is uploading the world as a modpack with a map (e.g. on curseforge)
Oct 25, 2017Posted in: Minecraft Mods
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.
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