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 AOBD 2 - Process all the ores!
    Quote from ganymedes01»

    Fixed it ;3

    Is there some special beta version available or is it supposed to be fixed on the Random Additions side? Because I'm getting the same bug with AOBD-2.8.4.jar (still the apparent latest version) and Random Additions Alpha 0.11.22
    Posted in: Minecraft Mods
  • 0

    posted a message on Colorful blocks - Color any block in any color! Now for 1.9.4!
    Quote from elix_x»

    Thanks very much for your feed back.
    These bugs are know to me and will be fixed in next update.

    Also, what do you mean you can't paint stone? That's weird... You should be able...

    Awesome, glad to hear it!

    I really wouldn't worry too much about the stone thing unless someone else reports it too.

    Like I said it's probably just something weird going on with the tons of mods I have - even my health/armor indicators are in funny places. Though here's a gif of what I mean: https://gyazo.com/d5e9488bc38ec406a943e1a100a0c0a7, (the recorder has a very short time limit but it shows what's going on). The wood planks go cyan but the stone (and apparently cobblestone I'm finding out) remain unpainted.
    Posted in: Minecraft Mods
  • 0

    posted a message on Colorful blocks - Color any block in any color! Now for 1.9.4!
    Quote from elix_x»

    If you found any bugs, report them NOW!

    Because when i'll start working on update, bugs will not be fixed quickly.


    A bit late but I just got this mod. I like the effect and idea, and I usually don't report issues because I have so many mods installed but I'll leave this here in case anyone else has any of these problems or if these problems are easily repeatable for people with less mods - for some reason there aren't more posts here even though its a really cool mod.

    - The buffer on paint brushes (tested on [cobble]stone and iron brushes) doesn't seem to matter. If I have the dyes and water it'll consume the dyes but if not then I get a complaint message about not having the dyes and blocks get painted anyway. If I check the tooltip I can get hilarious results like -600% buffer.
    - Painting blocks seems quite "laggy" for lack of a better term. I get that the color appears when the block gets updated but that seems to occur semi-randomly and not reliably. I find myself breaking and replacing parts of walls to get the color to show up.
    - Stone (as in furnace-cooked cobblestone) doesn't change color which is odd because literally everything else I tried does get painted correctly. Since the system is location based, breaking the stone and placing something else in it's place besides will have the painted color.
    - If the game crashes for any reason all the painted blocks reset to default and I have to repaint them. I think that removing mods can also cause this to happen if those mods had items in the world.

    Only the last one concerns me greatly; I can chalk up the other problems as possible mod-interaction issues but the last issue makes me hesitant to put any amount of effort into painting something large since it can be wiped away in an instant. Besides that I love the mod and I'm impressed it works on entities/modded blocks at all!
    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.8.2.4] SecurityCraft~ Security cameras, Retinal scanners, and more!
    Quote from Geforce»

    I've asked the BuildCraft team about your crash report, and they said to try and use the newest version of BuildCraft, v7.1.13. Try installing that, and see if you still experience the crash.

    For what it's worth I have the newest versions of both buildcraft (7.1.13) buildcraft-compat (7.1.12) and securitycraft(1.8.0) for MC 1.7.10 and I get the same crash. Looking at the github reports for 7.1.13 I think the crash they fixed prior had more to do with facades wheras this crash is (or at least seems to be) more about the fluid pipes. I made the mistake of shoving the monitor into a frame thinking that updating fixed the problem (turns out my fluid pipes are a bit far from the camera so it "worked" for a few seconds after I reloaded before the world loaded my pipes) and now my world is stuck crashing on load =/

    My world is loaded up with an insane amount of mods so I think C4PTRAMPAGE'scrash report will be more helpful here than any of mine (though the relevant parts/first few lines are identical to my crash).
    Posted in: Minecraft Mods
  • 0

    posted a message on [DISCONTINUED] Zelda Sword Skills Addon+ (1.8) v0.1b - Functional Phantom Hourglass (05-10-2017)
    Quote from willer111»

    An orange one?!?! :o

    They should only come in Blue and Red...
    Hmm... Well, maybe we should start a creepypasta about how WildYojimbo died because he saw the glitched orange one...

    jk, jk, well, we ARE human, ey?

    No, made no sense, back to buisness, well, I'll look at it when I get the cucco's ready.


    I'll be darned. I've called the octoroks blue and orange since I was a kid but since you said that I looked it up and they really are officially "Blue and Red". This guy: still looks pretty orange to me, but no worries must just be my eyes. What I saw was definitely the red variant then; I encountered another one today, no mysterious orange one.


    Good luck with the cuccos!

    Posted in: Minecraft Mods
  • 0

    posted a message on [DISCONTINUED] Zelda Sword Skills Addon+ (1.8) v0.1b - Functional Phantom Hourglass (05-10-2017)
    Quote from willer111»

    I've tested the power myself, are you sure that you're up against only one?
    I mean... Ofc 10 Octoroks firing bombs at you all at a time, would instantly kill you, but I don't think that counts as 'overpowered'...
    Well, I'll look at maybe nerfing them in 0.0.5a :3


    It was definitely just one octorok at least 2/3 times I died. The third time there was another orange land octorok; I'm not sure if it hit me cuz I was downhill and only saw part of it so I won't count that time.

    Thanks for taking it under consideration though :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [DISCONTINUED] Zelda Sword Skills Addon+ (1.8) v0.1b - Functional Phantom Hourglass (05-10-2017)

    (NOTE: NOT ABOUT THE SPAWN RATE) Almost wrote a rant about the land octorok until I saw the changelog, though my issue is not with spawn rate, but rather the power balance of it in general - I don't want a single one of those things spawning because of how unbalanced it can be. The fact that the bomb variant can two shot me through a full set of meteor (iron-level) armor or one shot me if I'm only wearing 2 pieces. It also fires fast enough to kill me twice from far enough away before I can even attack it; I had a fairy (which works like in Zelda) from another mod so when I died and got revived (which happens instantly) I got shot again right after the end of the fairy sound effect. [As a side note its damage seems to ignore the Creeper inventory pet which is supposed to block explosion damage, and does so with other explosions. Not usually worth mentioning here, 'cept I got the pet on hardcore mode especially to deal with this thing which ended other worlds, and yes I realize it's probably not balanced for hardcore - I anxiously await the update with the config to adjust for that.]


    tl;dr

    >Spawns during the day (at least I think that's when it spawns/always seen it during the day) but does way too much damage too fast (at least 8+ hearts through reasonable armor)

    >Too small and quiet which makes it easy to not notice until it's too late. Yes it's vividly colored, but depending on texture pack, so is everything else.

    >10 hearts of health, which is usually normal, but for something so damage-dealing means it can take a few hits; Impossible to kill fast enough if it hits you first before you see it.

    >Still disabling spawn the moment 0.0.5a comes out ;).


    I know the spawn rate is what others have already complained about, but ironically I haven't had the chance to see that particular thing as a problem; if someone's already mentioned my issue with the mob then I apologize, I checked the last two pages and didn't see anything but I have to run to work now.


    Besides that one mob I really do love this mod though.

    Posted in: Minecraft Mods
  • 0

    posted a message on DiseaseCraft
    What version are you using of DiseaseCraft? I would like to know based on how Influenza is configurable in recent versions.

    DiseaseCraft-Beta1.2.0

    Also:
    MC 1.7.10
    Forge 10.13.2.1277
    Posted in: Minecraft Mods
  • 0

    posted a message on DiseaseCraft
    Lots of other mods (too many to bother troubleshooting this one), that's why I was gonna chalk it up as something else messing it up until I saw someone else with the same problem. I'm just gonna have to remove this one since my game has basically become a 5 minute loop of medicine and book burning =/
    Posted in: Minecraft Mods
  • 0

    posted a message on DiseaseCraft
    "You sleep and your sickness vanishes" Can this actually be a buff that alleviates symptoms for a while? I have influenza and go to sleep with nausea (and all else), wake up with that message and 5 seconds later the nausea starts up again so I'm not sure how that's any different then how the symptoms fade in and out during the day.

    Edit: I also second NinjaBee's point. Especially since influenza is a basic (starter if you will) kind of infection, it's getting really annoying having to toss out another medical journal every time the flu temporarily wears off and even while under the effects of medicine I get another journal generated into my inventory every few minutes. (and on another note, I've survived at least three weeks worth of days with the flu now and taken enough drugs to fill a pharmacy. The typical flu isn't nearly as persistent in real life; doesn't it ever go away for good? This went from challenging to just plain annoying real quick.)
    Posted in: Minecraft Mods
  • 1

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from PMunch»
    The version I compiled is for 1.7.10 and it works fine, if you want I'll send you a link to it.

    That would be great! Thanks very much.
    Quote from Keybounce

    Last time I checked, the easiest way to get finite (non-duplicating) water was to use code chicken core (as most people are using it with Waila now), and that has config options both to disable creeper ground damage and water duplication.


    I thought I saw that somewhere but completely forgot which mod or in this case core config it was in. Thanks.

    Quote from 4HeadTiger»
    @Distributing a .jar

    Feel free to distribute to a few people, but, make sure that they know it's NOT an official release, and more importantly, that the entire mod is being rewritten, so reporting bugs and crashes will be pointless. Also, I wouldn't mind being CC'd on a/the PM, mostly because I'd like to see which branch/build you used, and have a reference for any comments that people make, without having to set up a new dev environment for it.

    Actually, this might be a good opportunity to do some minor performance testing. I'd be really grateful if anyone who does have a play with the mod, could post a quick outline of the performance they were getting when doing something crazy, along with their PC specs or CPU (for example, can you flood a large cave system without lag. Can you detonate 1000 TNT under a deep ocean and have it fill in the hole without too much lag?). I've only tested the older versions on a mid to low end laptop, so it would be good to know how well the thing runs on a more powerful machine.

    ...
    I'd be happy to do some performance testing, for this and eventually the remake too, I have a mid-range laptop and a mid-high range desktop so that should give a couple of performance profiles.
    Posted in: WIP Mods
  • 0

    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Glad to see this is still going! I really enjoyed FiniteLiquid while it lasted and haven't found a good looking water mechanic mod like this one in a while since.

    I'm about to start an extreme hardcore run with many mods focused on ramping up the difficulty. Naturally a mod that turns water into a resource (while also adding the thirst mod which makes water very valuable to survival) would go great with this, so two similar questions:

    1) Is the compiled version out there for 1.7.10 stable enough/reliable enough to start this run on (I'll take anything that doesn't crash under 99% of vanilla circumstances and corrupt the world as stable enough even if the water itself has some wonkiness sometimes)

    2)and/or Will there still be a final version for 1.7.10? (I know you're rewriting it for 1.8 and I know working in multiple MC versions is a huge pain but the vast majority of mods are still on 1.7.10 and it'd be nice to have this too; I imagine I'm not the only one who will be waiting a long long time for a bevy of mods to update before getting 1.8)

    Thanks, and happy new year!
    Posted in: WIP Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    ...
    EDIT: I looked at how one of the tutorial circuits was implemented with a voltage data logger. I get how to use it now but I still think a graphical multimeter with autoscaling would be useful; basically just the datalogger that can plug directly into a circuit would make things simple.
    Posted in: Minecraft Mods
  • 0

    posted a message on Zelda Hearts v0.4 (FAIRY FOUNTAINS!) [Multiplayer Compatible]

    Quote from nightdweller »
    I'm experimenting a bug with this mod: my hearts work just as normal ones but with the rules of this mod...

    It's TinkersConstruct (at least it was for me). It apparently does stuff to the UI that interferes with this and some other mods that modify the UI.
    Posted in: Minecraft Mods
  • 0

    posted a message on Zelda Hearts v0.4 (FAIRY FOUNTAINS!) [Multiplayer Compatible]
    Loving this mod! Hardcore is even more hardcore now, but with a lack of tall grass/grass nearby your house (which occurs when you've chopped them all down to look for hearts already) it becomes a little too hermit-like. i.e. if you get hit once in a fight early in the game before you can get any heart containers you're forced to hunt for health or stay inside.

    Not to make it *easier* per say but could you add more portable options for healing for the early game so that you have a bit more freedom of movement on hardcore (or just normal/hard in general)? Can't count the times I've had to sneak around at half a heart left for a day or so before I found health. Since the theme is Zelda there's tons of stuff already in MC that *also* heals in Zelda games:

    -Apples heal in LttP, Twilight Princess, and a Link Between Worlds

    -Milk heals a lot of hearts in a lot of games (Lon lon milk sure, but still milk)

    -Pumpkin Soup in Skyward Sword (Pumpkin Soup isn't in MC, but pumpkin pie and pumpkins are, also other soups tend to heal in Zelda too)

    Pumpkins and apples aren't too abundant in the early game, don't need to heal a lot really (even 1 heart would be nice) and you could require something rare to be added to milk to make it lon lon milk for healing.

    Potions require at least 1 blaze rod, which (usually) means a trip to the nether which is dangerous even at 10 normal hearts, so (just in my experience) healing options are super limited for the majority of the beginning of the game.

    Just a thought.

    Either way this really changes how I play MC in an awesome way, keep it up!
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.