I noticed that as well. There seems to be a problem with the map saving, which I was not yet able to locate. As a workaround you can go back into the world before you quit Minecraft which will also save everything (quit to title -> load world again -> quit Minecraft as usual). In addition I made a small fix to save the map markers right away, so at least those won't get lost.
You can download the updated version here: Link Removed
This one btw also supports unicode letters in markers, so go and name them with all those êöäü's you can find on your keyboard.
I decided to not make any big additions to this mod... then ended up rewriting major parts of it anyway. So if that gets finished you can expect a version without bugs at some point in the future.
i'f you didnt play modded minecraft you'd love new updates.
without new updates the game would slowly die.
This. Hubby and I have friends who refuse to play with any mods whatsoever, and they await every new release with bated breath; Hubby and I could care less unless there is performance increase. I wonder if anyone has real numbers on percentage of customers who play modded v. vanilla...
LexManos pushed Azanor's biome generation fix in version 1229 (and there's a new recommended version, FYI: 1230). How do I regenerate my world so that magical forests and taint biomes exist? In the config, I only see options for taint, structures, and trees but not for the forests. Thanks in advance!
ok so your making a magic mod... and going to rely on all their purely late game or random doubling methods for ore? when Tinkers Construct adds in (if you've a steel making mod like railcraft or metallurgy) a basic x2 ore to metal smelting rate Plus it gives you the excavator, Lumber axe, and Hammer which ALL out preform Thaumcraft tools when upgraded properly and made from these methods:
Lumber axe: Steel Head, Paper heavy binding, Thaumium Plate, Slime haft Enhancements: 1 diamond, 1 Emerald, 1 moss ball Tones of Redstone this axe allows me to strip an entire forest Biom on Large Biome settings before it hits the last red line of durability more if the head was Manyullian.
Excavator: Same as Lumber axe Enhancements: 1 diamond, 1 moss ball, the rest Emeralds. Steel and Manyullian Excavators are fast enough for most Dirt, sand and Gravels with out redstone so just crazy durable is all I use.
Hammer: Manyullian head, Thaumium and paper large plates, Slime haft Enhancments: 1 Moss ball, 450 lapis, tones of redstone. this hammer is crazy for digging tunnels no need to make Tunnel bores if you use this with railcraft (not in 1.7.10 they hate each other) and if using a pickaxe with this same set up minus the slime handle you can really haul out the ores.
Just saying man look at every aspect of your mudpack if you want magic with no tech not very possible cause most good magic mods play like tech mods and having TC as the basic smithing mod would be an awesome idea due to the early ore doubling method
Everything that you express love for in your post comes from Tinkers Construct; not Tinkers Mechworks. Some interesting points there, though.
mDiyo encourages people to use his stuff in modpacks. However, the last version of Mechworks in which all items were completely operational was 1.6.4 (lots of bugs and some crashes in 1.7 version). Also, mDiyo has retired from Minecraft modding, so there will be no fixes or new updates unless/until another modder takes up the reins. As long as you are aware and ok with all of that, have at it!
This makes me a very happy panda. The OP hasn't been active since March; if you are planning on continuing development, are you planning on also creating a new thread? This would greatly reduce the "Update to 1.7.10 plz" posts!
While it can be a pain, I've found that I can plant the oreberry bushes from the top down when I need to use vertical space, and they still grow. Example: place a cobblestone block 2 high and plant the bush on top, then remove block and place it on the ground. Plant bush on top, remove block, then plant 3rd bush on the ground. You get a 3 tier vertical stack of bushes this way. Rinse and repeat.
Also, just as an FYI, I'm running TiC d4 with Forge 1124 with no bugs or crashes thus far.
I love Love LOVE the doors! The colors of the birch planks and door are not as similar as the planks and doors of other woods, though. Is that by design?
About Voxelmap: Anyone know how to mark nodes without the beacon effect of setting a waypoint? Or, incidentally, how to tone down the display for a waypoint? So far, I've just got one on my base, where the auto-marking is appropriate, and even the beacon effect has its points. But I'm sure not having that on every node.
Bring up your VoxelMap settings (default = "m") and toggle your in-game waypoint settings...4th button down on the left, IIRC. You can choose beacons, signs, both, or neither. Also, under the Waypoints settings (last one down on the right), you can turn individual waypoints on and off by clicking the compass or piece of paper to the right of each waypoint name. Note: you cannot see these icons in some resource packs, but when you hover over the correct blank space, you can see the tooltip "Enable Waypoint" or "Disable Waypoint." Hope this helps!
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That is a part of Tinkers' Mechworks, and 1.6.4 is the last stable version. There is a 1.7.2 version, but it's mostly broken.
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This. Hubby and I have friends who refuse to play with any mods whatsoever, and they await every new release with bated breath; Hubby and I could care less unless there is performance increase. I wonder if anyone has real numbers on percentage of customers who play modded v. vanilla...
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This was literally two posts above yours.
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Everything that you express love for in your post comes from Tinkers Construct; not Tinkers Mechworks. Some interesting points there, though.
mDiyo encourages people to use his stuff in modpacks. However, the last version of Mechworks in which all items were completely operational was 1.6.4 (lots of bugs and some crashes in 1.7 version). Also, mDiyo has retired from Minecraft modding, so there will be no fixes or new updates unless/until another modder takes up the reins. As long as you are aware and ok with all of that, have at it!
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This makes me a very happy panda. The OP hasn't been active since March; if you are planning on continuing development, are you planning on also creating a new thread? This would greatly reduce the "Update to 1.7.10 plz" posts!
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Also, just as an FYI, I'm running TiC d4 with Forge 1124 with no bugs or crashes thus far.
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Also, are you also going to develop Tinker's Mechworks as well? If not, do you know who (if anyone) is?
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Are they planning on moving forward at all?
Who are the other team members? (I can see who they are on GitHub, but their user names are probably different on these forums.)
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Bring up your VoxelMap settings (default = "m") and toggle your in-game waypoint settings...4th button down on the left, IIRC. You can choose beacons, signs, both, or neither. Also, under the Waypoints settings (last one down on the right), you can turn individual waypoints on and off by clicking the compass or piece of paper to the right of each waypoint name. Note: you cannot see these icons in some resource packs, but when you hover over the correct blank space, you can see the tooltip "Enable Waypoint" or "Disable Waypoint." Hope this helps!