We have updated our Terms of Service and Privacy Policy.
Dismiss
  • 0

    posted a message on Waila 1.5.7 for 1.7.10 / 1.6.0 for 1.8.1
    I have a feature request. You know how NEI has an option for downloading block and item ids to a file? I would really love it if this feature was expanded so that one could download to a file, not just the block ids, but recipe data and other metadata as well. It would be especially useful if it were possible to download just one mod's set of block and item data at a time. I don't need any particularly fancy formatting in this file, what I'm really hoping to do with it is to build a web application that can parse through the data and display block and recipe information on a website, like an automatic wiki of sorts.
    Posted in: Minecraft Mods
  • 0

    posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)
    Can you make a desert version of your mining age? When I need tons of sand I usually put a quarry in a desert, but i'd like to keep my overworld clean.
    Posted in: Minecraft Mods
  • 1

    posted a message on MapWriter - An open source mini-map!
    What did I push? My mini-map suddenly got huge while I was playing, and I can't figure out how to get it to go back to the top right corner.

    Nevermind, figured out that the 'n' key toggles it back. Caused me a nasty death in the nether that did. Couldn't see a thing past the map.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    I second KirinDave's appeal for RedNet API support. If RedLogic gets colored wires and bundled cable that can interface with RedNet, I'll be very, very happy.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from XanderGryphon


    I don't know if it actually disables the spawning of ores in other mods since I don't use any other mods that add ores, but both Metallurgy and IndustrialCraft use the Ore Dictionary, so copper from Metallurgy should work in IC recipes that call for copper.

    Most mods that add ores use the Ore Dictionary, so the same should apply in most cases for any ore.


    Metallurgy does not disable the spawning of ores from other mods. So, for example if you had IC2 installed you would end up with both Metallurgy copper and IC2 copper spawning in the world unless you change IC2's config file, which has an option to disable the copper world gen. So, if you are wanting IC2 copper to spawn for some reason you need to check the IC2 config file.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Arkenor

    Metallurgy can't go around taking control of other mod's ores. That would be terribly rude. And interfering unnecessarily in the workings of another mod is the exact opposite of compatibility.

    For ores like copper that appear in both mods, the other mod should have an option to disable generation.

    I'm using Metallurgy with quite a few other mods that have their own ores. They sort out their unique ores, Metallurgy handles the rest, and everything works out just fine.


    I'm not talking about forcibly taking control of another mods ores. And yes, in a situation where both metallurgy and another mod use the same ore, it is up to the user to use the config option in the other mod to disable generation so that the metallurgy version is the only version that generates.

    What I'm talking about is the case where the other mod using a unique ore, one that metallurgy doesn't have - for example uranium. Metallurgy 2 already has a config option for adding the block of ids of custom ores. So if a user wants Metallurgy to control the way uranium spawns, they need to use the config option in the mod that has uranium to disable generation, and then the custom ores config option to spawn that block id as a custom ore.

    This is not a rude, forcible takeover - it is allowing the user the flexibility to use their mix of mods the way they want. I'm not asking for a new, invasive feature for Metallurgy, I'm asking whether the mod maintainers are planning to make the effort to get the bugs out an existing feature. Metallurgy could be very compatible with having tons of mods installed, and if the configs could be fixed to work the way they did in Metallurgy 2, a power user who wants to put most of the ore generation for various mods under the control of Metallurgy would be able to do that.

    Basically, I'm hoping that the success of Atum is not going to lead to a dwindling off of Metallurgy development, especially in the area of responding to users who are experiencing bugs using Metallurgy with other mods. Keeping full compatibility with an ever-changing modding scene is a lot of hard work, and I wouldn't fault the Metallurgy devs if they are don't want to make the effort to keep up -- I would just be sad, as I'm not going to stop using all my other favorite mods just to be able to use Metallurgy.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.x][Forge] WildCaves 3 (v0.4.3.3)
    If you are still thinking about adding a config option to change the size of caves...

    What I would really like to see is normal sized caves generating like normal, plus very rare huge caves - not just a single big room, but a large, open underground area that is also long and twisty, like an underground ravine, but widened. Think big enough to fit a village into - in fact, allow the rare underground village to spawn! These big caves would have to be rare, though, so that the majority of cave exploration is unaffected.
    Posted in: WIP Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I've heard that when trying to add Metallurgy 3 to a Feed The Beast or Resonant Rise type environment (i.e. playing with tons of mods) it is difficult to configure ore generation properly, and that there are some issues getting in the way to true compatibility. This makes me sad because I had hoped that I would be able to use Metallurgy to control the generation of all of my mod ores.

    Is the state of inter-mod compatibility and config file flexibility in the current Metallurgy 3 build representative of how I can expect things to be for the forseeable future, or is there going to be a development push geared around making the mod truly compatible and improving the way the ore generation configuration works with respect to mod ores?
    Posted in: Minecraft Mods
  • 1

    posted a message on Community Creations - Railbusters!
    I get how you edited the video to show the most exciting parts and make it fit the music, but is there any chance you guys could upload to youtube a full video of the entire ride (without music). There were a lot of places where the video skipped ahead slightly and I didn't get to see parts of what was built that I would like to have seen. Thanks.
    Posted in: Minecraft News
  • 0

    posted a message on [1.4.7] Inventory Tweaks 1.50 (Jan. 17)
    I'm so sorry to add to the clamour of bug fix requests, but there is an important change I would like to request be made to the default configuration.

    See, I have a mac, and I therefore use my left control key as my left click modifier key. To left click, I hold left control and click. This is very common for mac users. Unfortunately, the default invTweaks.cfg file is trying to assign a shortcut key value to my left control key. This breaks my ability to use left control for left clicking, which I can't abide. So, I have to go into the invTweaks.cfg file everytime I update my mods (which is very often) to set it back to a value that doesn't use left control.

    Please consider alternative shortcut keys and leave the precious left control key alone. Thanks.

    - Josh
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)

    Could you elaborate on what you mean by fluid?


    In case he doesn't elaborate, I would venture to suppose he is talking about biome transistions. Like how the boundary between a swamp and a desert utilizes gradient textures to soften the line between the two, so that the colors directly between the biomes is kind of blended. Fluid.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Scott Killian posted the following in the ExtraBiomesXL Thread:

    Announcement
    I have been speaking with Exterminator Jeff about his mod and he and I have gotten to know one another over the past few days. Our philosophies about the game and mod development mesh perfectly and we have decided to pool our efforts. Exterminator Jeff has agreed to team with me in designing and developing ExtrabiomesXL. He has great talent and I look forward to working with him!

    Please welcome Exterminator Jeff to the team!
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    Announcement
    I have been speaking with Exterminator Jeff about his mod and he and I have gotten to know one another over the past few days. Our philosophies about the game and mod development mesh perfectly and we have decided to pool our efforts. Exterminator Jeff has agreed to team with me in designing and developing ExtrabiomesXL. He has great talent and I look forward to working with him!

    Please welcome Exterminator Jeff to the team!


    Woot! This might mean underground biomes getting integrated into ExtrabiomesXL, and hence into the FTB modpack! I couldn't be more excited about this possibility!!!!
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from archdeco

    Working on an update for the painterly texturepack. It'll have the ores, bricks, metal blocks, dusts, ingots, coins, chests, tools, swords, armor sprites and armor textures. Furnaces, colored glass and lanterns are a maybe, haven't looked into those yet.


    Awesome! Thanks archdeco! Is this 16x only, or is there going to be a 32x version?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)

    I was under the impression for stairs that they use all the metadata to store their orientation and whether or not they are upside down. It might be that you can get two per ID though. I'll try and see how Forestry does it if they can have all of theirs under one ID as that would be much better and probably quicker to code


    I don't know how Forestry does it, either, but I do know that the stairs made from the new Forestry wood planks can't be placed upside down, currently. :(
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.