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    posted a message on Direwolf20's Modded Lets Play series
    The world for Episode 20 is posted, and since people on YouTube were commenting a lot about not having his Thaumcradt research, I'll crosspost the solution I put there:

    If you want all Dire's Thaumcraft research and Ars Magica spells, etc., it's very easy to do. After unzipping the save and putting it in the saves folder, open the world20\players folder and rename the file direwolf20.dat, replacing direwolf20 with your user name. Like I renamed it mandydax.dat. I just double checked it, and I had all the aspects in the research table and all the unlocks in the Thaumonomicon. It also places you right where Dire was when he logged out, so you don't have to run through the woods at night.

    Hope that helps everyone who reads back more than a couple of comments. ;D
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    About the turtle program in Episode 38...

    I got the second paste with the "bees.species.meadows" format in the beeTable table, and got the error that Dire got when he tried the first program. I took a look at what the Bee Analyzer returns in the data table, and now speciesPrimary and speciesSecondary are now in the format "Meadows", like he had the first time around. That paste is no longer there, so I made the corrections in a new paste. "pastebin get qRWXqvJu analyze" is working for me.

    http://pastebin.com/qRWXqvJu
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Zeeth_Kyrah

    I'm pretty sure a block breaker wouldn't retain the charge value of the energy cell, making that setup useless. I believe Misc Peripherals adds a wrench turtle which he used in last season's Forgecraft LP to move energy cells.

    No, it doesn't, unfortunately. I thought it was a bug and reported it, but it's a feature. I was told that a wrench or an engineering turtle is required to keep the charge. Block breaker will reset the cell to default values: 0MJ 50/100. I'm glad at least that I tried that setup in creative mode first.
    Posted in: Let's Plays
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from somenoob

    I'm 90% sure you probably have an Optimus labtop and experiencing this problem like pickers101 said..

    I haven't discovered a fix but the workaround is in the same vain as iiiHumans suggestion. Go to Nvidia control panel, go to Manage 3D settings, and global settings, and choose the preferred graphics processor to be your nvidia card ("High-performance NVIDIA processor)" when you play minecraft. You might want to set up notepad in the background or something to help remind you to switch it back to auto-select so stuff like Firefox/Chrome still uses the iGPU.


    I thought I'd give this launcher a go, and I had the same problem, but I also solved it. There are a couple ways to do it.

    Go into the Setup and click the Advanced tab. Note the Java directory and file. On mine, it defaults to C:\Program Files\Java\jre7\bin\java (not javaw). In the nVidia Control Panel under 3D Settings -> Manage 3D Settings, Program Settings tab, Add a new program, and find that java file. Then under #2, select High-Performance NVIDIA processor. Apply the changes and test the launcher. It should now use the nVidia GPU.

    The other option is to click Custom by the Java location in the launcher's Advanced tab and Select the version of Java that the regular launcher uses, as long as it is also has its 3D Settings set to use the nVidia GPU, that should work as well.

    I noticed that in the Task Manager, the process was under java.exe, not javaw.exe, so I found the right program to modify. Hope it works for you, too.
    Posted in: Minecraft Tools
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Hey Direwolf20, I've really been enjoying your LP, and I installed the mods like you've got.

    I had a lot of tabs open in my browser just to search the mod wikis and stuff, so I ended up making a custom search.

    http://www.google.co...4vf8ct7ek&hl=en

    It searches wikis when there are ones, and first pages of threads when there isn't. It should make it a lot easier to find info on new blocks and items for those of us following along. If you want to put it in the OP, go right ahead.

    I'll be refining it as I use it so as to exclude a bunch of the behind the scenes stuff like /Talk: and /User:
    Posted in: Let's Plays
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from simo_415

    Awesome video! I'm gonna go do exactly that now :wink.gif: hehe

    oh... and spotlight :smile.gif:

    Haha! Sweet!
    :iapprove:
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Thanks, simo!

    :Zombie: -" :sad.gif: "

    Posted in: Minecraft Mods
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    posted a message on How-to: Automatically reseting clocks on world start
    In my main SSP world, I run a lot of redstone, including clocks built with repeaters. I got tired of having to go around reseting these clocks every time I'd start my world up, so I came up with a solution of placing a button above the first repeater after the torch, but I still had to do it manually. There is a better way, and it's easy.

    Set up your clock as normal, and then in the area next to it, create this rails configuration:

    4-Clock Auto-Reset by mandydax, on Flickr

    Put a minecart on either of the powered rails and it will bounce back and forth across the detector rail. Soon enough, the detector rail will change state and this will force the repeater next to it to update, starting your clock back up. It usually does this within 15 seconds for this configuration, but of course you could add a couple more rails to give the detector rail time to turn off, and this should start it within a couple seconds.

    You can use the signal from any clock restarted this way to restart other clocks. Here is a 21-clock that is reset by the signal from the 4-clock shown earlier.


    21-Clock Being Reset by mandydax, on Flickr

    The line on the left is from the 4-clock, and the line on the right is part of the 21-clock. Of course, here the only repeater that needs to be reset is the one connected to the torch, but i ran the line next to them all because of the confined area.

    Hope this helps people who run a lot of clocks in their world.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Old school 5 clock midair?
    Sometimes torches burn out for no apparent reason and won't relight. I have a lot of torches in my current SSP save, and sometimes that happens. I noticed that exiting the game completely (window and all) and restarting usually works to fix it, but just exiting the world and reentering doesn't.

    There's also a mod that fixes it, but I haven't bothered.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.7.3] Allocator Patch v1.8.1 - Finally Updated! Bug fixes!
    Quote from xSmallDeadGuyx

    Yeah I had that reported by someone in irc. I'm looking into it now :tongue.gif: At least it doesn't crash!

    EDIT: Fixed!

    Hey, great work! Whatever you changed is keeping it from crashing out on my machine now, too. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from ToonLinkk

    I typed "/bind 78 /home" and it didn't work.

    /bind is used for actual keys, like /bind x /time day will change the time to day whenever x is pressed. If you want to bind to an id like the NumPad + key's 78, use /bindid. /bindid 78 /home should work for you.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from eldochem

    I have a slight problem,

    whenever i try the spawn or spawn stack command, i see what i spawned for a split second before it disappears.

    this is exactly what i type:

    spawnstack creeper 83

    spawn giant 1

    please help. I can only spawn pigs

    Your difficulty is probably set to Peaceful. Try setting it to another setting. You can use diff 1 to set it to easy, and diff 0 to set it back to peaceful.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from Equeon

    Can someome please help me with key binding? I want to bind "atlantis" to the numpad asterisk, so I type

    "bind 55 atlantis"

    but it always says "invalid keycode!"

    /bind now binds to a key that you type in. I have /weather rain bound to the p key by using /bind p weather rain.

    /bindid is now required to bind to certain other keys using the key id, like the num-pad asterisk = 55. Use /bindid 55 atlantis, and it should work for you.
    Posted in: Minecraft Mods
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    posted a message on [1.1] Piston patch - updated for 1.1
    "Y U NO UPDATE TITLE?!"

    is the new

    "Y U NO UPDATE MOD?!"

    :rolleyes:
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Allocator Patch v1.8.1 - Finally Updated! Bug fixes!
    Quote from xSmallDeadGuyx

    Mandydax. Use the debugging bat or run minecraft via command line to get error report.

    Just use Run... to execute minecraft.exe? Do I need any switches? Also, I don't know about the debugging bat; where is that?
    Posted in: Minecraft Mods
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