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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    The server always uses a port, if you don't specify one, then it just uses the default port 25565.


    For the default port you don't need to include that in the directory name at all. Check my older comment above, comment #108.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    In multiplayer you need to manually get the structure files from the server and place them in the correct location inside the config/ directory, unless the server also has the mod installed. Otherwise the client simply does not have the structure data available.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    If you look at my previous reply a couple of posts back, it has the exact locations. So basically those will be inside the .minecraft/config/ directory. If there is no BBOutlineReloaded directory inside the config/ directory, then create it, and inside that create a directory named by the server's address and port you are playing on.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    I think the last time I used this mod was in 1.8.9, but it did work on my vanilla server, when I just copied the *.dat files to the correct directory locally.


    Looking at the code, the mod seems to be looking at them in 3 different possible locations:

    • config/BBOutlineReloaded/serveraddress/port/*.dat
    • config/BBOutlineReloaded/serveraddress,port/*.dat
    • config/BBOutlineReloaded/serveraddress/*.dat

    I'm not entirely sure/I can't remember if it needs the IP address or the hostname. But also note that the structure files are directly inside those directories along with the level.dat, and not inside a nested data/ directory like they are normally in the world save.

    And there also seem to be config options to enable/disable individual structure types, so make sure they are enabled. And then I believe there is also a keybind to toggle rendering on/off.


    Edit: So basically there are two ways to use the mod in multiplayer, one is to use the locally copied structure files, or the cached structures from a singleplayer world using the same seed, or you could have the structure data synced from the server automatically, if you can install the mod on the server side. But for that you'd need to be running a Forge based server, (or a jar modded vanilla server? Not sure if that's an option on the server or just for the client..?).

    Posted in: Minecraft Mods
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    posted a message on Amidst now has 1.11 support

    My understanding of how dungeons generate, is that they actually check for specific blocks in the world, and they need a certain sized opening in the wall to be able to generate. So afaik, there are a LOT more dungeon generation attempts before one is able to generate based on the structure of the caves. So to get any kind of representative idea of where dungeons will actually end up generating, you would actually have to basically run almost all of the world generation phases, or at least the basic terrain generation and cave generation. That would make things SO MUCH slower.


    As to dungeon chests, you would then need to run the virtual dungeon generation completely, so that you get the the pseudo random number generator to the same state that it would actually be in-game when it generates the chests. (I haven't actually looked into the dungeon generator, but this is my somewhat educated guess of how it works.)


    So basically searching for things like dungeons might almost be better done as a mod, instead of trying to hack those into Amidst.

    Posted in: Minecraft Tools
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    posted a message on Ender Utilities

    I haven't actually tested the bucket with those tanks, but I'm assuming it won't work because the tanks nowadays use the capability stuff in Forge. The Ender Bucket in the current released version does not support capabilities yet. I have ported the bucket into using capabilities somewhat recently and that will be in the next release.


    If you are on single player (and thus can update the mod) and are willing to try a WIP build that I made for someone else recently for another task, you can try this: <removed outdated link> , but if you are going to try it, make a full world backup first, just in case.


    Edit: Oh and for the remote transport of fluids, the bucket will also need ender charge, ie. a charged Ender Capacitor. You didn't mention if you had one installed.

    Posted in: Minecraft Mods
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    posted a message on Amidst now has 1.11 support

    You can just create a new vanilla profile in the launcher simply for use with Amidst.

    Posted in: Minecraft Tools
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    posted a message on Amidst now has 1.11 support

    Since RTG is not supposed to make any significant changes to the biome layout, you should get a pretty decent idea of the world just using the normal version of Amidst (assuming you don't have any other mods that change the biome generation either). And then there is apparently something called Forge Amidst somewhere, but I haven't tried that myself. But this "normal" version of Amidst will probably never support modded minecraft due to technical reasons.

    Posted in: Minecraft Tools
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    posted a message on Amidst now has 1.11 support

    But functionally this wouldn't be any different from just using a random seed... The chance of you finding what you are looking for is the same.

    Sure it might be nice, but I don't know if it's worth the developer's time. You could probably also do this with external tools, maybe with the AutoHotkey program, so that you would set up a custom keybind to paste a string (number) from the clipboard, and you would then increase that by one each time, in case it's a number.

    Posted in: Minecraft Tools
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    If you want this for building aid, then there are already separate mods for that type of stuff. Although I think many of them use mod blocks for that purpose, so if you need this in "vanilla" (quotes because it obviously isn't pure vanilla if you would be using this mod anyway, but maybe no mod added blocks/items at least) then in my opinion it would make more sense to have that as a separate mod rather than disabling all the usual functionality from this mod and then adding a separate mode for it.

    Posted in: Minecraft Mods
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    posted a message on Item preview before placing

    I released the mod for MC 1.10.2 a few days ago: https://minecraft.curseforge.com/projects/placement-preview

    Posted in: Requests / Ideas For Mods
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    posted a message on MapWriter (continued) - An open source mini-map!

    Read a few posts back, you may need to remove the block color and block color overrides files and then re-explore those areas of the world to get the mre-rendered.

    Posted in: Minecraft Mods
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    posted a message on MapWriter (continued) - An open source mini-map!

    You are not supposed to extract anything, just like the first error message tells you. To install a mod, you just place the jar file inside the mods/ folder. And to delete the old block colours files, you should find them inside the config/ folder inside your minecraft directory.


    If you extracted the jar file into the mods/ folder, then you probably have a whole mess in there at the moment... And that is where the duplicate mods are coming from, you have the actual mod jar in there, and then also an extracted copy of it, which forge finds and considers a duplicate.

    Posted in: Minecraft Mods
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    posted a message on Item preview before placing

    Yes I have made more progress on it, but in the last 2-3 weeks I have been busy working on other stuff.

    There are still issues with certain types of blocks, ie. I'm still doing some things wrong when dealing with the models.

    After I get it working for most blocks that I can think of testing, I will be releasing it for MC 1.10.2.

    But like I said, I'm currently working on other mods, so it can take some time still, at least a couple of weeks before I even get back to this mod. So no real ETAs.


    Here is an example of the type of issues it still has:

    Posted in: Requests / Ideas For Mods
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    posted a message on Painted Biomes - Use image templates for the biome layout

    Could you post a screenshot of the actual world?

    Also, do you use IRC or Discord or the Curse client? It would be faster for communication...

    Posted in: Minecraft Mods
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