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    posted a message on Painted Biomes - Use image templates for the biome layout

    The template directories are not created automatically. Simply create the directories manually in the location that is documented on the CurseForge description page for this mod.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    I don't know why it wouldn't be working for you. It did render witch huts and nether fortresses for me in 1.12 when I tried it yesterday in a new test world. You did have the rendering enabled when you were near them, right? Ie. you didn't accidentally disable it by pressing B at some point. An easy way to tell is to keep slime chunks enabled, so you see those everywhere when it's enabled.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    Is this a new world created in 1.12, or is it an old world? Old worlds may not have the correct structure data for witch huts and nether fortresses, depending on whether those areas were loaded at least once in a particular Minecraft version when they did some of the changes on how structure data is saved.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    The launcher seems to do integrity checks on the files these days, so manually trying to modify the jar is even more tricky than it used to be. I would instead suggest that you install Forge and then use the Forge version of the mod by simply placing it inside the mods/ directory. That way you don't have to play around with the jar files yourself. Personally I use the MultiMC launcher for everything, and I would highly recommend it. Using it, you can also install Forge easily by a couple of clicks in the instance settings dialog. I believe you could also use the non-Forge version of the mod via MultiMC, by letting it handle the installation.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    Are you near a generated structure that is supposed to have a bounding box? If this is on a server, then you need to also do some extra steps that are explained on the first page, to get the structure data to your client, otherwise the mod has nothing to work with.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    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 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    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 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    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 1.12/1.11.2/1.11/1.10.2/1.10/1.8.1/1.8/1.7.10

    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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