That honestly sounds like a texturepack problem, more than anything. Texture packs problems almost always pick up on animated textures. Just curious... are you using a launcher? MCPatcher is incompatable with forge. Every other launcher works with it though.
Ah, I was in fact using MCPatcher, but despite these random glitches, it was working fine. But I wasn't using a texture pack though... can you point me to a launcher which will help with mods like MCPatcher? (I like using mod launchers, I really can't be bothered with 7Z or Rar)
Ah, I was in fact using MCPatcher, but despite these random glitches, it was working fine. But I wasn't using a texture pack though... can you point me to a launcher which will help with mods like MCPatcher? (I like using mod launchers, I really can't be bothered with 7Z or Rar)
Ah, I was in fact using MCPatcher, but despite these random glitches, it was working fine. But I wasn't using a texture pack though... can you point me to a launcher which will help with mods like MCPatcher? (I like using mod launchers, I really can't be bothered with 7Z or Rar)
Well, there are 3 different major launchers, not counting tekkit. MultiMC allows you to keep multiple different mod loadouts, for different saves. Feed the Beast has a ton of major mod packs in it, each of which will generate its own minecraft loadout with its own saves, which you can then edit. Magic Launcher has the easiest to work mod addition features, and can mimic MultiMC's multi save system, although it isn't as easy.
Awesome!!!
Never gonna miss this one!
I'm so getting it!!!
Rollback Post to RevisionRollBack
Leafeon used Magical Leaf!
There is a theory which states that if ever anyone discovers what the Universe is for, it will be replaced by something even more bizarre and inexplicable.
If I want to play this mod with some others I have to change some of the block IDs. I did that in the configuration file, however, it messes up some biomes. The grass blocks in the Origin valley is now darkwood saplings (what looks pretty weird) and the trees are also darkwood trees. In some other biome, the surface is made out of halfsteps^^. The thing is, I changed the block IDs to IDs that aren't used in POB by default, so I really can't explain why it replaces the blocks with others from the mod.
Can anyone help me with this? Is there a way to change the block IDs and still have the biomes generated correctly? (Generation works fine with the default config)
For the terrain blocks (Origin Grass, Red Rock, and other blocks that are used as surface/filler blocks for biomes), their ID has to be below 256.
As for the other blocks, once they generate, changing the IDs will obviously mess them up.
Yo, weird bug, I genned a new world, but the Deadlands Biome now has a 3 block deep covering of Cauldrons. I am running other mods so possibly also a mod conflinct?
Silentspy and I were talking about it, but if it happens, it won't be for some time at least. I'm still getting back to the mod and trying to get this update done, and big things like that take time.
You're keeping this up to date. <--- This is all that I really need. Everything else is just extra
Thanks for finding the conflict I use NEI to help with ID conflicts but I guess nothing picks up IDs for mobs :/
Um, any way to know the IDs divineRPG uses? Cause I don't see a single one in it's config.. :/ So can't know which ID to give the rosesters....
I know that the rosesters use the ID 102, so obviously the Whale uses 102, but I don't know what ID to give to them because I don't know what IDs are free...
Ah, I was in fact using MCPatcher, but despite these random glitches, it was working fine. But I wasn't using a texture pack though... can you point me to a launcher which will help with mods like MCPatcher? (I like using mod launchers, I really can't be bothered with 7Z or Rar)
MagicLauncher or MultiMC.
Alternatively, you can use the Feed the Beast Launcher.
Profile pic by Cheshirette c:
Well, there are 3 different major launchers, not counting tekkit. MultiMC allows you to keep multiple different mod loadouts, for different saves. Feed the Beast has a ton of major mod packs in it, each of which will generate its own minecraft loadout with its own saves, which you can then edit. Magic Launcher has the easiest to work mod addition features, and can mimic MultiMC's multi save system, although it isn't as easy.
Never gonna miss this one!
I'm so getting it!!!
Not sure what you want me to do about it...
Ask the people in charge of Forge? I can't do anything about it.
Since Forestry beehive spawning has been fixed in the next update, I imagine that'll be fixed as well.
For the terrain blocks (Origin Grass, Red Rock, and other blocks that are used as surface/filler blocks for biomes), their ID has to be below 256.
As for the other blocks, once they generate, changing the IDs will obviously mess them up.
There will be a new dimension in the next update. The Promised Land is being moved to its own dimension, with other sub-biomes for it.
As for new ores, it's a biome mod, not an ore mod. There are already plenty of mods that add new ores and whatnot.
Sounds like an ID conflict.
Haha, glad I'm not the only one to see that crazyness
http://www.minecraftforum.net/topic/642151-building-guide-tips-and-help/
Sounds like an ID conflict. I'm not sure what other mods you're using, but one of them has the same ID for whales as the Rosesters.
It must be Mo'Creatures, any idea how to change mob ID's?
EDIT: Its not mo creatures, its DivineRPG.
Thanks for finding the conflict I use NEI to help with ID conflicts but I guess nothing picks up IDs for mobs :/
Um, any way to know the IDs divineRPG uses? Cause I don't see a single one in it's config.. :/ So can't know which ID to give the rosesters....
http://www.minecraftforum.net/topic/642151-building-guide-tips-and-help/
Due to risk of explosion, I will not tell you that this mod does in fact has Mystcraft support.
You're keeping this up to date. <--- This is all that I really need. Everything else is just extra