I took a tab and filled it with 16 items, ranging from 1 to 24 stack sizes, and from 0.1 to 1 rarity/whatever it's called.
When I save it and put one in the chest, it only chooses 1 of the items in a varying stack size, and it puts it in the same slot as the tag is placed. For example if I put the tag in the first slot, there might be 14 wood planks in the first slot.
Am I doing it wrong?
You're using single item generation tags. Use inventory generation tags.
I have a forge server running my modpack on there, but structures do not spawn on it at all. I know they are on the server because I can generate them via command, but they will not show naturally.
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [FML]: Forge Mod Loader version 7.99.26.1481 for Minecraft 1.7.10 loading
[18:05:11] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_65, running on Windows 7:amd64:6.1, installed at C:\Program Files\Java\jre1.8.0_65
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/ERROR] [FML]: The mod psychedelicraftcore (Psychedelicraft Core) requires mods ivtoolkit to be available
[18:05:12] [main/ERROR] [LaunchWrapper]: Unable to launch
cpw.mods.fml.common.MissingModsException:
Missing Mods:
ivtoolkit : any
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.requireClass(PsychedelicraftLoadingPlugin.java:73) ~[Psychedelicraft-1.5.2.jar:?]
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:34) ~[Psychedelicraft-1.5.2.jar:?]
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:105) ~[forge-1.7.10-10.13.4.1481-1.7.10.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Exception in thread "main" [18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: cpw.mods.fml.relauncher.FMLSecurityManager$ExitTrappedException
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at cpw.mods.fml.relauncher.FMLSecurityManager.checkPermission(FMLSecurityManager.java:25)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.SecurityManager.checkExit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.Runtime.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.System.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:138)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Hi, I just wanted to know if you can disable the structures included in the mod for world-gen. For example I think the clockwork thing is ugly and I would liek to remove the eye sore from my worldgen.
I have a forge server running my modpack on there, but structures do not spawn on it at all. I know they are on the server because I can generate them via command, but they will not show naturally.
I'm guessing the dimension you're spawning them in is in some way incompatible. Depending on what it is, I might be able to offer a solution - otherwise it will require a fix on the other side's end.
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [FML]: Forge Mod Loader version 7.99.26.1481 for Minecraft 1.7.10 loading
[18:05:11] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_65, running on Windows 7:amd64:6.1, installed at C:\Program Files\Java\jre1.8.0_65
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/ERROR] [FML]: The mod psychedelicraftcore (Psychedelicraft Core) requires mods ivtoolkit to be available
[18:05:12] [main/ERROR] [LaunchWrapper]: Unable to launch
cpw.mods.fml.common.MissingModsException:
Missing Mods:
ivtoolkit : any
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.requireClass(PsychedelicraftLoadingPlugin.java:73) ~[Psychedelicraft-1.5.2.jar:?]
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:34) ~[Psychedelicraft-1.5.2.jar:?]
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:105) ~[forge-1.7.10-10.13.4.1481-1.7.10.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Exception in thread "main" [18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: cpw.mods.fml.relauncher.FMLSecurityManager$ExitTrappedException
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at cpw.mods.fml.relauncher.FMLSecurityManager.checkPermission(FMLSecurityManager.java:25)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.SecurityManager.checkExit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.Runtime.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.System.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:138)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Hi, I just wanted to know if you can disable the structures included in the mod for world-gen. For example I think the clockwork thing is ugly and I would liek to remove the eye sore from my worldgen.
Of course - just use the config option structureLoadMatcher (using Expressions as outlined in the wiki).
I'd like to give you an idea of a feature. It's for YGC's awesome microblocks. It is possible to pick up existing sculptures now. But what would very useful - a tool to copy sculptures in some kind of block. I see this like this - you pick up your sculpture, put it in copy-table. It then shows you how many of microblocks it needs to make similar thing. Of course, it should display difference in materials of microblocks (16 gold microblocks, 3 emerald microblocks - like this). And after you provide it with those - it builds you copy of desired sculpture! But I should note, that there should be an option to construct copy of one material. For example, I have a stone fountain with a lot of golden carving. And I want to have it plain stone - so I supply copy-table with stone microblocks and press a button - make from avalaible resources, or something like that.
This could be very helpful feature when making furniture, or adding wooden frames to medieval houses.
I'd like to give you an idea of a feature. It's for YGC's awesome microblocks. It is possible to pick up existing sculptures now. But what would very useful - a tool to copy sculptures in some kind of block. I see this like this - you pick up your sculpture, put it in copy-table. It then shows you how many of microblocks it needs to make similar thing. Of course, it should display difference in materials of microblocks (16 gold microblocks, 3 emerald microblocks - like this). And after you provide it with those - it builds you copy of desired sculpture! But I should note, that there should be an option to construct copy of one material. For example, I have a stone fountain with a lot of golden carving. And I want to have it plain stone - so I supply copy-table with stone microblocks and press a button - make from avalaible resources, or something like that.
This could be very helpful feature when making furniture, or adding wooden frames to medieval houses.
Indeed, and that was a planned feature too - however I don't really have time for YGC these days. If I get motivated / time for it again I'll probably add it, otherwise I'll probably give the mod up for adoption some time soon.
I've been looking at the wiki and I fail to see what you mean, I've check both the RC wiki and my conflig file and I'm yet to see anything concerning a 'structureloadmanager'.
Ok, well I'm very busy, so I would appreciate it if someone gave me clear instructions on how to disable a specific structure already included in this mod (such as the clockwork one).
Ok, well I'm very busy, so I would appreciate it if someone gave me clear instructions on how to disable a specific structure already included in this mod (such as the clockwork one).
Well, I found the issue...the server.properties had "generate structures" set to false. Also, I might have found a bug...if the server.properties has generate structures as true, and the level.dat has it has false, anytime a player enters an area where RC would have generated a strucutre, MC just hangs...no logs, no overload of CPU, or RAM, it just stops functioning and has to be restarted.
I love Psychedelicraft! One of my favorite mods! Yet, there seems to be a problem with it. Every time I take a dive in the my pool, my launcher seems to crash [or any body of water]. There seems to be an issue with the Shaders and the latest FORGE.
I love Psychedelicraft! One of my favorite mods! Yet, there seems to be a problem with it. Every time I take a dive in the my pool, my launcher seems to crash [or any body of water]. There seems to be an issue with the Shaders and the latest FORGE.
[Sorry for the last one for not being Pastebin, yet the file seems to be too heavy for it]
I can't even do anything with 90% of this info, lol
Here's one thing your log is spamming:
[16:16:30] [Client thread/WARN] [StarWarsMod]: Unable to change camera distance!
I don't see any actual Psychedelicraft related logging - probably getting spammed away by this.
Anyway, try turning off 3D shaders, 2D shaders, depth buffer and bypassing the FBO. Either of these will likely fix your problem. Updating your graphics drivers might also help.
Huh. Seems like our mod doesn't care for Psychedelicraft because it overwrites the EntityRenderer (...which we log every time we see it happen. Guess that was an oversight :P). I'll look into a fix for the log messages.
Long time listener first time caller, I'm a huge fan of ReC and am actively developing a large number of structures I'm excited to share once they're all set up.
I wanted to ask you about using the /#gen command in non-player contexts: Command Blocks, CustomNPC dialog, ACE tasks, Loot++ Command Trigger Items, etc.
Most of those situations won't permit the /#gen command because they don't "have permission", which I'm guessing means they're not initiated by a player. Is that something that's by design on your end, maybe a Minecraft limitation, or something I can work around?
Long time listener first time caller, I'm a huge fan of ReC and am actively developing a large number of structures I'm excited to share once they're all set up.
I wanted to ask you about using the /#gen command in non-player contexts: Command Blocks, CustomNPC dialog, ACE tasks, Loot++ Command Trigger Items, etc.
Most of those situations won't permit the /#gen command because they don't "have permission", which I'm guessing means they're not initiated by a player. Is that something that's by design on your end, maybe a Minecraft limitation, or something I can work around?
Thanks for the great mods and all your hard work
Pretty sure /#gen itself should work from command blocks. I'll make a note to check again though.
You're using single item generation tags. Use inventory generation tags.
Uhh... do you have a link to how to do that? i looked around on the wiki and found no mention of it.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Sorry for taking so long to get back to you.
I have a forge server running my modpack on there, but structures do not spawn on it at all. I know they are on the server because I can generate them via command, but they will not show naturally.
I'm getting an error when I launch the game
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[18:05:11] [main/INFO] [FML]: Forge Mod Loader version 7.99.26.1481 for Minecraft 1.7.10 loading
[18:05:11] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_65, running on Windows 7:amd64:6.1, installed at C:\Program Files\Java\jre1.8.0_65
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[18:05:11] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[18:05:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[18:05:12] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[18:05:12] [main/ERROR] [FML]: The mod psychedelicraftcore (Psychedelicraft Core) requires mods ivtoolkit to be available
[18:05:12] [main/ERROR] [LaunchWrapper]: Unable to launch
cpw.mods.fml.common.MissingModsException:
Missing Mods:
ivtoolkit : any
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.requireClass(PsychedelicraftLoadingPlugin.java:73) ~[Psychedelicraft-1.5.2.jar:?]
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:34) ~[Psychedelicraft-1.5.2.jar:?]
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:105) ~[forge-1.7.10-10.13.4.1481-1.7.10.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
Exception in thread "main" [18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: cpw.mods.fml.relauncher.FMLSecurityManager$ExitTrappedException
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at cpw.mods.fml.relauncher.FMLSecurityManager.checkPermission(FMLSecurityManager.java:25)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.SecurityManager.checkExit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.Runtime.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.System.exit(Unknown Source)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:138)
[18:05:12] [main/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Hi, I just wanted to know if you can disable the structures included in the mod for world-gen. For example I think the clockwork thing is ugly and I would liek to remove the eye sore from my worldgen.
I'm guessing the dimension you're spawning them in is in some way incompatible. Depending on what it is, I might be able to offer a solution - otherwise it will require a fix on the other side's end.
Protip: Read the error logs at least a bit.
Missing Mods:
ivtoolkit : any
In other words, you're missing IvToolkit.
Of course - just use the config option structureLoadMatcher (using Expressions as outlined in the wiki).
Hello Ivorius!
I'd like to give you an idea of a feature. It's for YGC's awesome microblocks. It is possible to pick up existing sculptures now. But what would very useful - a tool to copy sculptures in some kind of block. I see this like this - you pick up your sculpture, put it in copy-table. It then shows you how many of microblocks it needs to make similar thing. Of course, it should display difference in materials of microblocks (16 gold microblocks, 3 emerald microblocks - like this). And after you provide it with those - it builds you copy of desired sculpture! But I should note, that there should be an option to construct copy of one material. For example, I have a stone fountain with a lot of golden carving. And I want to have it plain stone - so I supply copy-table with stone microblocks and press a button - make from avalaible resources, or something like that.
This could be very helpful feature when making furniture, or adding wooden frames to medieval houses.
Indeed, and that was a planned feature too - however I don't really have time for YGC these days. If I get motivated / time for it again I'll probably add it, otherwise I'll probably give the mod up for adoption some time soon.
I've been looking at the wiki and I fail to see what you mean, I've check both the RC wiki and my conflig file and I'm yet to see anything concerning a 'structureloadmanager'.
Ok, well I'm very busy, so I would appreciate it if someone gave me clear instructions on how to disable a specific structure already included in this mod (such as the clockwork one).
The config option takes a Resource Expression, and the matching article on the wiki is here: http://minecraft-recurrent-complex.wikia.com/wiki/Expression#Resource_Expression. There are examples for what you want to do there too.
Well, I found the issue...the server.properties had "generate structures" set to false. Also, I might have found a bug...if the server.properties has generate structures as true, and the level.dat has it has false, anytime a player enters an area where RC would have generated a strucutre, MC just hangs...no logs, no overload of CPU, or RAM, it just stops functioning and has to be restarted.
Hello, Ivorius!
I love Psychedelicraft! One of my favorite mods! Yet, there seems to be a problem with it. Every time I take a dive in the my pool, my launcher seems to crash [or any body of water]. There seems to be an issue with the Shaders and the latest FORGE.
>http://pastebin.com/qdMD9J9r
>http://pastebin.com/9RfMWRNZ
>https://mega.nz/#!d89B0ZLC!3qlm2dVrV6TgOYxbw72mm-HfDk5a7AlsZ_FqTvbdENk
[Sorry for the last one for not being Pastebin, yet the file seems to be too heavy for it]
Minecraft Fan! And modder wanna be!
I can't even do anything with 90% of this info, lol
Here's one thing your log is spamming:
[16:16:30] [Client thread/WARN] [StarWarsMod]: Unable to change camera distance!
I don't see any actual Psychedelicraft related logging - probably getting spammed away by this.
Anyway, try turning off 3D shaders, 2D shaders, depth buffer and bypassing the FBO. Either of these will likely fix your problem. Updating your graphics drivers might also help.
Uh, I think your mod is crapping out with Streams.
http://pastebin.com/W4xfG2c1
I did not write the Farseek mod...
Huh. Seems like our mod doesn't care for Psychedelicraft because it overwrites the EntityRenderer (...which we log every time we see it happen. Guess that was an oversight :P). I'll look into a fix for the log messages.
Explore the galaxy with Galaxies: Parzi's Star Wars Mod!
Well, currently I'm only working on ReC. I'm building up a new release which I hope I can get done in february.
Hey Ivorius,
Long time listener first time caller, I'm a huge fan of ReC and am actively developing a large number of structures I'm excited to share once they're all set up.
I wanted to ask you about using the /#gen command in non-player contexts: Command Blocks, CustomNPC dialog, ACE tasks, Loot++ Command Trigger Items, etc.
Most of those situations won't permit the /#gen command because they don't "have permission", which I'm guessing means they're not initiated by a player. Is that something that's by design on your end, maybe a Minecraft limitation, or something I can work around?
Thanks for the great mods and all your hard work
Pretty sure /#gen itself should work from command blocks. I'll make a note to check again though.