Don't worry, it's not because of your setup, the Novice armor looks like that for everyone. It was already reported a while ago. (And 82 mods? Holy moly!)
Anyone have any experience with Mystcraft and this mod? Thinking about installing it despite my dislike just to get a few towers, assuming they gen in the ages it creates.
Anyone have any experience with Mystcraft and this mod? Thinking about installing it despite my dislike just to get a few towers, assuming they gen in the ages it creates.
They gen, although it is a bit broken (they hyper over spawn, you will get metric ****tons of them (If you use Rei's Minimap, you can easily see 5+ structures on it at once), but if you use ExtrabiomesXL, you pretty much have to use it to get access to them, as they don't generate good at all in any XL biome.
I would strongly urge you to talk to Azanor about worldgen tricks. His mod, Thaumcraft 3, has code to enable doing worldgen in existing parts of the world. He may be willing to share some advice about how he's doing it.
It has some extremely powerful ore generation algorithms (i.e. super cool shapes, child branches, etc.), fully supports any ore type (including any mod added ore), can run the generation algorithms in existing chunks when triggered from commandline to do so (i.e. for existing worlds), uses a really awesome XML config system that is easy and powerful, and the mod author is eager to work on mod compatibility.
It even has mystcraft support, so if you use it, you don't need to make any special allowance for how mystcraft effects ages/terrain generation/ore abundance.
Personally, I would use Custom Ore Generation, add a check in code to see if it is installed, and if not, then just use my own code to use the standard Minecraft ore generation to place down the ores.
Rollback Post to RevisionRollBack
People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
The structure generation, can it happen in already explored chunks when the game is started?
So far, I installed this and not a single new structure was generated. So will have to wait for compatibility with Extra Biomes. This mod looks awesome.
The structure generation, can it happen in already explored chunks when the game is started?
So far, I installed this and not a single new structure was generated. So will have to wait for compatibility with Extra Biomes. This mod looks awesome.
No, usually NOTHING can generate in previously explored chunks, unless they use some pretty resource intensive coding like what TC3 does. And yea, waiting on EBXL compatability myself. Mystcraft makes it managable to find these things though, so if you want to play it now, try also getting mystcraft so you can make an age that they spawn in.
I'm a new person here. I've installed your mod on my server and we really enjoy it. I madea lot of mistakes at first--I found a water affinity book immediately and used it not knowing what it was and I set my house on fire with an errant fire blast. Very fun! Thanks for all your hard work on it. I just got done reading the entire thread and watching most of Tofski's LP just so I'm all caught up. I also looked at the Wiki. I have some questions:
I love how this mod uses minecraft original blocks and really encourages farming/exploring the minecraft world using minecraft mechanics. I tend to avoid mods that add a lot of unusual blocks or mechanics and take away from the original game. It's really cool how this incorporates leveling and vanilla items.
1. Would it be possible to make the growth spell cross mod compatible? I play with a mod that adds a lot of agricultural elements and the growth spell doesn't work on those crops. I'm hoping its possible--there was a ring in Equivalent exchange that was able to grow crops from other mods.I love plants and I use this spell so much.
2. Spell request: a spell that creates a vine ladder in the same way that there is already one that creates an ice bridge.
I apologize if this is already a spell that I haven't located/isn't in the wiki.
Speaking of the wiki: I've collected a number of spells that are NOT in the wiki. Would it be okay if I added them in (without the recipes of course)? Or is that supposed to be a small sampling of the spells?
Great mod. We enjoy it. I love growing things and digging, someone else is constantly jumping around and creating craters in the ground, everyone has her own favorite.
A question for the users: what is the best defense against Hecates? They devastate everyone on the server. Myself, my FPS degrades with this mod and when a Hecate appears they are usually moving in an unpredictable way, frequently invisible, and spamming the sword key while facing them hasn't seemed to help. Currently, I'm avoiding going outside at night.
Hecates? Honestly, if you wear any armor at all, they are weak as all get out. They are meant to kill you if you run around butt naked with high base damage, but very low hp. Best defense is to just kill them in 1 hit with either an enchanted iron sword, or a diamond sword. Doesn't take much, trust me.
1. Would it be possible to make the growth spell cross mod compatible? I play with a mod that adds a lot of agricultural elements and the growth spell doesn't work on those crops. I'm hoping its possible--there was a ring in Equivalent exchange that was able to grow crops from other mods.I love plants and I use this spell so much.
2. Spell request: a spell that creates a vine ladder in the same way that there is already one that creates an ice bridge.
I apologize if this is already a spell that I haven't located/isn't in the wiki.
Speaking of the wiki: I've collected a number of spells that are NOT in the wiki. Would it be okay if I added them in (without the recipes of course)? Or is that supposed to be a small sampling of the spells?
--Snip--
1. Growth already does that and works the same ways as bone meal (that's what Mith based it off of after all!)
2. The vine ladder spell was added in the most current release so you'll just have to keep searching for it.
3. If you want to post the spells on the wiki then as long as you follow the examples set up by the spells already there
then there shouldn't be a problem.
Hecates? Honestly, if you wear any armor at all, they are weak as all get out. They are meant to kill you if you run around butt naked with high base damage, but very low hp. Best defense is to just kill them in 1 hit with either an enchanted iron sword, or a diamond sword. Doesn't take much, trust me.
You said it perfectly. It's also worth noting that their damage is physical, not magical, so any armor works against them, unlike mages, who tear through vanilla armor like it's not even there.
This may have been brought up earlier but you could have the resources put in automatically on first run. There's a few mods that do this like IC2 and portalgun. I could probably help if you'd need any, but I'm fairly sure your a better programmer than I am.
I didn't realize it was already cross mod compatible. I can report that the Growth spell doesn't work on Pam's mods like EE does. Specifically, Growth on grass does not cause her plants to appear (but bonemeal does) and Growth does not cause her planted crops to grow (bonemeal does).
Also Hecates tear right through Journeyman armor in about three hits. What armor are you using that actually works against them? It seems like to be safe outside you have to be a really high level. We pretty much live in well-lit tunnels because when we go outside invisible creatures + FPS drops = "X was killed by a Hecate" and then we go beat up zombies from our spawner for five more levels :/
The Meaning of Life, the Universe, and Everything.
Join Date:
11/1/2010
Posts:
56
Minecraft:
yay899
Member Details
I'm definitly going to check out this mod. I've been looking for a mod that had an advanced casting system instead of focusing on artifacts. Maybe I could combine it with some other mods and some ground rules with my friends to create an RPG type thing. Of course I would be the mage...
I'm definitly going to check out this mod. I've been looking for a mod that had an advanced casting system instead of focusing on artifacts. Maybe I could combine it with some other mods and some ground rules with my friends to create an RPG type thing. Of course I would be the mage little girl in a dress.
Don't worry, it's not because of your setup, the Novice armor looks like that for everyone. It was already reported a while ago. (And 82 mods? Holy moly!)
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
They gen, although it is a bit broken (they hyper over spawn, you will get metric ****tons of them (If you use Rei's Minimap, you can easily see 5+ structures on it at once), but if you use ExtrabiomesXL, you pretty much have to use it to get access to them, as they don't generate good at all in any XL biome.
Indeed, figuring things out is fun. Especially that sense of achievement once you see your work taking effect.
If, however, you do decide to look at using code from others, I strongly suggest:
http://www.minecraftforum.net/topic/1107057-145v3-custom-ore-generation-updated-dec-13th/#entry13594412
Custom Ore Generation
It has some extremely powerful ore generation algorithms (i.e. super cool shapes, child branches, etc.), fully supports any ore type (including any mod added ore), can run the generation algorithms in existing chunks when triggered from commandline to do so (i.e. for existing worlds), uses a really awesome XML config system that is easy and powerful, and the mod author is eager to work on mod compatibility.
It even has mystcraft support, so if you use it, you don't need to make any special allowance for how mystcraft effects ages/terrain generation/ore abundance.
Personally, I would use Custom Ore Generation, add a check in code to see if it is installed, and if not, then just use my own code to use the standard Minecraft ore generation to place down the ores.
It's the flying cutlery that stresses me out.
So far, I installed this and not a single new structure was generated. So will have to wait for compatibility with Extra Biomes. This mod looks awesome.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
No, usually NOTHING can generate in previously explored chunks, unless they use some pretty resource intensive coding like what TC3 does. And yea, waiting on EBXL compatability myself. Mystcraft makes it managable to find these things though, so if you want to play it now, try also getting mystcraft so you can make an age that they spawn in.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I'm a new person here. I've installed your mod on my server and we really enjoy it. I madea lot of mistakes at first--I found a water affinity book immediately and used it not knowing what it was and I set my house on fire with an errant fire blast. Very fun! Thanks for all your hard work on it. I just got done reading the entire thread and watching most of Tofski's LP just so I'm all caught up. I also looked at the Wiki. I have some questions:
I love how this mod uses minecraft original blocks and really encourages farming/exploring the minecraft world using minecraft mechanics. I tend to avoid mods that add a lot of unusual blocks or mechanics and take away from the original game. It's really cool how this incorporates leveling and vanilla items.
1. Would it be possible to make the growth spell cross mod compatible? I play with a mod that adds a lot of agricultural elements and the growth spell doesn't work on those crops. I'm hoping its possible--there was a ring in Equivalent exchange that was able to grow crops from other mods.I love plants and I use this spell so much.
2. Spell request: a spell that creates a vine ladder in the same way that there is already one that creates an ice bridge.
I apologize if this is already a spell that I haven't located/isn't in the wiki.
Speaking of the wiki: I've collected a number of spells that are NOT in the wiki. Would it be okay if I added them in (without the recipes of course)? Or is that supposed to be a small sampling of the spells?
Great mod. We enjoy it. I love growing things and digging, someone else is constantly jumping around and creating craters in the ground, everyone has her own favorite.
A question for the users: what is the best defense against Hecates? They devastate everyone on the server. Myself, my FPS degrades with this mod and when a Hecate appears they are usually moving in an unpredictable way, frequently invisible, and spamming the sword key while facing them hasn't seemed to help. Currently, I'm avoiding going outside at night.
peace
PS Is your avatar from Leonard and Larry?
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
1. Growth already does that and works the same ways as bone meal (that's what Mith based it off of after all!)
2. The vine ladder spell was added in the most current release so you'll just have to keep searching for it.
3. If you want to post the spells on the wiki then as long as you follow the examples set up by the spells already there
then there shouldn't be a problem.
Correct! I love that comic. The scary part is, the dad looks exactly like me, down to the expression. It's like a caricature!
You said it perfectly. It's also worth noting that their damage is physical, not magical, so any armor works against them, unlike mages, who tear through vanilla armor like it's not even there.
Check my Youtube video - I show everything about them:
Can't wait to play with the mod on the server.
http://multimc.org/
Yeaaaah.....
Also Hecates tear right through Journeyman armor in about three hits. What armor are you using that actually works against them? It seems like to be safe outside you have to be a really high level. We pretty much live in well-lit tunnels because when we go outside invisible creatures + FPS drops = "X was killed by a Hecate" and then we go beat up zombies from our spawner for five more levels :/
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
I can mine bedrock , obsidian and diamonds with Dig I. Not sure about Dig II as I haven't had the opportunity to try yet.