The Meaning of Life, the Universe, and Everything.
Join Date:
8/16/2013
Posts:
44
Member Details
First, I'd like to thank you so much for updating Formivore's generator mod. If I was told that I could only have one mod it would be this one. Needless to say, I was devistated when I realized he wasn't updating past 1.2.5 and subsequently extatic when I found your revival of it.
That said, we all know there is only one reason a mod fan stops lurking... I'm having a bit of trouble getting it to do a few things that I'd like. Most notably, I'm getting a lot of this
"Warning, named checklist item not found:Woodlands. Line:biomes=Plains,Woodlands,Savana,Forest"
...popping up in my logs when I try to get it to work on some BoP or EBXL biomes but not all. It does work on those biomes if I leave the template setting "biomes=ALL" or leave it blank/default, and it will still recognize any vanilla biomes in the lists and generate on those; it's just trying to selectively add modded biomes that seems not to work.
I'm generally taking the names for the new biomes directly from the section of their own config where they are assigned IDs, so I would think those are the right names for them... at the same time, they aren't getting poppulated in the CAruins config, even though it does seem to be loading in the right order on startup
"[FINE] [ForgeModLoader] Identified an FMLMod type mod mods.generator.PopulatorCARuins
[FINEST] [CARuins] Parsed dependency info : [] [ExtraBiomes,BiomesOPlenty] []"
I've thought of trying to just enter the biome IDs in the biome field instead (though I haven't actually tried it yet, as I wanted to take a gander at your code ((java noob though I may be)) and see if that would obviously break anything before I tried). Anyway, I can post the complete logs if you'd like, but I'm running a substantial modpack so they are frickin huge. Oh, and one last thing, I do a lot of tweeking with the templates and wondered if you'd be interested in having a few/where I should send them?
ZEITGEIST IS NO LONGER UNDER DEVELOPMENT I SUPPOSE i say this because i haven't worked on it in so long. Life got real, i had to focus less on games and programming and more on just not starving to death. I really only had time left in my spare time for Interval, which some of you may or may not be interested inhttp://www.kickstart...aninon/interval
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Biome names need to be complete. If mod author skipped some part in his config id, the name won't be recognized.
Biome ids won't work. I wanted the generation to be consistent, independently of other mods biome configuration.
I'd be happy to receive new templates you can share them here, or send me pm.
ZEITGEIST IS NO LONGER UNDER DEVELOPMENT I SUPPOSE i say this because i haven't worked on it in so long. Life got real, i had to focus less on games and programming and more on just not starving to death. I really only had time left in my spare time for Interval, which some of you may or may not be interested inhttp://www.kickstart...aninon/interval
IBiome names need to be complete. If mod author skipped some part in his config id, the name won't be recognized.
Biome ids won't work. I wanted the generation to be consistent, independently of other mods biome configuration.
I'd be happy to receive new templates you can share them here, or send me pm.
Thanks for the speedy reply.
Yeah, that was kinda what I suspected, but the confirmation is still helpful. I'm still editing templates for metadata changes since 1.4.x and a few places where I'll need to replace mod specific blocks with something more universal, but I'll try to get a few of them to you soon and see what you think.
having some problems with the 1.6 pchan mod's airship. it just won't ascend (it will move around though). did the controls change from the original mod? i'm trying the jump button and it just sits there. i don't see any of the pirate ships fly up either.
Do you have coal or charcoal in your inventory ???, do you use the numpad 8 for ascend and 2 for descent
Could you update SteamCraft, there was a personcontinuing it, although it seems hes no longer working on that. Just that now you've released LevelUp! for 1.6.X I can update the yogbox modpack unofficially to play
I will look at it. Doesn't sound too original to change redstone though.
having some problems with the 1.6 pchan mod's airship. it just won't ascend (it will move around though). did the controls change from the original mod? i'm trying the jump button and it just sits there. i don't see any of the pirate ships fly up either.
I don't know if level up is working i have maxed out my melee level and i still do 6-7 damage with a diamond sword, and i don't think the other stats are working either. And is there a way to see how many skill points you have with the hud turned off?
Could you release a 1.2.5 version of level up? Theres a few mods I'd like to play with, but are in progress of being updated.
Thanks
Wha? Do you mean 1.5.2?
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
I don't suppose you'd be willing to update this mod? https://github.com/tcooc/AdditionalPipesBC
the authors haven't logged on in a while and BC has updated to 1.6.2. There is no minecraft forum thread to go with it unfort.
I don't know if level up is working i have maxed out my melee level and i still do 6-7 damage with a diamond sword, and i don't think the other stats are working either. And is there a way to see how many skill points you have with the hud turned off?
The author didn't make half of the skills described in his topic or I couldn't find the corresponding code in his latest release.
Anyway, I just added Melee, Defense, Mining, WoodCutting and Digging skills into the release.
Archery, Sneaking, Cooking, Smelting and Fishing are already working.
Note: For Cooking and Smelting time bonus, you'll have to keep open the furnace GUI. This is an SMP fix.
Athletics and Farming still need to be implemented.
SkillsPoints = 3*playerLevel;//basically the only way to tell without the HUD
I don't suppose you'd be willing to update this mod? https://github.com/t...ditionalPipesBC
the authors haven't logged on in a while and BC has updated to 1.6.2. There is no minecraft forum thread to go with it unfort.
Nope, this is Buildcraft stuff. I am into lone mods, not add-ons. And it isn't so old anyway.
Nope. 1.2.5 is where some of my mods are stuck at. Atleast 10 of them are, otherwise 1.4.
Even though there is a stable release for LevelUp! on 1.6, it doesn't mean it is finished.
It is not likely that 1.2.5 would contain the Forge Hooks I use for this update, so, might be tough do downgrade.
This is also a low priority for me, I am afraid.
The author didn't make half of the skills described in his topic or I couldn't find the corresponding code in his latest release.
Anyway, I just added Melee, Defense, Mining, WoodCutting and Digging skills into the release.
Archery, Sneaking, Cooking, Smelting and Fishing are already working.
Note: For Cooking and Smelting time bonus, you'll have to keep open the furnace GUI. This is an SMP fix.
Athletics and Farming still need to be implemented.
SkillsPoints = 3*playerLevel;//basically the only way to tell without the HUD
Ok. is there a way you could make the hud like in the original mod so it says your skill points under your level?
Does your version have the sneak attack feature? If so does this work with non-vanilla mobs as I would assume it changes the AI of these mobs?
Do any of the skills work with non-vanilla items? Such as attacking with a Thaumcraft wand of lightning or smelting copper from one of the various mods that adds it?
Does your version have the sneak attack feature? If so does this work with non-vanilla mobs as I would assume it changes the AI of these mobs?
Do any of the skills work with non-vanilla items? Such as attacking with a Thaumcraft wand of lightning or smelting copper from one of the various mods that adds it?
Sneaking should work with any hostile mobs.
Smelting only differentiate food from the other items, to distribute bonus according to Cooking and Smelting skills.
All crafted items should work like vanilla ones.
Custom weapons should work, provided they deal damage the "conventional" way.
Attack and Defence skills work as described by the original author, with the limitations intended.
For example, if this "wand of lightning" deals ranged unidentified unblockable damage, it wouldn't be affected by the skills.
Note:
LevelUp! has now all intended features. See changelog for any difference, though.
I have leveled melee to max level and I don't kill anything faster and I leveled up athletics to max level and I don't feel like i am going any faster. Are the stats working for you?
I don't suppose you'd be willing to make your own version of Minetrax? The mod author said he's temp dropping the mod. I'm not asking you to take over that one but make your own version. I just would like an easy way of adding custom music records to MC. (If you know of one that is updated to 1.6.2 I would love to see it.)
or takeover the Huge Trees mod? The author went MIA and hasn't logged in since March. It isn't an FML mod unfort.
I have leveled melee to max level and I don't kill anything faster and I leveled up athletics to max level and I don't feel like i am going any faster. Are the stats working for you?
I don't suppose you'd be willing to make your own version of Minetrax? The mod author said he's temp dropping the mod. I'm not asking you to take over that one but make your own version. I just would like an easy way of adding custom music records to MC. (If you know of one that is updated to 1.6.2 I would love to see it.)
or takeover the Huge Trees mod? The author went MIA and hasn't logged in since March. It isn't an FML mod unfort.
eh, props for keeping Level Up alive! But I'm not sure the Marksman skill is improving arrow speed or draw back, and I don't think the double wood or ore bonuses are working either, or is the chance of double ore and wood super slim? anyone else noticing these?
All changes are rather small.
You can check arrow speed with the distance covered by the arrow before it stops. At full skill (50), the distance is nearly double.
With wood cutting, breaking wood logs only has a chance to give extra sticks or planks.
Double ore with Mining skill has level*0.5% chance of happening. With max skill (50), this is a 25% chance.
It only applies to redstone though.
That said, we all know there is only one reason a mod fan stops lurking... I'm having a bit of trouble getting it to do a few things that I'd like. Most notably, I'm getting a lot of this
"Warning, named checklist item not found:Woodlands. Line:biomes=Plains,Woodlands,Savana,Forest"
...popping up in my logs when I try to get it to work on some BoP or EBXL biomes but not all. It does work on those biomes if I leave the template setting "biomes=ALL" or leave it blank/default, and it will still recognize any vanilla biomes in the lists and generate on those; it's just trying to selectively add modded biomes that seems not to work.
I'm generally taking the names for the new biomes directly from the section of their own config where they are assigned IDs, so I would think those are the right names for them... at the same time, they aren't getting poppulated in the CAruins config, even though it does seem to be loading in the right order on startup
"[FINE] [ForgeModLoader] Identified an FMLMod type mod mods.generator.PopulatorCARuins
[FINEST] [CARuins] Parsed dependency info : [] [ExtraBiomes,BiomesOPlenty] []"
I've thought of trying to just enter the biome IDs in the biome field instead (though I haven't actually tried it yet, as I wanted to take a gander at your code ((java noob though I may be)) and see if that would obviously break anything before I tried). Anyway, I can post the complete logs if you'd like, but I'm running a substantial modpack so they are frickin huge. Oh, and one last thing, I do a lot of tweeking with the templates and wondered if you'd be interested in having a few/where I should send them?
And again, thanks for bringing back this mod.
Rise of the Automatons/Zeitgeist
http://www.minecraftforum.net/topic/533509-125open-sourcerise-of-the-automatonszeitgeist-v0834-final/
ZEITGEIST IS NO LONGER UNDER DEVELOPMENT I SUPPOSE
i say this because i haven't worked on it in so long. Life got real, i had to focus less on games and programming and more on just not starving to death. I really only had time left in my spare time for Interval, which some of you may or may not be interested inhttp://www.kickstart...aninon/interval
https://www.dropbox.com/s/c3mtk9xqi6ndydf/Zeitgeist Source Code 1.2.5.zip?m
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I didn't work on it since latest report.
You can see on my github repository.
Biome names need to be complete. If mod author skipped some part in his config id, the name won't be recognized.
Biome ids won't work. I wanted the generation to be consistent, independently of other mods biome configuration.
I'd be happy to receive new templates you can share them here, or send me pm.
Added to the list.
Hidden link for Alpha release of LevelUp ! updated with Forge on 1.6 ! This is an alpha,you can expect awesome crashes !
Thanks for the speedy reply.
Yeah, that was kinda what I suspected, but the confirmation is still helpful. I'm still editing templates for metadata changes since 1.4.x and a few places where I'll need to replace mod specific blocks with something more universal, but I'll try to get a few of them to you soon and see what you think.
Do you have coal or charcoal in your inventory ???, do you use the numpad 8 for ascend and 2 for descent
I will look at it. Doesn't sound too original to change redstone though.
Pirates flying fixed ! Thanks for reporting
Looks like you tried to change config option for sapling-log-leaf, but i failed to provide working code...fixed !
Wha? Do you mean 1.5.2?
OcD Simple Add-On!
the authors haven't logged on in a while and BC has updated to 1.6.2. There is no minecraft forum thread to go with it unfort.
The author didn't make half of the skills described in his topic or I couldn't find the corresponding code in his latest release.
Anyway, I just added Melee, Defense, Mining, WoodCutting and Digging skills into the release.
Archery, Sneaking, Cooking, Smelting and Fishing are already working.
Note: For Cooking and Smelting time bonus, you'll have to keep open the furnace GUI. This is an SMP fix.
Athletics and Farming still need to be implemented.
SkillsPoints = 3*playerLevel;//basically the only way to tell without the HUD
Nope, this is Buildcraft stuff. I am into lone mods, not add-ons. And it isn't so old anyway.
Even though there is a stable release for LevelUp! on 1.6, it doesn't mean it is finished.
It is not likely that 1.2.5 would contain the Forge Hooks I use for this update, so, might be tough do downgrade.
This is also a low priority for me, I am afraid.
Ok. is there a way you could make the hud like in the original mod so it says your skill points under your level?
Yes. I will add that (with a toggle in config file) next release.
Does your version have the sneak attack feature? If so does this work with non-vanilla mobs as I would assume it changes the AI of these mobs?
Do any of the skills work with non-vanilla items? Such as attacking with a Thaumcraft wand of lightning or smelting copper from one of the various mods that adds it?
Sneaking should work with any hostile mobs.
Smelting only differentiate food from the other items, to distribute bonus according to Cooking and Smelting skills.
All crafted items should work like vanilla ones.
Custom weapons should work, provided they deal damage the "conventional" way.
Attack and Defence skills work as described by the original author, with the limitations intended.
For example, if this "wand of lightning" deals ranged unidentified unblockable damage, it wouldn't be affected by the skills.
Note:
LevelUp! has now all intended features. See changelog for any difference, though.
or takeover the Huge Trees mod? The author went MIA and hasn't logged in since March. It isn't an FML mod unfort.
Fixed
Not open source.
doh, I'm batting 1000 here.
You'll get more positive results by following the rules.
All changes are rather small.
You can check arrow speed with the distance covered by the arrow before it stops. At full skill (50), the distance is nearly double.
With wood cutting, breaking wood logs only has a chance to give extra sticks or planks.
Double ore with Mining skill has level*0.5% chance of happening. With max skill (50), this is a 25% chance.
It only applies to redstone though.