Wild Caves creates some strange desert villages... The houses are filled with stalagmites and stalactites. Also, the double glowshrooms should just be one block. I know you didn't originally create this mod so these probably wont be changed but I just wanted to say dis.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
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Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Why does the zipline update not contain ziplines? Also, I find the cloth sheet to be a bit weird because carpets have been added.
I've been using it myself and it does indeed contain ziplines. And the cloth sheet can hang from the ropes and be strung out just like them, which is something that obviously carpets can't do.
I came here about the Zipline mod actually. @GotoLink, if there's one thing I could ask for, it's the ability to have coloured cloth sheets (for each colour of wool), since aaaall the way back in Beta 1.7.3 I remember seeing that in the plans, and it of course is logical, but then the mod died before that being implemented. It would be amazing since then you'd be able to make shopfront canopies and pretty marquee roofs and lots of lovely stuff like that... I'd be very grateful indeed
I've been using it myself and it does indeed contain ziplines. And the cloth sheet can hang from the ropes and be strung out just like them, which is something that obviously carpets can't do.
I came here about the Zipline mod actually. @GotoLink, if there's one thing I could ask for, it's the ability to have coloured cloth sheets (for each colour of wool), since aaaall the way back in Beta 1.7.3 I remember seeing that in the plans, and it of course is logical, but then the mod died before that being implemented. It would be amazing since then you'd be able to make shopfront canopies and pretty marquee roofs and lots of lovely stuff like that... I'd be very grateful indeed
The ziplines, rope arrows, and handles are not in the creative inventory, then.
the mod is dead because Not only is Stevens no longer around, nor working on it, but the one person that was working on an update (Legio) no longer even has a github page.
the sources are available: Author expressly permits decompiling in the original post.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
the mod is dead because Not only is Stevens no longer around, nor working on it, but the one person that was working on an update (Legio) no longer even has a github page.
the sources are available: Author expressly permits decompiling in the original post.
Can you update it to 1.7.10?
Please and thank you
Keybounce.
you need to read the OP, suggestions are closed, he's not taking any more mods
Hey! So I'm the original creator of the LevelUp! mod. It's really cool that you've been updating it! I'm just wondering if there is a way for you to include in the OP that I give my approval to any mod packs or derivative mods that wish to use LevelUp!, because I still get messages about it to this day. Thanks!
Dear GotoLink
I Really like your formivore-minecraft modpack.
First I tryed the wallgenerator, I made roads and fences, which i enjoyed. I generated aquaduct too, but the result was unexpected. Because the base layer was always continous. I would like to ask if there is any way for you to modify that layer the following way:
I would like a new variable detailed below:
layer_base_creation_mode=0 : NONE - setting the new variable to 0 prevents the program to create the base layer
layer_base_creation_mode=1: the base layer is created the same way it is created now
layer_base_creation_mode=2: this part of the program: "int base[] = ws.template[0][0];" shall be put further inside with one loop, so the assignment runs in every layer.
Another variable I recommend is:
layer_running_mode=0 - The structure follows the humps as it does now
layer_running_mode=1 - follows the humps only at the end of the unnamed_layers
plan1: high aquduct in deep valley => viaduct (bridge)
plan2: straight road => bridge or tunnel
While using the mod i've ran into an error when i used "wine"
rule5=0,100,106 # wine
java.lang.ArrayIndexOutOfBoundsException: 4
at assets.generator.Building.setDelayed(Building.java:451)
at assets.generator.Building.flushDelayed(Building.java:425)
at assets.generator.BuildingWall.buildFromTML(BuildingWall.java:210)
was that a meta definition error? How can I use it correctly?
Cool suggestion.
Added "base_layer_mode" wall template option following your rules.
With the change that 'base_layer_mode = 3' rely on a single 'layer:base' definition, with each line linked to the unnamed layers.
Hey! So I'm the original creator of the LevelUp! mod. It's really cool that you've been updating it! I'm just wondering if there is a way for you to include in the OP that I give my approval to any mod packs or derivative mods that wish to use LevelUp!, because I still get messages about it to this day. Thanks!
Glad you like the update. I'll add that to the OP. Though bear in mind, most "mod pack makers" don't read that stuff.
Edit: Well. I forgot again i can't edit the OP on those forum. I feel like i should just submit a patch to the web admin rather than waste my time trying to go around the mess.
So I've had Better Villages for a while now, but I've just recently discovered the power of its block replacement .json. I've now been making all my villages look really pretty, utilising wood from the biome they're in with appropriate stone to match, and they're looking amazing!
But it does seem to have some limitations, namely that it can't seem to place certain blocks - it registers the entry, but doesn't seem to recognise the string ID, leaving it replaced with air. Currently the problems have been with More Materials (the one with the timber frames), and the other was Woodstuff. The More Materials block I was trying to add had a lot of underscores, but Minecraft itself has underscores, and I'd used other blocks with a lot of underscores, and the Woodstuff blocks all had a full stop in, but I tried with another mod's block which had a full stop in and that worked fine, so I'm not sure what could be causing the problem there. I'd love to be able to add appropriate-wood fences and such (which Woodstuff provides) particularly, so it would be great if you could get this working somehow.
And also, is there a way for it to load the .json without having to place it in the .jar every time? I tried placing it in my resource pack since it's in the assets folder, to no avail (though I wasn't that expectant). This is just a matter of convenience though, and not a problem at all.
But attached is an example of what I've been able to do with the villages; thanks for making this mod available!
So I've had Better Villages for a while now, but I've just recently discovered the power of its block replacement .json. I've now been making all my villages look really pretty, utilising wood from the biome they're in with appropriate stone to match, and they're looking amazing!
But it does seem to have some limitations, namely that it can't seem to place certain blocks - it registers the entry, but doesn't seem to recognise the string ID, leaving it replaced with air. Currently the problems have been with More Materials (the one with the timber frames), and the other was Woodstuff. The More Materials block I was trying to add had a lot of underscores, but Minecraft itself has underscores, and I'd used other blocks with a lot of underscores, and the Woodstuff blocks all had a full stop in, but I tried with another mod's block which had a full stop in and that worked fine, so I'm not sure what could be causing the problem there. I'd love to be able to add appropriate-wood fences and such (which Woodstuff provides) particularly, so it would be great if you could get this working somehow.
And also, is there a way for it to load the .json without having to place it in the .jar every time? I tried placing it in my resource pack since it's in the assets folder, to no avail (though I wasn't that expectant). This is just a matter of convenience though, and not a problem at all.
But attached is an example of what I've been able to do with the villages; thanks for making this mod available!
I see this json file is placed in "assets" folder. Can we use this in a resource pack? If yes, this file should be at assets\ or in assets\bettervillages?
Rollback Post to RevisionRollBack
🇧🇷 🇵🇹 If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
When defining block rules, make sure the names don't have any whitespace... case also matters.
Thing is, I used Minetweaker's /mt hand command and copied the relevant part of that into the file just to make sure I got it right, but it still didn't seem to place those blocks. And they don't have whitespace either...good thing I wasn't trying to place certain Natura blocks, heh.
Why does it say about 1.8 updates when nothing is updated to 1.8?
How in the world do you go up and down with the airship?
(insert cringy dubstep minecraft intro here)
Wild Caves creates some strange desert villages... The houses are filled with stalagmites and stalactites. Also, the double glowshrooms should just be one block. I know you didn't originally create this mod so these probably wont be changed but I just wanted to say dis.
I got a crash while i was loading a world I never played in.
Report here: http://pastebin.com/MU1631vk
Roughly 95% of Minecraft
players hate Villagers and would be very happy if they were removed. If
you are one of the 5% who actually like villagers, copy this into your
signature and hope it never happens. ~EnderDude124
Why does the zipline update not contain ziplines? Also, I find the cloth sheet to be a bit weird because carpets have been added.
I've been using it myself and it does indeed contain ziplines. And the cloth sheet can hang from the ropes and be strung out just like them, which is something that obviously carpets can't do.
I came here about the Zipline mod actually. @GotoLink, if there's one thing I could ask for, it's the ability to have coloured cloth sheets (for each colour of wool), since aaaall the way back in Beta 1.7.3 I remember seeing that in the plans, and it of course is logical, but then the mod died before that being implemented. It would be amazing since then you'd be able to make shopfront canopies and pretty marquee roofs and lots of lovely stuff like that... I'd be very grateful indeed
The ziplines, rope arrows, and handles are not in the creative inventory, then.
So how the heck do i edit the wildcave3 dimension generation the config doesnt even make sense plus is not noob friendly..
how would it look if i added dimension id 4 and 8 to blacklist?
# Worlds where generation won't occur, by dimension ids. Use [id1;id2] to add a range of id, prefix with - to exclude.
S:"Dimension Blacklist"=-1,1
the zipline mod is VERY nice, so glad to see that you picked it up.
now I just have to find someone willing to make Sphax'd textures for it.
Hello GotoLink,




I enjoyed this mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1280690-1-4-6-grey-goo-mod-v2-3-3-new-rainbow-goo-with
made by stevenrs11
the mod is dead because Not only is Stevens no longer around, nor working on it, but the one person that was working on an update (Legio) no longer even has a github page.
the sources are available: Author expressly permits decompiling in the original post.
Can you update it to 1.7.10?
Please and thank you
Keybounce.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
you need to read the OP, suggestions are closed, he's not taking any more mods
Oh no! Anyone are making a amazing similar effort?
I believe BetterFonts (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282644-1-4-4-betterfonts-truetype-opentype-font-support) deserves this!
🇧🇷 🇵🇹 If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Hey! So I'm the original creator of the LevelUp! mod. It's really cool that you've been updating it! I'm just wondering if there is a way for you to include in the OP that I give my approval to any mod packs or derivative mods that wish to use LevelUp!, because I still get messages about it to this day. Thanks!
Indeed.
=-1,1,4,8
Cool suggestion.
Added "base_layer_mode" wall template option following your rules.
With the change that 'base_layer_mode = 3' rely on a single 'layer:base' definition, with each line linked to the unnamed layers.
weight=1000 #for testing
#aquaduct
dimensions=4,6,5
embed_into_distance=0
building_templates=NONE
min_length=50
max_length=500
make_buildings=0
make_end_towers=0
merge_walls=1
base_layer_mode=3
rule1=0,100,PRESERVE
rule2=0,58,8 #water
rule3=0,100,43-5 #stonebrickslab
rule4=0,100,WALL_STAIR-5
rule5=5,100,43-5
layer
0,4,0,4,0
0,3,2,3,0
0,3,3,3,0
0,0,3,0,0
1,1,3,1,1
1,1,5,1,1
endlayer
layer
0,4,0,4,0
0,3,2,3,0
0,3,3,3,0
0,0,3,0,0
1,1,1,1,1
1,1,1,1,1
endlayer
layer
0,4,0,4,0
0,3,2,3,0
0,3,3,3,0
0,0,0,0,0
1,1,1,1,1
1,1,1,1,1
endlayer
layer
0,4,0,4,0
0,3,2,3,0
0,3,3,3,0
0,0,3,0,0
1,1,1,1,1
1,1,1,1,1
endlayer
layer:base
1,1,5,1,1
1,1,1,1,1
1,1,1,1,1
1,1,1,1,1
endlayer
Above is an example of your aquaduct working with the change.
"layer_running_mode" is not implemented.
The crash with vines has been fixed. Grab latest version
Glad you like the update. I'll add that to the OP. Though bear in mind, most "mod pack makers" don't read that stuff.
Edit: Well. I forgot again i can't edit the OP on those forum. I feel like i should just submit a patch to the web admin rather than waste my time trying to go around the mess.
Hello GotoLink !
I wonder if you can help me to update Magitek Mechs mod to 1.7.10 for me?
the oringinal thread is here
and here he did open the source for someone who can update it.
really appreciate if you can do that for me!
I'm bad at java lang. and waiting for someone update it for long time...
BTW, if you could, can u make it harder to craft the part of mech?
and also if you could add melee action for it?
I know it might be hard to do that so... just wondering
So, seems like the other guy recommended by gotolink doesn't accept any requests.
Is there any another modder updating older mods?
🇧🇷 🇵🇹 If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
So I've had Better Villages for a while now, but I've just recently discovered the power of its block replacement .json. I've now been making all my villages look really pretty, utilising wood from the biome they're in with appropriate stone to match, and they're looking amazing!
But it does seem to have some limitations, namely that it can't seem to place certain blocks - it registers the entry, but doesn't seem to recognise the string ID, leaving it replaced with air. Currently the problems have been with More Materials (the one with the timber frames), and the other was Woodstuff. The More Materials block I was trying to add had a lot of underscores, but Minecraft itself has underscores, and I'd used other blocks with a lot of underscores, and the Woodstuff blocks all had a full stop in, but I tried with another mod's block which had a full stop in and that worked fine, so I'm not sure what could be causing the problem there. I'd love to be able to add appropriate-wood fences and such (which Woodstuff provides) particularly, so it would be great if you could get this working somehow.
And also, is there a way for it to load the .json without having to place it in the .jar every time? I tried placing it in my resource pack since it's in the assets folder, to no avail (though I wasn't that expectant). This is just a matter of convenience though, and not a problem at all.
But attached is an example of what I've been able to do with the villages; thanks for making this mod available!
I see this json file is placed in "assets" folder. Can we use this in a resource pack? If yes, this file should be at assets\ or in assets\bettervillages?
🇧🇷 🇵🇹 If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
You can place (zip-packaged or not) the village_block_replace.json under '/assets/-anything-' , in the 'server-resource-packs' folder.
Those rules will overwrite the defaults inside the mod.
This feature was added for the 1.8 update.
@tehFoxx0rz
When defining block rules, make sure the names don't have any whitespace... case also matters.
@Moontide4
The ancient warfare siege engines are not yet included.
I finally managed to edit the OP !!
1.8 updates are thus official
Thing is, I used Minetweaker's /mt hand command and copied the relevant part of that into the file just to make sure I got it right, but it still didn't seem to place those blocks. And they don't have whitespace either...good thing I wasn't trying to place certain Natura blocks, heh.
But not the 1.7.10 version? It's a really small thing though, so problem if not.