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http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2398119-fossils-and-archeology-revival-build-7-1-the
1.7.10
1.7.2
1.6.4
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http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2398119-fossils-and-archeology-revival-build-7-1-the
Yes.
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What do you mean by this?
There are several factors that can cause this, if the conditions aren't right sometimes it will go past 100%. Usually it's because it's at night or too far underground.
Smilodon texture will be fixed, as well as the ID conflict with the Smilodon and missing Smilodon DNA/Syringe. Also going into the next patch, localization names for the Feeder and Fern Seeds will show up.
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Added some new blocks as well.
There will be an update addressing most of the minor issues described (and some new stuff). Since 1.6 doesn't actually have a confirmed release date, at the very least there will be 1.5.2 Build 5.1 sometime at the end of the week.
1. I guess he means the gulliver (growing/shrinking potion mod) doesn't work properly as in it doesn't change the size of the mobs, only the hitboxes.
2. ok, I was on superflat so thats probably why.
3. New tree? and is that amber?
Where can I find the volcanic rock, if it does spawn?
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Not a new tree, just the planks. And yes, this is amber ore but it'll be extremely rare, so we'll add another way to get amber but it'll be know only by us. You'll have to figure it out on your own.
Ah, I'm assuming the way Gulliver handles the shrinking and growing is completely different than the way Fossils is doing it, which means unfortunately Fossils will not work with it.
Ancient stones, wood, and glass. Tyranno never sent me leaf textures so I'm assuming these will be found as part of structures.[Edit]: Tyranno beat me to it.
Volcanic rock should appear near lava. Honestly that gen code hasn't been touched since Microjunk had to take a break and I'm not sure if it was completely finished.
Nice!! Also, where is the config file located?
The Gulliver mod modifies many base files, so yes, I am sure it will not be compatible with the fossil mod. It would be cool but unfortunately unless someone can actually reach unclemion about this, which is next to impossible, perhaps there would be some collaboration to make it work, if the team truly wanted to do so....As for the volcanic rocks, it was not "completely" finished. I was hoping that shadow would have some time to finish, I started to talk to him about it once before. The goal of this for me was to make it spawn on the surface and below just a bit. As volcanic rocks form as they cool from the air, so they will never be lower than say 10 blocks. Also the ash block would only be on the surface. Also there were some glitches sometimes they would spawn ash block next to lava and volcanic rock on the edge, should always be the other way around....probably just a little tweaking of the code....same code as the reed plant basically.
Find out how I generate....coolAlias...world structure generation and rotation tool...
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any help would be greatly appriciated
mosasaur seems about right I don't know about the brach though
Ancient bricks ancient wood pillar
ancient stone ancient glass
amber ore ancient wood planks
Yeah I saw the codeyou should make ancient glass panes
Next to impossible how?
I'm not sure why Fossil critters wouldn't work with Gulliver. Mobs from other mods are resizeable. It sounds like it's just the rendering that doesn't work, in which case I bet Fossils doesn't subclass RenderLiving for its critters. Not much I can do about that if that's the case.