How did you post the chat message after you said And this is the same content, edited to be readible and there's a big chat message how did you do it because im having a problem posting it
How did you post the chat message after you said And this is the same content, edited to be readible and there's a big chat message how did you do it because im having a problem posting it
Quoted it twice, and used a bulleted list. It wasn't easy, though, since this infernal editor they have now keeps deleting markup if you have more than two quotes. As far as I can tell, if you go to wysiwyg mode and then manually re-add the vanishing close quote tag, it'll stay as long as that's the last thing you do.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Just FYI, in forums it's polite to try to condense your thoughts into single posts, rather than putting up a string of one-sentence posts. If you want to quote multiple people, you use the Multiquote button.
Becuase slime spawn in the full moon, can it make the lunar flower bloom?
Theoretically, yes, but getting the game's timing and spawning code to interface with your "item on/off" code would require you to work from scratch. By contrast, the game already has code for an item telling the time of day or a block reading the ambient light level.
I dont know how you Qouted twice how did you do it.
I quoted once and then copied the quote and pasted it in a second time. Then edited the second one.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Just FYI, in forums it's polite to try to condense your thoughts into single posts, rather than putting up a string of one-sentence posts. If you want to quote multiple people, you use the Multiquote button.
I'm actually surprised that this forum doesn't put it all in one post by itself when posts are made by the same person to quickly together.
When it come to GnomeKnight I'm curious his (or hers?) country and age. Not because I call you a kid GnomeKnight but because it would help understand the way you write. ^^
I'm actually surprised that this forum doesn't put it all in one post by itself when posts are made by the same person to quickly together.
When it come to GnomeKnight I'm curious his (or hers?) country and age. Not because I call you a kid GnomeKnight but because it would help understand the way you write. ^^
Yeah, I've been on Super Mario World Central once and it automatically does that. On here, I think it's so you can easily 'bump' your mod threads so people can notice them easier. And I wouldn't be surprised if he's just 9 or so.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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It looks like the last push to GitHub was in July for the 1.7.2 version. Any chance you can push the changes found in 2.2.1 and 2.2.2 out? I'm trying to learn a bit about biome generation for my own modding and it'd be helpful to have the newest versions. We're a really big fan of your mod as it is used in Beyond Reality; it's one of the most popular packs on our group of servers.
I play Thaumcraft 4.2.1.4 together with Biome o plenty 1004 and Highlands 2.2.1 (Forge 1232). I dont see any Taint or magical Forest Biome. I change the Biome weight in the Thaumcraft config many times but nothing changing. Have somebody have the same problem ?
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GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
I play Thaumcraft 4.2.1.4 together with Biome o plenty 1004 and Highlands 2.2.1 (Forge 1232). I dont see any Taint or magical Forest Biome. I change the Biome weight in the Thaumcraft config many times but nothing changing. Have somebody have the same problem ?
This was discussed a bit back on pages 6-7 of this thread. Short answer: Forge's biome handling was pretty broken a few versions ago (and may or may not still be - some of Forge's biome issues actually have been fixed since then), so Highlands has its own implementation of biome handling that (currently) only supports biomes (during world generation) from other mods that are explicitly coded for - and Thaumcraft's biomes are not explicitly coded for (yet). Maybe in a future version, but not now, not as of Highlands 2.2.2.
Post-world-generation, Thaumcraft's biomes are still available in a sense. Eerie biomes can generate, and if you can find a silverwood tree, you can make your own Magical Forest. However, no Mana Beans for you.
EDIT/postscript: As of Thaumcraft 4.2, Salis Mundus is made from Balanced Shards, instead of from Mana Beans. So the unavailability of Mana Beans just means you're missing out on the "convenience" of breeding your own aspect sources, instead of completely crippling the mid-to-end-game content of Thaumcraft, like it used to for 4.1.x. Tiny steps.
This was discussed a bit back on pages 6-7 of this thread. Short answer: Forge's biome handling was pretty broken a few versions ago (and may or may not still be - some of Forge's biome issues actually have been fixed since then), so Highlands has its own implementation of biome handling that (currently) only supports biomes (during world generation) from other mods that are explicitly coded for - and Thaumcraft's biomes are not explicitly coded for (yet). Maybe in a future version, but not now, not as of Highlands 2.2.2.
Post-world-generation, Thaumcraft's biomes are still available in a sense. Eerie biomes can generate, and if you can find a silverwood tree, you can make your own Magical Forest. However, no Mana Beans for you.
And no Taint.
Ok maybe wait for an Update.
Thanks for this Information
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
I try out with Version 2.2.2 but the Rivers are not looking nice anymore. I waiting for an Update because i no have Taint and magical Forest Biomes in my world.
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GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
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When using "generate vanilla biomes" and everything set to false for the vanilla biomes, they still spawn irregardless. Using Latest Forge and Latest Highlands. This is happening on both singleplayer and on my server.
"generate vanilla biomes true/false?" {
B:"Desert Generate"=false
B:"Extreme Hills Generate"=false
B:"Forest Generate"=false
B:"Ice Plains Generate"=false
B:"Jungle Generate"=false
B:"Plains Generate"=false
B:"Swampland Generate"=false
B:"Taiga Generate"=false
}
Quoted it twice, and used a bulleted list. It wasn't easy, though, since this infernal editor they have now keeps deleting markup if you have more than two quotes. As far as I can tell, if you go to wysiwyg mode and then manually re-add the vanishing close quote tag, it'll stay as long as that's the last thing you do.
Theoretically, yes, but getting the game's timing and spawning code to interface with your "item on/off" code would require you to work from scratch. By contrast, the game already has code for an item telling the time of day or a block reading the ambient light level.
The menu at the top of the editor has a button for bulleted lists, in between the text-color and numbered-list buttons.
I quoted once and then copied the quote and pasted it in a second time. Then edited the second one.
I'm actually surprised that this forum doesn't put it all in one post by itself when posts are made by the same person to quickly together.
When it come to GnomeKnight I'm curious his (or hers?) country and age. Not because I call you a kid GnomeKnight but because it would help understand the way you write. ^^
Yeah, I've been on Super Mario World Central once and it automatically does that. On here, I think it's so you can easily 'bump' your mod threads so people can notice them easier. And I wouldn't be surprised if he's just 9 or so.
Click on this spoiler to see mods and ideas that I support!
Thanks a lot for your work, it really is great.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
This was discussed a bit back on pages 6-7 of this thread. Short answer: Forge's biome handling was pretty broken a few versions ago (and may or may not still be - some of Forge's biome issues actually have been fixed since then), so Highlands has its own implementation of biome handling that (currently) only supports biomes (during world generation) from other mods that are explicitly coded for - and Thaumcraft's biomes are not explicitly coded for (yet). Maybe in a future version, but not now, not as of Highlands 2.2.2.
Post-world-generation, Thaumcraft's biomes are still available in a sense. Eerie biomes can generate, and if you can find a silverwood tree, you can make your own Magical Forest. However, no Mana Beans for you.
EDIT/postscript: As of Thaumcraft 4.2, Salis Mundus is made from Balanced Shards, instead of from Mana Beans. So the unavailability of Mana Beans just means you're missing out on the "convenience" of breeding your own aspect sources, instead of completely crippling the mid-to-end-game content of Thaumcraft, like it used to for 4.1.x. Tiny steps.
And no Taint.
Ok maybe wait for an Update.
Thanks for this Information
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean Deep Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
[12:53:56] [Server thread/INFO]: placing ocean Ocean
[12:53:56] [Server thread/INFO]: placing ocean sub-biome Ocean
Server chash with Caused by: java.lang.OutOfMemoryError: PermGen space
---- Minecraft Crash Report ----
// You're mean.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
"generate vanilla biomes true/false?" {
B:"Desert Generate"=false
B:"Extreme Hills Generate"=false
B:"Forest Generate"=false
B:"Ice Plains Generate"=false
B:"Jungle Generate"=false
B:"Plains Generate"=false
B:"Swampland Generate"=false
B:"Taiga Generate"=false
}