Not abandoned. Just on hold. I have a lot of life stuff going on right now and I can't work on the mod nearly as much anymore. I'll update it to 1.9 eventually but don't expect many new features.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2015
Posts:
146
Minecraft:
Jesse4060
Member Details
Hey, if you do end up adding features such as the old running animation or changing the player hit sound to the old player hit sound, could you make those changes optional?
Like, for people that like the current run animation and player hit sound.
Hey, if you do end up adding features such as the old running animation or changing the player hit sound to the old player hit sound, could you make those changes optional?
Like, for people that like the current run animation and player hit sound.
I'm pretty sure resource packs can change the player hit sound, so IDK if this mod will touch it.
I'm having an issue with the amout of things spawning.
Firstly, I had to put Sky chickens spawn rate to zero, due to the fact that my server was being spammed with 'entity sky chicken' errors. I've never seen a sky chicken, so I presume its an id conflict which I haven't managed to track down, although I have tried some different settings to no avail.
Now, once I put Sky chickens to zero, my server stopped getting spam messages, but Red Dragons and Giant spawns went huge ..... Giants were everywhere and I ended up with over 6 dragons after me most of the time.
I ended up putting the spawn rate for Dragons down to zero and Giants to 1. Here's a screen shot of the amount of Giants whilst the spawn rate is 1 (in the direction I was looking - there were more Giants behind and to the sides of me). Dragons, even on spawn=0 appear in ones and twos.
My server is heavy with mods, as I'm trying to work out which ones I wish to use and which ones I don't, so its more a test server at the moment, but it works. Anyway, I have been up in your dimension for a while and was enjoying it immensly until things went haywire, I can't get anything done for fighting off Giants and Dragons.
Since there are unlikely to be log files that will help, heres a link to my current server. You can download it HERE. Its working on MC 1.7.10. The config file for your mod is currently set with giants on 1, dragons on zero and sky chickens on zero in the server. If you can't find an issue, I'll give a link to my current 'world' if you need it, please let me know .
Any help greatly appreciated, and thanks for a great mod - even though its over-populated with Giants and Dragons........
........ Forgot to mention, Thermal Foundations 'Blitz's tend to spawn all over the place in your dimension, adding an extra hazard, as their missiles knock you backward and over the edge if you aren't careful. I'd just lowered the light level that they can spawn on before uploading my server for you, but I haven't reloaded my server with the new setting so I've no idea if its had any effect. However, they aren't part of your mod, but I just thought I'd warn you ......... I actually enjoy the extra danger, since they can end up knocking you about when you least expect it.
If you want to reset this to default to see what its been like for me, the file '\minecraft\config\cofh\thermalfoundation\common.cfg' look for setting : I:Light.Level=4 under the 'Blitz' section and reset it to default of I:Light.Level=8 - for a real challange.
Quite honestly I don't really know what could be causing that. It seems like one of the other mods is changing the way that biomes add entity spawning. Correct me if I'm wrong but I don't see any biome mods in your modpack either so this is extra confusing. Depending on how often the Red Dragons are spawning on 0 I would suggest setting the Giants spawn rate to 0 also. Maybe by setting it to 0 is essentially setting the spawn rate to the default value.
Also, log files almost always have something useful in them. See if you can send me one when you enter the sky dimension on a brand new world.
Hey, if you do end up adding features such as the old running animation or changing the player hit sound to the old player hit sound, could you make those changes optional?
Like, for people that like the current run animation and player hit sound.
Ok so I know why the error spam is happening and that is a coding issue on my part, so I'll try to fix that. Unfortunately it is in no way linked to the spawning issue. The error spamming is a different problem altogether. Also unfortunately, even after looking at the logs there is still no indication that anything is wrong. I'm going to have to assume that one of the other mods you have installed is changing the way spawning works for mod-specific entities in some way (which I don't even know is possible but that's the only thing I can think of). For now I'd suggest keeping the spawn values on default so that at least it is somewhat playable. In the meantime I'll see about fixing the error spam
Wow I've never been asked these questions before. It feels like I'm a celebrity being interviewed
1. Really I just wanted to make my Minecraft experience better for myself without relying on other modders. I originally just wanted an updated Crying Obsidian mod because I thought the block looked pretty cool. So I looked up some Youtube tutorials and decided to go even farther with the "Unused features" idea, which led to me learning all about Java and programming in general. This is actually the reason that I am studying Software Engineering in college right now! Minecraft helped me decide my career path funnily enough.
2. Well the original post in this thread is dated July 14, 2014, but It was actually in a WIP stage for way longer in a different thread which is now locked. I think I posted the first ever version there around 2011/2012
...God has it been that long already. I'm so old.
3. Like I said in the first answer, I just wanted to make my own experience better. That evolved into me releasing the mod and updating it every once in a while for others to enjoy.
BONUS ANSWER!!! It was actually from the OldDays mod by Exalm. He had originally implemented the models by having the mod convert the original model files. He stopped development on the project and I asked him personally if I could use the files for the Rediscovered mod. He gave me the go-ahead and now they're in this mod! If you look in the special thanks section of the OP I credit him for it too.
ok got it also since not everything is in the mod i made my own little mod that adds things like dyed wood and plate armor so just thought you would like to know
In the .minecraft folder there's a config folder. The file you're after is in that
I have some suggestions: (yes, I am aware some of these are on the poll)
-Old running animation
--The ability to toggle this on or off
-Brick pyramids
-Old versions/textures for blocks (e.g.: Cobblestone, gravel, etc.)
-Human/Player mob (removed in beta 1.8, before then, it was only available through hacking or... playing old versions of classic)
-(naturally generating?) Indev houses (IDK, wood or moss stone... or both)
-Horse saddles
-Dyed wood
-Infinite lava/water source (creative only?)
-Pre-beta 1.8 biomes
-Plate armor
-Void fog
-Rename "Gear" to "Cog" (they were originally called gears, but were renamed to cogs later)
-Colliding clouds
Not abandoned. Just on hold. I have a lot of life stuff going on right now and I can't work on the mod nearly as much anymore. I'll update it to 1.9 eventually but don't expect many new features.
dude theres something wrong with customnpcs with this mod, when i turn a npc into rana, steve, etc, it shows the player, how do i fix this?
I think the beast boy, rana, etc. should be a little smaller to look nicer, more realistic and move more fluidly, great work on the mod though!
Could you add some features from the April fool's updates?
like the tech from the "Trendy Update" or stuff like that, idk, just an idea
No, he aren't going to add this beacause he said he don't add things from April Fools.
Oh, Ok
At least watches could be cool... It would be nice to know the time in-game.
MCreator is just for whiny people who can't get ForgeGradle set up properly.
Mabye the human mob should not be the one from classic but from beta they would attack you instead like a zombie
Are you going to make this mod working on 1.9 ?
Hey, if you do end up adding features such as the old running animation or changing the player hit sound to the old player hit sound, could you make those changes optional?
Like, for people that like the current run animation and player hit sound.
I'm pretty sure resource packs can change the player hit sound, so IDK if this mod will touch it.
Just thought I'd answer that bit.
Quite honestly I don't really know what could be causing that. It seems like one of the other mods is changing the way that biomes add entity spawning. Correct me if I'm wrong but I don't see any biome mods in your modpack either so this is extra confusing. Depending on how often the Red Dragons are spawning on 0 I would suggest setting the Giants spawn rate to 0 also. Maybe by setting it to 0 is essentially setting the spawn rate to the default value.
Also, log files almost always have something useful in them. See if you can send me one when you enter the sky dimension on a brand new world.
If I do add those then yes, they will be optional
Ah see now that's a bit more helpful. Can you tell me what exactly the Sky Chicken error is?
Ok so I know why the error spam is happening and that is a coding issue on my part, so I'll try to fix that. Unfortunately it is in no way linked to the spawning issue. The error spamming is a different problem altogether. Also unfortunately, even after looking at the logs there is still no indication that anything is wrong. I'm going to have to assume that one of the other mods you have installed is changing the way spawning works for mod-specific entities in some way (which I don't even know is possible but that's the only thing I can think of). For now I'd suggest keeping the spawn values on default so that at least it is somewhat playable. In the meantime I'll see about fixing the error spam
Wow I've never been asked these questions before. It feels like I'm a celebrity being interviewed
1. Really I just wanted to make my Minecraft experience better for myself without relying on other modders. I originally just wanted an updated Crying Obsidian mod because I thought the block looked pretty cool. So I looked up some Youtube tutorials and decided to go even farther with the "Unused features" idea, which led to me learning all about Java and programming in general. This is actually the reason that I am studying Software Engineering in college right now! Minecraft helped me decide my career path funnily enough.
2. Well the original post in this thread is dated July 14, 2014, but It was actually in a WIP stage for way longer in a different thread which is now locked. I think I posted the first ever version there around 2011/2012
...God has it been that long already. I'm so old.
3. Like I said in the first answer, I just wanted to make my own experience better. That evolved into me releasing the mod and updating it every once in a while for others to enjoy.
BONUS ANSWER!!! It was actually from the OldDays mod by Exalm. He had originally implemented the models by having the mod convert the original model files. He stopped development on the project and I asked him personally if I could use the files for the Rediscovered mod. He gave me the go-ahead and now they're in this mod! If you look in the special thanks section of the OP I credit him for it too.
Hi storemister in the last post you said you update the mod once in a while so i was wondering hows the progress on 1.9 going
Right now all of my attention is being out on my schoolwork since finals are coming up. I will work on updating the mod after that.
ok got it also since not everything is in the mod i made my own little mod that adds things like dyed wood and plate armor so just thought you would like to know