The Meaning of Life, the Universe, and Everything.
Join Date:
9/21/2013
Posts:
60
Member Details
Im using the newest version, but im using other mods as well. The other mods are mapwriter, damage indicators, and morph. I also put it in the mods folder. ps will the 1.7.2 version allow all feutures to be accesed when the mod is in the mods folder?
Im using the newest version, but im using other mods as well. The other mods are mapwriter, damage indicators, and morph. I also put it in the mods folder. ps will the 1.7.2 version allow all feutures to be accesed when the mod is in the mods folder?
Any of the current versions are required to be installed in the .jar :/ HOWEVER, this is not the case in the newest update that I am working on! The next update (which I will release for 1.6.4 since Forge is going to take a VERY long time to update) will allow you to just install it into the mods folder AND will have multiplayer compatibility!
Any of the current versions are required to be installed in the .jar :/ HOWEVER, this is not the case in the newest update that I am working on! The next update (which I will release for 1.6.4 since Forge is going to take a VERY long time to update) will allow you to just install it into the mods folder AND will have multiplayer compatibility!
And guess what? IT'S HERE! Yes version 0.7 of the Rediscovered Mod is out today for your devouring! Nothing particularly new was added, but...
-Made it so that the mod does not edit any base files. A.K.A. YOU CAN NOW INSTALL INTO THE MODS FOLDER
-Added MULTIPLAYER COMPATIBILITY
And a few other changes that are minor. Check the changelog if you want to know about them. So yea! I finally got the two most requested features done Now go and have fun! No more need for Magic launcher or tutorials, it's just a simple drag and drop into the mods folder.
That's pretty good... It might take a while to implement though
this is a VERY good point! Where the hell are our cherry blossom trees, Jeb? Oh well, now they are ripe for the modding
Any of the current versions are required to be installed in the .jar :/ HOWEVER, this is not the case in the newest update that I am working on! The next update (which I will release for 1.6.4 since Forge is going to take a VERY long time to update) will allow you to just install it into the mods folder AND will have multiplayer compatibility!
perhaps you can make them like this: they generate in the sky dimension they have pink leaves they have there own logs/planks/slabs/stairs/sapling thats all i can think of
Will the Vertical redstone gears ever be fixed or are the perma-broken? (I know they can be placed for aesthetics but they're non-functional last update (not tried the latest one but I assume they're still broken...))
hi minecraft with this mod can't start and the crash report : java.lang.IllegalArgumentException: Slot 4089 is already occupied by RediscoveredMod.BlockRubyOre@7d91275b when adding RediscoveredMod.BlockDirtStep@44af07c4
How i can change the ID ??
There is a config file generated when you run the Rediscovered Mod for the first time but in your case specifically, I would suggest deleting the config that is already there so that the mod can generate a brand new one. If that still doesn't fix it then yea just manually change the ID
Will the Vertical redstone gears ever be fixed or are the perma-broken? (I know they can be placed for aesthetics but they're non-functional last update (not tried the latest one but I assume they're still broken...))
Fixing the gears is always on my priorities list, but actually figuring out how to fix them has been the real challenge. I will definitely fix them before I release the mod (A.K.A. Move it from the WIP Mods section on the forums to the Mods section)
when you move the mod from WIP to normal mods section will you still add new stuff to it? after all aslong as theres mc updates theres bound to be stuff for rediscoverd
when you move the mod from WIP to normal mods section will you still add new stuff to it? after all aslong as theres mc updates theres bound to be stuff for rediscoverd
Oh absolutely. I agree that there is still a LOT of stuff i haven't added. Putting it in the mods section is just kind of a goal of mine and it should help boost the popularity of the mod by a bit since most people look at the 'Mods' section rather than the WIP mods section
And guess what? IT'S HERE! Yes version 0.7 of the Rediscovered Mod is out today for your devouring! Nothing particularly new was added, but...
-Made it so that the mod does not edit any base files. A.K.A. YOU CAN NOW INSTALL INTO THE MODS FOLDER
-Added MULTIPLAYER COMPATIBILITY
And a few other changes that are minor. Check the changelog if you want to know about them. So yea! I finally got the two most requested features done Now go and have fun! No more need for Magic launcher or tutorials, it's just a simple drag and drop into the mods folder.
Great to hear! I will be doing some playing, testing, and tinkering shortly
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Hey guys! I'm currently working on the next update to the mod (getting it ready for 1.7 and whatnot). So far I have cherry trees and my own version of the rose for when it gets removed (They still spawn by themselves in the Sky Dimension since that is how the dimension generation works). Beyond that I have some balancing that has been going on. Right now ruby ore spawns a lot less commonly BUT in exchange pigmen trade for some REALLY nice stuff. Also arrows shot with the quiver are no longer critical so that it isn't too overpowered. All of this is necessary to keep the mod from being too unbalanced so I hope you'll understand
Go to %APPDATA%/Roaming/.minecraft/config, open rediscovered.txt, find the name of the block/item you want to change the ID for, change the number next to it, make sure the number doesn't conflict with any other blocks or items.
First of all your mod is the best. I would to make a few suggestions :
- making the lastest version playable in 1.6.2 since many other mods can do that (wanna play with littlemaid too )
- cherry tree like already describe would be quite nice
- Add the "Human" mob who would wander around the world or creating something like a miner(pickaxe with some ores drops)
- Add the camera with another screenshot button to take screen from it
thx already for this awesome mods
I don't really have the time to go back and re-update a previous version of the mod... Sorry :/ But cherry trees are on their way and I have been considering the human mob for a while now so that should be coming soon as well
this mod is awesome and even this newest WIP version still works great for 1.6.4. there as, however, one bug I found. there is this weird dragon that keeps spawning in the overworld. it makes terrible lag and for some reason I cannot kill it. what do I do?
I love this mod! I think the old, glitchy, Far Lands should be added as part of the world generation after 12,550,820 meters.Obviously, the errors that crash the game would be fixed, but I think things like lighting, fire, and weird map updates would be really interesting.
Herobrine is in the banner? but other than that epic mod inspires me alot
Please tell me herobrine might make it into the mod. Also it would be neat to have spawners available in creative, if not craftable. I believe these both qualify in "unimplemented". By the way, what is that orangey stickfigure thing in the banner?Oh nevermind it is a placeable camera with the 4-legged variant of a tripod (quadpod?) If i am not mistaken
Please tell me herobrine might make it into the mod. Also it would be neat to have spawners available in creative, if not craftable. I believe these both qualify in "unimplemented". By the way, what is that orangey stickfigure thing in the banner?8
Oh nevermind it is a placeable camera with the 4-legged variant of a tripod (quadpod?) If i am not mistaken
By spawner i meant spawner blocks, such as the ones in dungeons and mineshafts
I love this mod! tough i really miss the old feature where you pressed G and you had the possibility to spawn a Steve, who looks a bit... let's be honest, Retarded. I'm just wondering if you are planning to put it in the mod or not?
I wish you could, i really miss it. Many thanks~
That'd be an...interesting idea. I suppose if he didn't interact with anything and did not drop anything, including xp?
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
this is a VERY good point! Where the hell are our cherry blossom trees, Jeb? Oh well, now they are ripe for the modding
Any of the current versions are required to be installed in the .jar :/ HOWEVER, this is not the case in the newest update that I am working on! The next update (which I will release for 1.6.4 since Forge is going to take a VERY long time to update) will allow you to just install it into the mods folder AND will have multiplayer compatibility!
-Made it so that the mod does not edit any base files. A.K.A. YOU CAN NOW INSTALL INTO THE MODS FOLDER
-Added MULTIPLAYER COMPATIBILITY
And a few other changes that are minor. Check the changelog if you want to know about them. So yea! I finally got the two most requested features done Now go and have fun! No more need for Magic launcher or tutorials, it's just a simple drag and drop into the mods folder.
Great to hear! I will be doing some playing, testing, and tinkering shortly
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Go to %APPDATA%/Roaming/.minecraft/config, open rediscovered.txt, find the name of the block/item you want to change the ID for, change the number next to it, make sure the number doesn't conflict with any other blocks or items.
Awesome!
I don't really have the time to go back and re-update a previous version of the mod... Sorry :/ But cherry trees are on their way and I have been considering the human mob for a while now so that should be coming soon as well
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
Please tell me herobrine might make it into the mod. Also it would be neat to have spawners available in creative, if not craftable. I believe these both qualify in "unimplemented". By the way, what is that orangey stickfigure thing in the banner?Oh nevermind it is a placeable camera with the 4-legged variant of a tripod (quadpod?) If i am not mistaken
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
Go into the mod's configuration file (Roaming.mincraft.config) , find the entities you want to remove, then set the spawn rate to 0.
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
By spawner i meant spawner blocks, such as the ones in dungeons and mineshafts
EMBRACE the mods.
I SUPPORT THE ZETHER MOD
Banners n stuff:
ITS GOLD NOT BUTTER!!!!
That'd be an...interesting idea. I suppose if he didn't interact with anything and did not drop anything, including xp?
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/