This mod really has a cool Fallout feel, like it a lot. Love the atmosphere, though, would you be able to have a shader of some sort to alter the lighting to make it look dusty and hazy?
So im using this mod alongside enviromine for the thirst features. however this is less of a challenge and more of a nuisance. considering when you find a source you have infinite water from it. but when using the finite water mod it becomes almost impossible, most sources only being good for a few drinks, and then poof, gone. so my question is there a combination of mods that can be used that makes it so water is scarce in the beginning, but possibly later on make something to get water as a more plentiful resource. possibly turning toxic waste into water with a machine?
So im using this mod alongside enviromine for the thirst features. however this is less of a challenge and more of a nuisance. considering when you find a source you have infinite water from it. but when using the finite water mod it becomes almost impossible, most sources only being good for a few drinks, and then poof, gone. so my question is there a combination of mods that can be used that makes it so water is scarce in the beginning, but possibly later on make something to get water as a more plentiful resource. possibly turning toxic waste into water with a machine?
If you don't mind some technically op tech in your world, MineFactoryReloaded adds pools of sludge and other nasty wastes.
but while looking around i found a combination of mods that work. so the radioactive biome with the pools of toxic waste are now large lakes of it. then you can pump it out and put it through a buildcraft refinery to get water, the refinery recipe has changed to need some scrap bits only found in the city.
its only going to take a few more hours of config work...
but while looking around i found a combination of mods that work. so the radioactive biome with the pools of toxic waste are now large lakes of it. then you can pump it out and put it through a buildcraft refinery to get water, the refinery recipe has changed to need some scrap bits only found in the city.
its only going to take a few more hours of config work...
You could always use minetweaker and it's addon modtweaker to add custom recipes. You could set it up so that cactus in the magma crucible outputs water. To get the cactus you can add it as chest loot or if you really want to add a small bit of grinding to it add in agricraft and use it's base mutation mechanics to get cactus seeds.
you know the magma crucible is something from minefactory reloaded, which i just said in the post you quoted i wanted nothing to do with, further more you just described a processes numerous times more difficult to add in, and with little more advantage then a infinite source.
So I started tinkering around with this mod to set up a private server at my house to play with a few friends, and the world generation looks fantastic however when i try to use it in conjunction with the Resonant Rise 3 pack no cities spawn, the minor villages do but even dialing up the cities size in the config to max and only putting a min of 1 chunk between them still havent seen a single one. Any ideas?
Is there a way to add more complicated items to the loot configs? I wanted to set up a challenge map for myself and wanted to use Advanced Genetics as a more interesting alternative for getting access to passive mobs than just setting the configs to allow them to spawn in the wasteland biomes or tossing spawn eggs into the chests, but the data for what type of mob DNA the item holds is stored as NBT format rather than "damage" like the other items I've added to the loot so far.
Sorry, can't with this mod. Plus the owner of the mod hasnt logged on since April. Add on, I think, CustomChestLoot or TooMuchLoot with this mod for more loot options
So far this mod is perfect for what I need. Everything's working (regardless of Botania's need to spread flowers everywhere), except for those pesky thaumcraft mounds. It's great that there's a built-in weedkiller in the config, but when I try to set the force disable grass generation to true, the game crashes. I threw in the crash log down below. Am I doing something wrong?
---- Minecraft Crash Report ----
// There are four lights!
Time: 7/19/15 2:26 AM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: 14311
at net.minecraft.world.chunk.NibbleArray.func_76581_a(SourceFile:41)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76654_b(SourceFile:79)
at dk.mrspring.wasteland.PostModWorldGenerator.checkReplaceBlocks(PostModWorldGenerator.java:95)
at dk.mrspring.wasteland.PostModWorldGenerator.generate(PostModWorldGenerator.java:49)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:112)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So far this mod is perfect for what I need. Everything's working (regardless of Botania's need to spread flowers everywhere), except for those pesky thaumcraft mounds. It's great that there's a built-in weedkiller in the config, but when I try to set the force disable grass generation to true, the game crashes. I threw in the crash log down below. Am I doing something wrong?
---- Minecraft Crash Report ----
// There are four lights!
Time: 7/19/15 2:26 AM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: 14311
at net.minecraft.world.chunk.NibbleArray.func_76581_a(SourceFile:41)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76654_b(SourceFile:79)
at dk.mrspring.wasteland.PostModWorldGenerator.checkReplaceBlocks(PostModWorldGenerator.java:95)
at dk.mrspring.wasteland.PostModWorldGenerator.generate(PostModWorldGenerator.java:49)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:112)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I'm just gonna take a guess and say its just mods conflicting. Take out all mods except what is needed for wasteland and test that config again. If no crash, its conflicting mods. Check other mods for grass gen config. The original modder hasn't logged on in months
If all else fails, Thaumcraft has a config option to disable it's structures. Unfortunately haven't actually gotten far enough with it to know if any of it's structures are required for any progression though.
Most all structures have some use. taint and its by products are used for some taint preventing things. totems are a reliable source of vis, with some risk. but the eldrich totems are the most important. being needed for all high tiered items.
I quite like this mod, but there's a few thing I'd like to change for my own personal use. I was playing around with the config file and I'm trying to add the Mesa biome, the desert biome and the plains biome so animals show up. Would there be anyway to do this? Also would there be a way that I could change it so some non destroyed villages show up? Thank you in advance
This mod really has a cool Fallout feel, like it a lot. Love the atmosphere, though, would you be able to have a shader of some sort to alter the lighting to make it look dusty and hazy?
Great mod! /10
(9/10)
So im using this mod alongside enviromine for the thirst features. however this is less of a challenge and more of a nuisance. considering when you find a source you have infinite water from it. but when using the finite water mod it becomes almost impossible, most sources only being good for a few drinks, and then poof, gone. so my question is there a combination of mods that can be used that makes it so water is scarce in the beginning, but possibly later on make something to get water as a more plentiful resource. possibly turning toxic waste into water with a machine?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
If you don't mind some technically op tech in your world, MineFactoryReloaded adds pools of sludge and other nasty wastes.
Ya, that is something i mind...
but while looking around i found a combination of mods that work. so the radioactive biome with the pools of toxic waste are now large lakes of it. then you can pump it out and put it through a buildcraft refinery to get water, the refinery recipe has changed to need some scrap bits only found in the city.
its only going to take a few more hours of config work...
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
You could always use minetweaker and it's addon modtweaker to add custom recipes. You could set it up so that cactus in the magma crucible outputs water. To get the cactus you can add it as chest loot or if you really want to add a small bit of grinding to it add in agricraft and use it's base mutation mechanics to get cactus seeds.
you know the magma crucible is something from minefactory reloaded, which i just said in the post you quoted i wanted nothing to do with, further more you just described a processes numerous times more difficult to add in, and with little more advantage then a infinite source.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
plz don't remove infinite water because water is already hard enough to get or atleast add a config to disable infinite water and enable it
..?
we were descusing a separate mod?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
So I started tinkering around with this mod to set up a private server at my house to play with a few friends, and the world generation looks fantastic however when i try to use it in conjunction with the Resonant Rise 3 pack no cities spawn, the minor villages do but even dialing up the cities size in the config to max and only putting a min of 1 chunk between them still havent seen a single one. Any ideas?
the large cities only spawn in a "city" biome. its quite rare, not quite mushroom island rare, but more messa rare
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Any way to tweak the rarity settings on it?
No, however in a modpack im working on the wasteland is a more suburban area, but the citys are more of a dense metropolitan area.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Is there a way to add more complicated items to the loot configs? I wanted to set up a challenge map for myself and wanted to use Advanced Genetics as a more interesting alternative for getting access to passive mobs than just setting the configs to allow them to spawn in the wasteland biomes or tossing spawn eggs into the chests, but the data for what type of mob DNA the item holds is stored as NBT format rather than "damage" like the other items I've added to the loot so far.
Sorry, can't with this mod. Plus the owner of the mod hasnt logged on since April. Add on, I think, CustomChestLoot or TooMuchLoot with this mod for more loot options
So far this mod is perfect for what I need. Everything's working (regardless of Botania's need to spread flowers everywhere), except for those pesky thaumcraft mounds. It's great that there's a built-in weedkiller in the config, but when I try to set the force disable grass generation to true, the game crashes. I threw in the crash log down below. Am I doing something wrong?
---- Minecraft Crash Report ----
// There are four lights!
Time: 7/19/15 2:26 AM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: 14311
at net.minecraft.world.chunk.NibbleArray.func_76581_a(SourceFile:41)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76654_b(SourceFile:79)
at dk.mrspring.wasteland.PostModWorldGenerator.checkReplaceBlocks(PostModWorldGenerator.java:95)
at dk.mrspring.wasteland.PostModWorldGenerator.generate(PostModWorldGenerator.java:49)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:112)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:78)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 242363240 bytes (231 MB) / 1019740160 bytes (972 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 92
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 48 mods loaded, 48 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHIJAA appliedenergistics2-core{rv2-stable-10} [AppliedEnergistics2 Core] (minecraft.jar)
UCHIJAA CodeChickenCore{1.0.7.46} [CodeChicken Core] (minecraft.jar)
UCHIJAA DCModLoader{1.0} [DCModuleLoader] (minecraft.jar)
UCHIJAA NotEnoughItems{1.0.5.111} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.111-universal.jar)
UCHIJAA ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
UCHIJAA appliedenergistics2{rv2-stable-10} [Applied Energistics 2] (appliedenergistics2-rv2-stable-10.jar)
UCHIJAA Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar)
UCHIJAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAA blocklings{3.0.3} [Blocklings] (Blocklings-3.0.3-1.7.10.jar)
UCHIJAA Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar)
UCHIJAA Botania{r1.7-203} [Botania] (Botania r1.7-203.jar)
UCHIJAA ForgeMultipart{1.1.2.331} [Forge Multipart] (ForgeMultipart-1.7.10-1.1.2.331-universal.jar)
UCHIJAA chisel{2.4.1.40} [Chisel 2] (Chisel2-2.4.1.40.jar)
UCHIJAA ctmlib{1.0.1.5} [CTMLib] (Chisel2-2.4.1.40.jar)
UCHIJAA ImmibisCore{59.1.1} [Immibis Core] (immibis-core-59.1.1.jar)
UCHIJAA DimensionalAnchors{59.0.3} [Dimensional Anchors] (dimensional-anchor-59.0.3.jar)
UCHIJAA DiseaseCraft{2.0} [DiseaseCraft] (DiseaseCraft-1.7.10-2.1.jar)
UCHIJAA EnderStorage{1.4.7.36} [EnderStorage] (EnderStorage-1.7.10-1.4.7.36-universal.jar)
UCHIJAA exnihilo{1.38-44} [Ex Nihilo] (Ex-Nihilo-1.38-44.jar)
UCHIJAA MetallurgyCore{4.0.4} [Metallurgy Core] (MetallurgyCore-1.7.10-4.0.4.18.jar)
UCHIJAA Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCHIJAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJAA TConstruct{1.7.10-1.8.5.build957} [Tinkers' Construct] (TConstruct-1.7.10-1.8.5.jar)
UCHIJAA Metallurgy{4.0.6} [Metallurgy 4] (Metallurgy-1.7.10-4.0.6.80.jar)
UCHIJAA harvestcraft{1.7.10i} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10i.jar)
UCHIJAA ExtraTiC{1.4.5} [ExtraTiC] (ExtraTiC-1.7.10-1.4.5.jar)
UCHIJAA ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar)
UCHIJAA ForbiddenMagic{1.7.10-0.57} [Forbidden Magic] (Forbidden Magic-1.7.10-0.57.jar)
UCHIJAA McMultipart{1.1.2.331} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.1.2.331-universal.jar)
UCHIJAA fossil{1.7.10 Build 7.2.1} [Fossils and Archeology Revival] (Fossils_Archeology_Revival-1.7.10_Build-7.2.1.jar)
UCHIJAA malisiscore{1.7.10-0.12.5} [MalisisCore] (malisiscore-1.7.10-0.12.5.jar)
UCHIJAA malisisdoors{1.7.10-1.9.3} [Malisis' Doors] (malisisdoors-1.7.10-1.9.3.jar)
UCHIJAA radixcore{1.3.4} [RadixCore] (RadixCore-1.7.10-1.3.4-universal.jar)
UCHIJAA mca{4.1.5} [Minecraft Comes Alive] (MCA-1.7.10-4.1.5-universal.jar)
UCHIJAA Mekanism{8.1.5} [Mekanism] (Mekanism-1.7.10-8.1.5.246.jar)
UCHIJAA MekanismGenerators{8.1.5} [MekanismGenerators] (MekanismGenerators-1.7.10-8.1.5.246.jar)
UCHIJAA MekanismTools{8.1.5} [MekanismTools] (MekanismTools-1.7.10-8.1.5.246.jar)
UCHIJAA cfm{3.4.7} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.7(1.7.10) (1).jar)
UCHIJAA clayspawn{1.7.10a} [Pam's Clay Spawn] (Pam's Clay Spawn 1.7.10a.jar)
UCHIJAA getalltheseeds{1.7.10a} [Pam's Get all the Seeds!] (Pam's Get all the Seeds 1.7.10a.jar)
UCHIJAA harvestthenether{1.7.10} [Pam's Harvest the Nether] (Pam's Harvest the Nether 1.7.10a.jar)
UCHIJAA ProjectE{1.7.10-PE1.7.3} [ProjectE] (ProjectE-1.7.10-PE1.7.3.jar)
UCHIJAA TMechworks{0.2.14.100} [Tinkers' Mechworks] (TMechworks-1.7.10-0.2.14.100.jar)
UCHIJAA WLM{1.4.3} [The Wasteland Mod] (Wasteland mod-1.4.4.jar)
UCHIJAA ForgeMicroblock{1.1.2.331} [Forge Microblocks] (ForgeMultipart-1.7.10-1.1.2.331-universal.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
AE2 Version: stable rv2-stable-10 for Forge 10.13.2.1291
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:OFF, BC:OFF, RF:OFF, RFItem:OFF, MFR:OFF, DSU:ON, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, Mekanism:ON, ImmibisMicroblocks:OFF, BetterStorage:OFF
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I'm just gonna take a guess and say its just mods conflicting. Take out all mods except what is needed for wasteland and test that config again. If no crash, its conflicting mods. Check other mods for grass gen config. The original modder hasn't logged on in months
If all else fails, Thaumcraft has a config option to disable it's structures. Unfortunately haven't actually gotten far enough with it to know if any of it's structures are required for any progression though.
Most all structures have some use. taint and its by products are used for some taint preventing things. totems are a reliable source of vis, with some risk. but the eldrich totems are the most important. being needed for all high tiered items.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
I quite like this mod, but there's a few thing I'd like to change for my own personal use. I was playing around with the config file and I'm trying to add the Mesa biome, the desert biome and the plains biome so animals show up. Would there be anyway to do this? Also would there be a way that I could change it so some non destroyed villages show up? Thank you in advance
TRUE TO CAESAR