• 0

    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Well, I don't wanna be picky but would it be possible to make that a bit configurable? Like choosing a level and choosing wheter this level is uniform or grandiented? Because I moved through the first dungeon and got only 1 or 2 silverfish, and in the second one there was a room with 4 or 5 zombie spawners but none of them worked! I wanted to add it to my server as an extra challenge for daredevils, and so far the only real danger is the lava! Aside from that they look amazing!!!!

    Posted in: Maps
  • 0

    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I have made a dungeon adventure map to add to my small server, and thus far I got it to work pretty well, except for 1 major thing: Mobs spawning. Which kind of breaks the adventure a lot.


    How I got it to work: I decided against creating all kinds of portals with the portal locations given by the console, and uploaded the map in two parts, world_dungeon with level.dat and region, and world_dungeon_nether with level.dat and dim-1. By naming the nether counterpart of the map exactly the same with _nether behind it makes it so that MultiVerse NetherPortals links the two together automatically. Very handy.


    Now for the two things that I have found so far that 'kill' the mobs. First of all the map is made with the gamerule DoMobSpawn as false, and second of all most rooms that have spawners are so well lit up with glowstone that there isn't a single spot with a lightlevel low enough to spawn anything (tested with NEI spawn overlay).


    Maybe I am doing something wrong, so I hope this info helps you help me fix these issues, because with a lot of mobs a dungeon advenure will become a real dungeon adventure!

    Posted in: Maps
  • 0

    posted a message on EE3 Helper 2.3 - In-Game EMC Value Management & EMC Value Recalculation

    After hours and hours of testing I found that this mod is incompatible with the newer versions of EE3. As soon as both EE3 helper and EE3 512 or higher are both in the mods folder, regardless if there are other mods or not, minecraft will NOT load a single player map anymore. I also posted this issue on the EE3 github, because I don't know which mod needs to be fixed in order to make this work. I hope that either you can find it and fix it, because this mod is really very necessary if you use EE3 with mods that add stuff!

    Posted in: Minecraft Mods
  • 0

    posted a message on Plotme: How to set different limits in different plotworlds?

    Hello,


    I am searching for how to set plot limits in plot worlds. What I have found so far is that you have to give your users the "plotme.limit.#" permission, and as I am using pex that would be the simple solution. However, I have 2 different plot worlds, and I want each of them to have their own limits. Can anyone tell me how I can do that?

    Thanks a lot!!

    Posted in: Server Support and Administration
  • 0

    posted a message on What mod adds dimension 2?
    Quote from MauveCloud»

    Dimension IDs are very often configurable, so knowing the ID isn't enough. Search your configs for "dimension" until you find one that sets a dimension id to 2.



    Very good idea! Hadn't thought of that. It turned out to be the Spectre Dimension from Random Things Mod. Now I know what to google! Thank you very much for that tip!


    Edit: Some info about the Spectre Box, and how to get to it: Click!

    Posted in: Mods Discussion
  • 0

    posted a message on What mod adds dimension 2?

    I've got a big FTB like modpack that I personally put together, and in my save folder I noticed a map called Dim 2 (possibly -2). Does anyone know what kind of dimension this is, what mod it is added by and how to get to it? I can't find anything usefull about it with google, nor on the FTB wiki, so I hope someone here knows it! Thanks alot!

    Posted in: Mods Discussion
  • 0

    posted a message on Colourful Portals Mod - v.1.4.3

    It works! It was exactly what you thought it would be! Here is a picture with wool, woolen clay and clay next to each other, so you can see why woolen clay looks awesome as colorful portals!




    And here is a picture of my old clay portals and the new woolen clay portals in my teleportation chamber, which shows very well how much more it brings justice to the name 'colorful' portals! *Purple blocks are colored blocks from extra utilities!*



    Posted in: Minecraft Mods
  • 0

    posted a message on Colourful Portals Mod - v.1.4.3
    Quote from Tmtravlr»

    You can add materials using the block name. So for instance for the woolen clay, it would be something like chisel:woolen_clay (the same thing you use in the /give command).

    Ah, that is a very useful tip, to try it with the give command first! I am going to look up what works right away! Thank you for your super fast reply!
    Posted in: Minecraft Mods
  • 0

    posted a message on Colourful Portals Mod - v.1.4.3

    I saw in the config that you can add other block types which also have 16 colors. I would like to add woolen clay from chisel 2 (more durable then wool, brighter then clay), how would I have to write that down in the config? By block ID? I hope you can help me with this!


    I build my base in the Miners World Dimension, and I can't build normal portals there, so this mod is a very nice and colourfull way to make portals from each dimension to my base instead of having to travel in steps. I'm loving it!

    Posted in: Minecraft Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142

    I know that not all mod authors added in a list with EMC values for their mods' items, and that EE3 also calculates values from the values of its ingrediënts. So how then is it that some mod items that are made from strictly vanilla stuff have a value, and others don't? And how come I have like 5 mods that add copper, all recognised by the ore library as such, but still only one of them is recognised by the Tome? It looks a bit random and I'm trying to understand how this works and if there is anything I can do to fix this!


    Thanks a lot!

    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    Sorry for the late response. Busy lately, but the big difference is that EE3 is a major rebalanced of the original Equivalent Exchange. You have to study items to know how to replicate them. You need to make a transmutation tablet in world and use the book with your accumulated knowledge to have the items you wish to replicate available. The mod is still being heavily worked on, and if you look over something like the last 50 pages of the forum thread for it here, you'll see some teasers of things to come that a few of us have posted.

    Also, no Baubles are included, though I'd love some matter items to use as Baubles.

    Yeah I've been working with it for the last 2 days and it's absolutely amazing. I've been teaching it how to make every block I find that has an EMC value. It also works GREAT with Extra Utilities, which has 4 tiers of compacted dirt, and so far I've converted everything into the most compact dirt because I haven't got a house yet and it makes for very compact storage, LOL! Btw, it doesn't seem to recognise most mod blocks, even those that have completely vanilla receipes and should be easy to calculate. Weird stuffz. Anyway, back on topic here, as this is the bibliocraft topic!!
    Posted in: Minecraft Mods
  • 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)

    Update: Fixed the above issue by replacing Equivalent Exchange Reloaded with Equivalent Echange 3!

    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Equivalent Exchange 3 is the more balanced version being worked on by Pahimar: http://minecraft.curseforge.com/projects/ee3?gameCategorySlug=mc-mods&projectID=65509

    Yes it works. I replaced EER with EE3 and now it doesn't crash. Even with the bibliowoods. Just out of curiosity, whats the actual difference between EER and EE3? And does EE3 need baubles too to be able to use all items in it?
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    Yeah I'm sorry thats my bad. I posted this message in all 4 mods topics, and I forgot to check which of the 4 I was replying too. #megafail. My appologies! I changed my post as soon as I realised it! I will check out those two mods, thank you very much!

    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    BiblioWoods Forestry isn't needed, and shouldn't be run with Forestry 4 anyway, as the API has changed drastically with the update from 3 to 4. Also, I recommend changing EER to either Equivalent Exchange 3 or ProjectE. They're far more stable in my opinion

    Could you link me to those two mods? Because EER was the only EE I could find. By the way does that mean BiblioWoods wont work at all with Forestry 4? I didn't get a chance to test it yet because of this crash, but with any of the other starred mods left out at least my game didn't crash? I really love all these items, so I would much prefer to get the pack working with the BiblioWoods in it, if possible!


    Posted in: Minecraft Mods
  • To post a comment, please .