LotR Mod is an interesting newer mod that is in beta trying to add in various elements from Tolkein's world. In creative you can spawn in various building on the overworld, but if you do their villagers and mobs do not interact with the overworld. In normal operations you would use a portal to enter ME. In ME you can spawn vanilla vallagers or MCA but is pretty useless. He has about 12 new biomes created for ME.
I was curious when I was testing out the mobs, mainly for the blocks and possible dwarven village in the crater left by a certain creation quest. But while in the new Dimension, I tried to spawn in a millenaire village, since yhou can spawn ME building in overworld, but I recieved a message saying that village xyz was spawned x number of meters away. Only no village. I had to go back through the portal and found it on th surface of the overworld.
I'm using Misa's TRP that changes faces and Tinker's Construct that I think is adding in another villager. Misa's is not being a problem per se for this, however the new villager is showing up as a pink skin testificate. So, I was wondering how MCA handles testificates now. If I should disable the new village generation from Tinker's construct if there is a conflict.
This isn't so much as an error but a question about how moods work.
I married a guard who started out okay and Outgoing. I moved her into a big house outside of a 2nd and larger village. (a Hotel Particular, city house, in a millenaire village that is right to the 2nd village. However every morning she wakes up comatose. once I checked it as tired. Our son seems to be comatose alot too.
Now, I tested a few things, I gave her a few gifts or chatted with her and her hearts went down. So, I figure she was fatigued. Sometimes though she seemed be be in a great mood even if it said she was comatose and I could chat and gift and her hearts went up. That's how our daughter came about lol.
So, I was wondering if the mood listed in the gui is displaying properly.
Okay,
I finally updated to 1.6.2 and have been putting in some mods. Metallurgy 3 seems to be overridding some of your item textures... haven't checked blocks yet. The bow and arrow and chain armour is clearly Misa but most of the regular items have been overwriitten by metallurgy 3 and look horrible. I have no problem removing Metallurgy 3, however I wondered if you had any idea on putting your textures back in.
Edit: Finally found the line in Metallurgy Vanilla config. Turned texture override off.
Hello All,
I recently re-found this mod. While I've never used it, I should have. Only now I've run into a bizzare situation.
I downloaded the latest Forge and Optifine for !.5.2, clean install and cleared my config files. The problem I'm having is the ID's in CFM are being reassigned to numbers given to Flan's mod.
ex. cfm lists ID's 23000 - 23035 but the numbers are reassigned to 23256 -23291. While I had Flan's installed the cfm recipe for curtains produced Flan's triwing part. The only other real ID conflict I ever had was when Flan's and Jammy's didn't play nice with Pam's mods. But in that case I adjusted the ID's of Flan's and Jammy's with no issue.
So, I'm totally confused why cfm ID's are being overwritten when they don't have too. By default there are should be no issues.
Any ideas?
edit: After a few restarts and moving files back and forth everything works. But still somewhat confused. I changed the CFM ID #'s up by a 1000 each. however after doing an ID map dump.... The number were still adjusted.
ex. Before like 23000 was converted to 23256. Now 24000 gets readjusted to 24256. weird.
Hello,
I'm getting really annoyed that while I have an m203 grenade in my inventory hotbar. the M16A4 GL will not fire it. I've seen this asked but have yet to see an answer in search how you are to use it or if it doesn't work. or what hotkey and item it is supposed to be connected too.
I just subtracted 2000 from the Jammy's and Flan's mod numbers. I got some out of bound errors on numbers that high. Anyway, When I came to that point I had moved the other mod numbers. That error occured after the numbers were moved. In that case I had to delete the conf files for the harvest mod and let them regenerate.
Okay, I seem to have fixed the issue, maybe. I moved the Id numbers of both Flan's and Jammy's. then I was still getting the cherry tree error and several other items had errors during initialization. I went in this morning and deleted all the configs that dealt with Pam's harvest mod. And everything now works however I still don't know if there were any Initialization errors.
Slot 4072 is already occupied by mods.PamHarvestCraft.BlockPamRegrowCrop@8845e8e when adding mods.PamsHarvestCraft.trees.cherry.BlockPamCherry@2a5bc100.
If I change this will other blocks need changing? and change to what?
Okay, I've started a fun project. I'm using Twilight 2000 v2.2 as a base. I was looking at shoot delay.
ex. A IMI 10.92x33mm Desert Eagle SA has an 8 round clip with 24 rpm. that translates to a 50 tick shootDelay rt. Since 12hr day in minecraft is 10 min. What conversion to minecraft delay would seem to fit best?
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LotR Mod is an interesting newer mod that is in beta trying to add in various elements from Tolkein's world. In creative you can spawn in various building on the overworld, but if you do their villagers and mobs do not interact with the overworld. In normal operations you would use a portal to enter ME. In ME you can spawn vanilla vallagers or MCA but is pretty useless. He has about 12 new biomes created for ME.
I was curious when I was testing out the mobs, mainly for the blocks and possible dwarven village in the crater left by a certain creation quest. But while in the new Dimension, I tried to spawn in a millenaire village, since yhou can spawn ME building in overworld, but I recieved a message saying that village xyz was spawned x number of meters away. Only no village. I had to go back through the portal and found it on th surface of the overworld.
0
I'm using Misa's TRP that changes faces and Tinker's Construct that I think is adding in another villager. Misa's is not being a problem per se for this, however the new villager is showing up as a pink skin testificate. So, I was wondering how MCA handles testificates now. If I should disable the new village generation from Tinker's construct if there is a conflict.
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Millenaire villages spawned in the ME dimension spawn instead on the overworld. Haven't figured out yet how millenaire troops hold up against orcs.
Edit: LotR mobs ignore Millenaire and NPC villagers.
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TY
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This isn't so much as an error but a question about how moods work.
I married a guard who started out okay and Outgoing. I moved her into a big house outside of a 2nd and larger village. (a Hotel Particular, city house, in a millenaire village that is right to the 2nd village. However every morning she wakes up comatose. once I checked it as tired. Our son seems to be comatose alot too.
Now, I tested a few things, I gave her a few gifts or chatted with her and her hearts went down. So, I figure she was fatigued. Sometimes though she seemed be be in a great mood even if it said she was comatose and I could chat and gift and her hearts went up. That's how our daughter came about lol.
So, I was wondering if the mood listed in the gui is displaying properly.
0
I finally updated to 1.6.2 and have been putting in some mods. Metallurgy 3 seems to be overridding some of your item textures... haven't checked blocks yet. The bow and arrow and chain armour is clearly Misa but most of the regular items have been overwriitten by metallurgy 3 and look horrible. I have no problem removing Metallurgy 3, however I wondered if you had any idea on putting your textures back in.
Edit: Finally found the line in Metallurgy Vanilla config. Turned texture override off.
0
I recently re-found this mod. While I've never used it, I should have. Only now I've run into a bizzare situation.
I downloaded the latest Forge and Optifine for !.5.2, clean install and cleared my config files. The problem I'm having is the ID's in CFM are being reassigned to numbers given to Flan's mod.
ex. cfm lists ID's 23000 - 23035 but the numbers are reassigned to 23256 -23291. While I had Flan's installed the cfm recipe for curtains produced Flan's triwing part. The only other real ID conflict I ever had was when Flan's and Jammy's didn't play nice with Pam's mods. But in that case I adjusted the ID's of Flan's and Jammy's with no issue.
So, I'm totally confused why cfm ID's are being overwritten when they don't have too. By default there are should be no issues.
Any ideas?
edit: After a few restarts and moving files back and forth everything works. But still somewhat confused. I changed the CFM ID #'s up by a 1000 each. however after doing an ID map dump.... The number were still adjusted.
ex. Before like 23000 was converted to 23256. Now 24000 gets readjusted to 24256. weird.
0
0
I'm getting really annoyed that while I have an m203 grenade in my inventory hotbar. the M16A4 GL will not fire it. I've seen this asked but have yet to see an answer in search how you are to use it or if it doesn't work. or what hotkey and item it is supposed to be connected too.
Also what is bullet speed based on?
also "usgernade" should be "usgrenade".
0
I just subtracted 2000 from the Jammy's and Flan's mod numbers. I got some out of bound errors on numbers that high. Anyway, When I came to that point I had moved the other mod numbers. That error occured after the numbers were moved. In that case I had to delete the conf files for the harvest mod and let them regenerate.
0
0
Slot 4072 is already occupied by mods.PamHarvestCraft.BlockPamRegrowCrop@8845e8e when adding mods.PamsHarvestCraft.trees.cherry.BlockPamCherry@2a5bc100.
If I change this will other blocks need changing? and change to what?
0
ex. A IMI 10.92x33mm Desert Eagle SA has an 8 round clip with 24 rpm. that translates to a 50 tick shootDelay rt. Since 12hr day in minecraft is 10 min. What conversion to minecraft delay would seem to fit best?
0
0