Happy to see an old favorite updated to a newer version like this!
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Aug 29, 2016BBoldt posted a message on Do It Yourself Decorative Blocks 1.12.2-7.0.0 (09/11/2017)Posted in: Minecraft Mods
I need a way to put block sets on the same block, using metadata. It seems like you have something like that working for colored wool. I don't want to use a billion block ids. Is there any way to do this currently?
Also I would like to avoid this (blocks of different types being out of order):
I would suggest giving us the option to define "block groups".
So instead of this:https://gist.github.com/bbd5864a9690ac4b6956572e8064efe3
I would have something like this: https://gist.github.com/68e589c779790c45ed06cac6a44758a2
Also, one last thing. If you were interested in adding mod compat, it would be *really* nice if I had the ability to register blocks as chisel groups.
I believe they have an API for that.
May 13, 2016BBoldt posted a message on Lingering Loot - increase item despawn timers, based on flexible settingsPosted in: Minecraft Mods
This is by far the best mod i've ever seen. This release marks a glorious day in the history of mankind. A day that people can mark entire mods of not being worthy to have their drops stay around. A day that people can allow for their things that they drop to not despawn. A day the world is finally united in peace. Thank you oh glorious capitalthree. May you never be forgotten. RIP
May 4, 2016Posted in: Minecraft Mods
Was this ever addressed? I don't think anyone has had the crash since it was initially reported.
Feb 27, 2016BBoldt posted a message on Maximum ID range exceeded - how to manually free IDs reserved by uninstalled mods?Posted in: Mods Discussion
It's not a new modpack, it's actually a somewhat old modpack. I'm very close to the 4096 block limit. I've added and removed mods one too many times. Even when removing mods to make the new mods work, old worlds still get rendered useless due to the "ghost ids" as I have been calling them. I've had people stuck using ancient versions of my pack because they can't update without corrupting their worlds entirely. Your mod solves this problem quite cleanly actually, I've been running a lot of tests.
an update without your mod:
an update with your mod:
Feb 26, 2016BBoldt posted a message on Maximum ID range exceeded - how to manually free IDs reserved by uninstalled mods?Posted in: Mods Discussion
This might sound like a dumb question, but can I distribute this as part of a modpack?
I'm so close to the ID limit that even updating all the mods overflows the block ID mapping.
I have players with older worlds, and a lot of ghost ids, they can't update even though some mods have been removed since their world has been created.
Feb 14, 2016BBoldt posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)Posted in: Minecraft Mods
MrCrayfish, can you update your mod on curseforge? I would like to include it in my pack, but can't because the version I need is 1.8.9 and it isn't there.
Jan 10, 2016BBoldt posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]Posted in: Minecraft Mods
Crash when trying to launch a tier 8 creative fueled rocket:
Jan 8, 2016BBoldt posted a message on Climate Control - change climate zones sizes, ocean sizes, and morePosted in: Minecraft Mods
Jan 7, 2016BBoldt posted a message on Climate Control - change climate zones sizes, ocean sizes, and morePosted in: Minecraft Mods
Hey Zeno410, I have a request.
I'm planning on adding Climate Control to my modpack, for use with RTG.
Problem is, I don't want to mess with the "default" and "biomesoplenty" worldtypes. Basically, I want climate control to do absolutely nothing outside of the RTG world type, barring config edits by server administrators or players. Is that possible?
Dec 25, 2015Posted in: Minecraft Mods
Any chance we could get some JEI support for the workbench recipes?
Dec 19, 2015BBoldt posted a message on Pokecube - Revival, adding >800 pokemon to minecraftPosted in: Minecraft Mods
Just curious, why are the resources for this mod not actually in the mod?
I've never seen that done before and it seems very strange to me.
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