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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    Just a question. Could this mod be used as a host only mod? I'm trying to make a server and this mod would help a lot (my friends are really bad with mods so I would be very happy if they didn't have to install it.).


    The closest thing to a "host-only mod" that is this involved, would be a plugin. No plugin architecture works with CC. Therefore, just like any other dimension mod, you have to have all clients install it with Forge. But there are ways of helping make the process easier, like launchers etc.
    Posted in: WIP Mods
  • 1

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Hallam_9K»

    Will it be possible to make an alternate version of this mod, but without the Middle-Earth Dimension, so there is just the blocks, items, mobs, weapons, armour etc. I need this because the mod uses a lot of memory and heats up my brothers cpu and gpu.


    You could just run a regular LotR game but not go into Middle Earth, but then you have to spawn in all other non-vanilla blocks/items/etc.

    To be honest, though, even if it didn't have Middle Earth, the mod would still use up a lot of memory because of everything else you want in it. Heating up a computer is a hardware issue and not due to any large mod or modpack.

    Middle Earth is no more a problem then the Nether or End is, or anything from other dimensional mods.
    Posted in: Minecraft Mods
  • 1

    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)
    Quote from il_Vassilon»

    When will be released the first alpha or beta of the mod?


    It isn't quite at alpha yet, but there have been two devbuilds in the last two days, and a lot of forward progress. If you absolutely must have the mod, it can be found on the Discord.
    Posted in: WIP Mods
  • 2

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    1.7.10, like anything else, cannot last forever.



    A couple of months ago I finished playing my beta 1.8.1 modpack. Forge had only started, and yet the files were still available and usable in 2017. Even it will last forever. Forge may stop updating or providing support for 1.7.10, but that is not a death sentence. They will keep the files available.

    Also, updating LotR so it could play on 1.12 or whatever would be nice, but the result is not "advancing further". Work would have to stop on new things while the broken things are repaired. And all of this so it could play on 1.12, whose overworld/nether/end would change by comparison, but if you were playing LotR immersively, the way it was designed to be played, you would never visit those, so why bother?

    And it could be argued that the journey of vanilla MC from 1.7.10 to 1.12 is not "advancing further" either, more of a sidestep with inferior "improvements". That's not an argument I can necessarily support however; just letting you know.

    And wait until you see what LotR does with enchanting in the next version!

    Posted in: Minecraft Mods
  • 2

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3

    Really sucks that this mod is practically dead, as it is currently stuck on a version considered entirely obsolete by the forge devs.


    That is deliberately inflammatory. Lord of the Rings is a regularly-updated mod, and in fact has proceeded faster and better than Minecraft vanilla has. LotR's content is superior in almost every way to MC vanilla content, and in many ways to the content of most other mods in later MC versions.

    It is only capable of this because Mevans chooses to add new content rather than waste time updating old content for later versions. Middle Earth is meant to be a separate thing than the MC overworld, therefore playing it in 1.7.10 or 1.10.2 or whatever makes no difference at all.

    Now, go ahead and enjoy your later version modpacks where everything is a mulligan stew stirred around into unrecognizable glop with no real continuity or style. But I'm pulling for something that at least maintains an even consistency. And it doesn't kowtow to Microsoft's update mania or hidden agenda of console pushing.
    Posted in: Minecraft Mods
  • 1

    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)
    Quote from MattTCreeper»

    First, I downloaded the zip and opened the file menu, I extracted everything when I clicked on the batch file, and I clicked it again. But it keeps displaying the command prompt and I can't type anything. And I'm using windows 10.


    Completely different than how I do it. I have Git installed on E: because with Windows 10 it won't let me give full permissions on C:. The steps I take are as follows:

    1. Go to E:/Git
    2. Delete old CubicChunks folder
    3. Run git-cmd.exe and type/paste the next four lines:

    4. git clone --recursive https://github.com/Barteks2x/CubicChunks.git

    5. cd cubicchunks

    6. gradlew setupDevWorkspace

    7. gradlew build


    It never works for me when I download the zip or if I leave the old CC folder from the previous build. Also, step 6 is necessary because of some bug in ForgeGradle. I'm sure there's a more efficient way, but meh.

    Posted in: WIP Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    My condolences for lack of time destroying what was arguably once the second-greatest mod (behind Aether) and what was arguably the greatest magic mod. I'm sorry that you decided there should not be a mod team to help fulfill your vision, or semi-opening the source code, but it is your right to do things your way, even when things fall by the wayside. I bid you farewell until your return.

    Posted in: Minecraft Mods
  • 1

    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    Haven't had a chance to compile the latest build, but I can wait for the alpha.

    On the compatible mod front:
    •Xaero's Minimap is better than Journeymap since it doesn't use a world map. The waypoints work perfectly as well.
    •Quantum Storage stopped working after 4.1.3, but a Japanese mod named Infinity Chest can be substituted and only adds 1 item.
    •Mr. Crayfish's Furniture Mod seems to work all right. I didn't test Decocraft but it should work just as well.
    •At present I'm doing without Extra Utilities, and using Buildcraft for pipes, and Compressed Blocks. Buildcraft's quarry has been disabled for safety, but it could be re-enabled if one is careful to stop it before it goes too low. (F3 when looking at it gives the drill's Y info.)

    •Openblocks Elevator Mod's new version doesn't fix it for CC; out it goes.

    Posted in: WIP Mods
  • 1

    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    In version (0.0.530.0), only oak trees are generated (even in birch forests). However, at vanilla heights all tree growth from saplings works, and at CC heights, only oak, spruce and jungle trees do.

    Posted in: WIP Mods
  • 1

    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)
    Quote from Barteks2x»

    Can you report compatibiliy issues on github so I can easily deal with them?
    I don't see any specific reason why buildcraft quarry would crash when hitting y=0 (if new versions crash at all). It should just continue working.

    Other mods should be the last things to blame if things break. As a general rule, first blame cubic chunks until I say otherwise, or it's obvious that there is internal height check in the mod.

    As for logos - I think I will use the fourth one. At least for now. Definitely better than anything I could possibly make.

    Anyway, back to working on that alpha version.

    It is entirely possible that the Buildcraft quarry had stopped working because of Labyrinth somehow (which is being removed from my modpack because of hostile mob gen). I still have a lot of testing to do and don't intend to post about it on Github until I am absolutely sure what the problem is or that it still is one.

    If you don't want me to blame other mods, I won't. But I've not been treating these as compatibility "issues" so much as just reports on how they are doing. Since you insist, I'll switch to Github and just report about them there.

    Glad to talk about the logos elsewhere too if you wish, perhaps PMs.
    Posted in: WIP Mods
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