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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!
    Quote from michael__»

    Wow thanks! Great spotlight! Everything was pretty accurate, just a few things you didn't point out, like being able to add tanks using a liquipack workbench and the automatic mode on the pump that will decide if to pick up or place the liquids depending on what you clicked on. (If you click on a liquid it picks it up and if you click on a block it places). Nothing big, still a great spotlight, thanks again!

    As for the crash, I can look into it, but you should be able to find the log in the console if you use multimc, or in the crash reports folder. (in .minecraft or your instance folder).


    Glad you like it. I think I skipped over adding tanks through the liquipack workbench since it was sorta implied and not to important. I probably avoided the automatic function due the crash with it before recording, but hopefully viewers can infer what it would do.

    And I know where the crash log would be; I just forgot which one was the crash >.> The crash log I do have in my spotlight instance doesn’t mention liquipacks in it anywhere, so I am not sure if that is it or if I deleted it and that is a new one. If I have time I can try to crash it again and make sure I have the right log.

    Posted in: WIP Mods
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    posted a message on Liquipacks - Modular backpacks for fluids! - Never carry zillions of buckets with you again! - New textures!

    Hey, I finally got around to doing a mod spotlight for Liquipacks. Hopefully I did a good job at covering the mod and its features. If I missed anything, let me know and I will try to correct it.




    Also, while working on the spotlight I noticed an issue. It seems the Handpump likes to crash you when you first try to toggle the mode. When I first tried to use it (forgot if per world or per instance) and chance from automatic to the other options, my game would crash. But after reloading, it seemed to work fine. I believe I was using the most recent version for at least one of these tests and have not seen it happen since the first crash. Not sure if I have a crash log handy though, but I can try to find/make one if it would help.

    Posted in: WIP Mods
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    posted a message on Realistic Pain - Now Client Side!
    Quote from pauljoda»

    The things you are missing aren't implemented in the new client side version yet. I'm not sure there is a way for me to tell if you are hit by an explosion from the client. The problem with having it clientside is that the client does not keep up with the world. All it does is render. If there is an explosion, it doesn't really know about it it just gets a command from the server to render particles. The heartbeat was taken out as people said it wasn't working as intended. As for the zombies spawning, the server must have the mod installed and you must be killed by a zombie


    Thanks for the feedback. As soon as I have time to do some work on this mod I shall. Let me know if you find anything else


    Ah, that would explain it. I know of a couple mods that do a separate version for server and client; maybe you could try something like that? I really would like the dust effect back; I think it was my favorite. Also, I was using in my singleplayer world, so I'd think that would count as server for the zombie thing. Either way, not a feature I really like, or that matters since pack is meant for hardcore; but a config option to disable it would be nice...

    Posted in: Minecraft Mods
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    posted a message on Realistic Pain - Now Client Side!

    I've been testing the new version for 1.7 and found a few issues. The big one is that I am not getting the blast recoil dust particles. I also can't seem to trigger the hunger aura, although may be doing it wrong. The forum post also mentions about the aura and heartbeat at low health, which doesn’t occur either (didn't like that one though and no toggle, so don't mind).


    Aside from that, it seems to be working fine. The new blood splatter styles are really nice. Also, I know there is a config for giant spawn chance (on death I assume), but are the normal zombies spawning on death still a thing? I couldn't get it to visibly occur and there doesn’t seem to be a config option for it. Also, it would be nice to have a green aura for poison like wither is black (not sure if that is what hunger aura is supposed to be, but poison just shows red).

    Posted in: Minecraft Mods
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    posted a message on Description Tags

    I didn't realize this post went so long without comments, but I have a few things to mention.


    First, I made a Mod Spotlight for this mod. Aside from not doing much with the formatting (not very good with that myself), hopefully I did a good job at covering its features. Let me know if I got anything wrong or missed anything of note.


    The other thing is an issue of sorts my friend discovered. I use Description Tags in my mod pack, Untamed Chaos, and he reported that the Warrior Tag doesn’t work on any Lycanite's Mobs. I did also test this myself with a few mobs, passive and hostile, and only had the Butcher Tag track for both with the Warrior Tag remaining at 0. Not sure why the hostile Lycanite mobs aren’t counting as monsters, although they are rather unique so it doesn’t surprise me too much. Anyway, it isn't that big of a deal, but if you could look into the issue it would be appreciated.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    Hmm strange, that config is set correctly, hmm I'll have to do some tests. If you open up lycanitesmobs-general.cfg, there is a debug section where you can turn on mob spawning debug messages, these will heavily spam the console, but should give a run down of all the spawning checks that are done when mobs are spawning.


    Hmm I'm not sure why they'd drop sulfur, I don't think it's from Lycanites Mobs end though as I don;t have any code that could do that, especially with the item being from another mod.


    In arcticmobs-general.cfg there should be a section for controlling the generation of ooze pools where you can turn them off by setting their rate/chance to 0. I'll investigate why ooze is showing in the wrong biomes, they should generate underground in all biomes but only on the surface in cold biomes.


    Thanks for looking into it. I think I'll avoid using the debug for now since I am not very good with those things XD


    I figured the Sulfur thing wasn't on your end. I'm just not sure if it is intended or some form of bug. I can't find anything on Thermal's end about it in configs or such either.


    I know about the config for the chance, but I meant more a config for the biomes. Some mod biomes may list as snowy or cold but not be fitting of surface ooze so it would be nice to be able to at least blacklist other biomes.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Not sure if I mentioned this before, but I noticed that most, if not all, the Lycanite's Mobs seem to drop Sulfur from Thermal Expansion. I have no idea why this happens and I cannot find any config options relating to it. I kinda seems like a bug with Lycanites mobs, but I am not sure.


    Also, while exploring I noticed a lot of ooze pools around my world. It seems they were spawning on the surface in biomes they shouldn’t like desert and plains. Ironically, I am not seeing a single one in the massive mega taiga either. Think you could look into that? Possibly add some more config options for the world gen as well?

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I seem to encounter a small problem; Lycanites Mobs are spawning in dimensions they should not. While in the Twilight Forest I encounter Arisaur and a Maka Alpha. Here are how my configs are set for them:



    "group settings" {

    S:"Forest Mobs Spawn Biomes"=FOREST, -MOUNTAIN

    S:"Forest Mobs Spawn Dimensions"=0


    # If true, the 'Spawn Dimensions' list will act as a whitelist instead of a blacklist.

    B:"Forest Mobs Spawn Dimensions Whitelist Mode"=true

    }


    B:"Arisaur Spawns In Dark"=false

    B:"Arisaur Spawns In Light"=true


    S:"Arisaur Spawn Dimensions"=GROUP

    B:"Arisaur Spawn Dimensions Whitelist Mode"=true


    S:"Arisaur Spawn Types"=CREATURE


    The Maka is the same, only with the different biomes for Plains creatures. So far I've only seen it with those two, so I assume it may be only things with the Creature spawners, or it could be because it was day. Any idea why they are spawning there?

    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from KuroNeko87»

    How about if I want it to choose 2 from that list?


    Like this? https://gist.github.com/KuroNeko87/a954201b7abe0e9542ef


    I am actually not sure; the easiest way would probably be just to try it and see if you get 2 items. Using count 2 could work; if not you could just add the drop table twice. You could also put it under an all function if you wanted a lower chance (e.g. all function with count 0.01 to have a 1 in 100 chance of the drops).

    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from KuroNeko87»

    I have another question, I don't seem to grasp it from the example in the wiki, If i want a mob to drop a random item from a list, lets's say a random vanilla sapling, how would i go about it?


    I should be able to help with this. If you use a choose function, it will pick one and you can even add weights to the items like chest loot. Below is an example from my massive loot list, which I've been meaning to do a video on... Anyway, just put that in drops and it should work.





    {

    "_comment": "Drop Table",

    "function": "choose",

    "functions": [

    {

    "_comment": "Gold Apple",

    "weight": 5,

    "function": "add",

    "id": "minecraft:golden_apple",

    "damage": "0",

    "count": "1"

    },

    {

    "_comment": "Ender Pearls",

    "weight": 5,

    "function": "add",

    "id": "minecraft:ender_pearl",

    "count": "3"

    },

    {

    "_comment": "Saddle",

    "weight": 1,

    "function": "add",

    "id": "minecraft:saddle",

    "count": "1"

    },

    {

    "_comment": "Iron Horse Armor",

    "weight": 1,

    "function": "add",

    "id": "minecraft:iron_horse_armor",

    "count": "1"

    }

    ]

    }

    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    I think it is because you used the drop function in drops. I believe that is only used for adding drops through stats (for doing tricky stuff). Aside from that, the stats look correct; although I always seem to mess though up XD Anyway, try adding the drops like this:


    "drops": [

    {

    "function": "add",

    "id": "terrafirmacraft:Hide",

    "damage": 1,

    "count": 0.85

    },

    {

    "function": "add",

    "id": "emerald",

    "count": 0.01

    }

    ],

    Posted in: Minecraft Mods
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    posted a message on Untamed Chaos v1.6 (Curse and FTB Launchers)[Updated July 20th]

    The v1.1 update is out now. It comes with a lot of mod updates and many issue fixes. The FTB Launcher version should be updated within a few days.

    Posted in: Mod Packs
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    I already reported this to Thaumic Energistics, but it seems that the new Mekanism (v8.0.0.188) causes Thaumic Energistics (v0.8.9.0b-rv2) to crash. Both worked fine before the update and if I remove either of the mods mentioned above the game loads fine.


    Edit: Just found and tested Mekanism v8.0.0.526 and there is no more crash.


    Edit 2: Also the Flamethrower doesn’t seem to use up Hydrogen in either release.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics

    Well, I have no idea how this happened, but when I updated Mekanism to the new release (v8.0.0.188), Thaumic Energistics started crashing. If I remove either the new Mekanism update or Thaumic Energistics everything goes back to working fine. I thought I should bring it up here first since only Thaumic Energistics shows in the crash log that I can see.


    Edit: Just found and tested Mekanism v8.0.0.526 and there is no more crash. So ignore this post >.<

    Posted in: WIP Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Hey, I noticed the recent versions have been on mediafire and not curse. I wanted to ask if there is any reason why. The thing is, mediafire refuses to let me download anything over 1mb -.- So I would really like to download the new version so it can make the mod pack update I am working on, but at the moment I can't.

    Posted in: Minecraft Mods
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