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    posted a message on Macro / Keybind Mod

    I have an odd interaction problem. I'm running MC 1.12.2, Forge 2677, latest versions (I'm pretty sure¹) of both liteloader-1.12.2-SNAPSHOT.jar and macro/keybind (mod_macros_0.15.4_for_1.12.1.litemod). Pretty much everything is working great except that when I hit the Mute key on my keyboard, it mutes the sound but also opens the mod_macro console. (Not the keybind UI, just the console.) I cannot for the life of me figure out any way to prevent that or rebind the macro console to something else.


    Has anyone else run into this issue? Anyone know a way to fix it?




    ____

    ¹ If there's newer downloads for either available, I haven't so far been able to find them.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Firewood_Loki»

    Nature's Compass is a handy mod for this. It can tell the direction of the nearest matched biome without spoiling the distance.

    Having no luck to find a biome is annoying IMO. If you think this make locating certain biome too easy, you can raise the rarity of the biome to bar the difficulty as a modpack maker or server owner.


    Oh yes, I know about Nature's Compass. My point was just that raising I:biomeMagicalForestWeight from 2 to 8 (I thought I was being careful by picking 8 instead of 10) might have been a bit high in a BoP world. I think next time I might try 5 or 6. thaumcraft_world.cfg says, "If you are using biome addon mods you probably want to increase this weight quite a bit". I'm just glad I didn't take that at its word and set it to, say 15.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So just for reference ...


    Suppose you have experiences in prior non-vanilla worlds (RTG, ATG, BOP, EBXL)in which magical forest biomes turned out to be shockingly rare. Like, say, the closest magical forest biome you found was 13,000 blocks from the spawn.


    And suppose when putting together your new world, you find the config item I:biomeMagicalForestWeight, which advises you to turn it up a bit from its default of 2 on a scale of 0-100 if you're using biome addon mods, and you think to yourself, "How much is quite a bit? 8? 8 sounds good, right? That shouldn't be excessive."


    Well, you might just find when you start doing any large-scale exploration that you can't swing a cat without hitting a magical forest. :) I think a weighting of 8 has made magical forest the single most common biome in a BOP world.


    I'm still pondering whether I think this is a problem. :)




    (Particularly since I'm thinking seriously about ripping out a couple of tech mods I haven't even touched in this build and doing a nuke-and-pave...)

    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from MCRVamprynxx33»

    Thought I had the latest version of this mod, I'll check to make sure and see if that fixes it. Thanks :)


    EDIT: Had the latest update for this mod but I was running a old version of Optifine. Tried updating Optifine and no more broken textures on my doors.



    Thank you for reminding me that I should recheck the previously noted door glitches with Forge 2677 and OptiFine D2.



    ... Carriage doors: fine with or without shader. Rusty hatch: No hatch surroud without shader, worse with any shader including internal.


    Also, one rusty hatch is still breaking to give 12 rusty hatches.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    So far, so good. Except that the internal shader doesn't render Thaumcraft 6 particle effects.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Options reset, internal shader enabled, NO other options changed from default. Also updated OptiFine to D2, Forge to 2677. Successfully joined server at 11:57. Let's see what happens.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Geethebluesky»


    Try using Optifine D2 (the preview), which is compatible with Forge 2673. It's a bit more verbose with errors. I have almost the same setup as you except running Win7 64 bits. Are your drivers at 391.35 or something else?

    What do your crash logs say, can you pastebin them?



    nVidia drivers are currently at 388.13. Looks like the nVidia updater hasn't been running for a while. (And looks like that's an nVidia account issue. :angry: Why should I even need an nVidia account just to keep my drivers up to date?) Updating now to 397.31. And of course I have to do the Custom installation because Express WILL NOT preserve my previous install options... (I turn off all the "3D Vision" rubbish because I don't use it.)

    I've also seen some comments about any non-default options currently causing problems, so I'm wiping options before retrying.

    And let's enable the internal shader and see how it goes... and if it still crashes I'll go look for D2.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from Honeywhitefox»

    I'd been working on English tutorials of LMM MultiModel making little by little, and I just noticed....


    Is the Modloader dead....?


    I mean, all the links including Modloader are dead and I can't download them anymore, and the modder seams to be gone, too.


    Anyone know?


    I think standalone modloader is de-facto dead, yes. Considering that Forge is to all practical purposes the modding standard¹, why would anyone bother writing for standalone modloader any more? Nobody uses it.


    ____
    ¹ Well, OK, there's still the separate Spigot world of CraftBukkit-style server-side plugins, and Sponge is still trying to gain a foothold. But Sponge itself is a Forge mod now, and Forge, Sponge and Spigot account for ... well ... pretty much everything, really.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Bouce»

    I found an odd crash. It seems to be happening when I press F to switch casting foci after I have more than one. I'm not sure, but I think the problem is with the first focus I made, which ended up not being what I wanted it to be, so I used Shift-F to remove it, then opened up my focus pouch and it was just gone. I was planning on getting rid of it anyway, so I just shrugged it off. I made another focus and was able to use F to equip it from my inventory, but since I made a third focus, every time I press F, it crashes.


    Edit: Further research and experimentation has led me to believe that the pouch's inventory is broken. The F key opens up the menu just fine if I'm not using a pouch, no matter how many foci I have. The crash only occurs when it tries to pull the inventory from the pouch.


    Known bug, I believe; issue #547.
    Quote from undefined »

    Probably related to issue #538 (golem press does not draw Machina essentia).
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I'm running 1.12.2-HD_U_D1 with forge-1.12.2-14.23.3.2655 on Win10 Pro on a GeForce GTX980. It seems solid and stable, as long as I don't try to run a shader. The moment I enable any shader, including the internal shader, it starts hard crashing not just Minecraft but the entire JVM, emitting a hsperf crash log with a hex core dump.


    Has anyone else encountered this?

    What can I do to diagnose/troubleshoot it?

    What are likely problematic settings?

    Anything else I should know/look at to try to resolve the problem?

    Posted in: Minecraft Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    Real quick question:

    Does anyone know of a good high-res Storage Drawers resource pack, that is not simply upscaled 32x textures?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from PanusTheGreat»


    Thing is i don't know what is the cyclic recipe, maybe is it mimicry? how do i give something aspects? thanks for the answer


    There is a Thaumcraft Aspects mod in 1.7 specifically for adding aspects to things that don't have them.
    Posted in: Minecraft Mods
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    To build a Tardis, don't you need it to be [a lot] bigger on the inside than on the outside? I'm not quite sure how you're going to accomplish that in Minecraft.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    So, in B10 it is possible to scan the sun, the moon, and all four quadrants of the night sky in SMP.


    Two caveats:

    1. If you're using an OptiFine shader that relocates the sun and moon to put them at an angle in the sky instead of directly overhead, you'll have to aim at where the sun and moon "should be", not at where you see them. This makes it easiest to do your sun and moon scanning at dawn and dusk. (Though you could also try aiming straight up at noon and midnight.)

    2. You'll need to have your paper and scribing tools in your hotbar. It won't work if they're in your inventory.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»

    Taking a step back into the past, for 1.7.10/TC4, is there any way to measure taint/flux in the area? Any mod or what not?
    I feel like I'm missing something obvious.



    Look in the top left corner of your screen while using a thaumometer.


    ...Or wait, did you mean "is there any way in TC4", rather than "I remember there was a way to do this in TC4"?

    Posted in: Minecraft Mods
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