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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from praecipitator»

    Eh, could be worse. As long as research gets preserved and we can just rebuild everything.

    I've had to recreate most of my modpack for 1.12 anyway, with two of my usual core mods (Project Red and Router Reborn) not updated to 1.12 yet, Thermal Expansion (among others) incomplete, and Mo'Creatures off the table because of insufficient entity listener slots available.
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from AnrDaemon»


    Lie! [ahem] Not true. The saw is returned when you make paneler.


    I stand corrected. :) I'd forgotten that detail.
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from EchoWeaver»

    Hmmm. I paged back in the thread and saw something about this, but I don't think I understand it. I don't think I've used framed furniture or the paneller. How does this work?

    OK. You make yourself two things, a framing saw and a furniture paneler. (Actually you make two framing saws, because you'll need one to make the paneler.) And now, you want, say, a desk made from EBXL rainbow eucalyptus wood. But there is no eucalyptus desk, right? So what you do is you use your framing saw and a bunch of any old planks to cut framing boards and framing sheets, and you use those to make a framed desk. Then you put the framed desk and some eucalyptus planks into the furniture paneler, and PRESTO! You pull out a eucalyptus desk. And at no time did your hands leave your wrists!

    Try it out. You want a gold clock? No problem. A marble table? No problem. An iron workbench? Sure. Frame it and panel it. And this'll rock your world: it even works with animated textures. You could have a redstone-ore potion shelf. Any solid block (I think; I haven't found a solid block that doesn't work).
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    With framed furniture and the paneller, Bibliowoods isn't really needed any more. You can panel framed furniture in pretty much any solid block.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    I'd swear I've seen my server list the listeners in use during boot, but I can't see any such message in the logs...

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Geethebluesky»

    Thanks for what I should hope to avoid! :D


    So I guess I'm either lucky or I did something magical: playing on 1.12.2 I should add, but I'm having a kind-of good experience with the latest version of CMS honoring per-biome configurations and spawn weights in the overworld. Where Lycanite is concerned, there are plenty of config options that need to be made in the Lycanite configs (expected, really!) but spawn weights isn't one of them, fortunately: they also behave via CMS.


    I got tigers, bears and elephants spawning in TF so far, but no Twilight monsters in the general forest area at least (I haven't ventured into any of the combat areas yet). Going to try disabling any non-TF mobs in TF, get into the maze, and see if CMS breaks anything regarding Twilight monsters...


    Great that it's working for you!

    Honestly I'd like to have Mo'Creatures in my current pack, but I can't, because if you try to run Mo'Creatures and Thaumcraft together in 1.12 you exceed the 16 permitted entity listeners, and golems (and probably a number of other Thaumcraft entities) don't work.

    Quote from Kye_Duo»

    that was a prob with CMS in 1.7.10...it didn't like structure mobs at all. that is why i would do /gamerule DoMobSpawning True when I was in the TF. it would allow the default spawner to work.

    Aaaaah so. That would get complicated, I imagine, with multiple players in SMP popping in and out of the Twilight...
    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)

    Not removing BetterFPS when I put OptiFine back in was an oversight. After removing it, it's much more stable... it's still occasionally crashing, but only occasionally.


    As for configuring, well, I try to strike a balance between performance and best appearance. I don't turn on every possible optimization. But I do want it to look good, or I wouldn't be using 256x textures wherever I 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)
    Quote from AnrDaemon»


    Why do you run anything like that together with OptiFine? No wonder it causes conflicts and crashes.


    Because for a long time I haven't even tried to touch OptiFine because it's created more problems than it's solved. I'd been getting most of the same performance gains, if not better, from FastCraft or later BetterFPS. And when Tom Voll (of Router Reborn) talked me into trying OptiFine again to try out his new shader (more on that in a moment), I forgot to take out BetterFPS. I'm trying it that way right now.

    Hopefully Tom will be releasing his shader shortly, but I'm gonna tout it a little ahead of time: It's small, it's lightweight, it's fast, the light is white not dull orange-yellow like in most shaders, and it looks fantastic. The wind blows flowers and tree leaves around during rainstorms, fer crissakes. It is probably the best-looking shader I've seen, and yet it is so lightweight it loads almost instantly. If Tom releases it and you like shaders, jump on it and give it a try.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from AnrDaemon»

    I'm not familiar with TF, but I'm familiar with the other two. And in my experience, they are either a nuisance or an outright disaster to other mods, than a "welcome addition".


    IMO Mo'Creatures adds a lot of welcome richness to both the Overworld and the Nether. Unfortunately Custom Mob Spawner doesn't really work well anywhere but the overworld and Nether (and at that, it even breaks some vanilla spawning in the Nether, let alone the TF). You can beat CMS somewhat into good behavior, but you can't fix the things it breaks except by removing CMS and using something else.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Geethebluesky»

    I'm playing through TF for the first time in uhhhh... since 1.4.7, I think. And I didn't finish it last time (yes, get your pitchforks).


    My modlist has Lycanite mobs and Mo'Creatures in it. The original configs seem to have a few mobs of either mod spawning in the Forest.


    I'd like to know from other players who might have the same setup, should I allow any extra mobs to spawn in TF? The way I see it it'd be better to disable everything that isn't TF from spawning in TF, but maybe a few creatures from either mob are welcome additions to TF... what do players familiar with Twilight Forest think?


    My experience from 1.7 was that Mo'Creatures got along OK with the Twilight Forest, but Custom Mob Spawner completely buggered TF spawning. Even to the point of having a hydra spawn with no heads. Switching from CMS to Just Another Spawner fixed all of the spawning issues and made Mo'Creatures much better-behaved in general, with the exception of the occasional massive overspawn of mice or elephants at the overworld spawn point. Some neutral Mo'Creatures mobs showed up in the TF (goats and horses for example), and even the occasional bear (I don't recall any bigcats spawning in the TF), and the TF streams were full of fish, but it was never a problem, and no Mo'C monsters spawned in the TF.

    Lycanite's Mobs ... ugh. I tried it once and liked how it added challenge back to the Nether, but ripped it out after about two days because it did not respect any. spawn. restrictions. WHATSOEVER. Not Towny, not Worldguard, nothing. If LM wants to spawn a Pulsating Fanged Headgobbler in your bed while you're in it asleep, it's gonna spawn a headgobbler in your bed and you're going to wake up dead, and that's all there is to it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Pixel_Breaker»

    I always said it "peck".

    "Stupid Daikini!"


    </reference> :)
    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 CatMewon»

    Hi guys, can you guys help me in a problem? I'm trying to start minecraft with Beverly2 but when I get into the game it's normal without this maid! I'm sad, can anyone help me?


    What exactly do you mean when you say "when I get into the game it's normal without this maid"? You do understand that the Beverley skin is an alternate, right? You'll have to hire a maid first, then you'll be able to set her to the Beverley skin.

    If you've tried that and the alternate skins are not showing up in the maid's GUI, what Minecraft version are you running, what files exactly do you have installed, and where did you install them?

    For example: on my 1.7.10 server, serverroot/mods contains:

    [email protected]
    littleMaidMobX/ (subdirectory, contains sound files and sound config)
    littleMaidMobX-1.7.x_0.1.1.jar
    littleMaidMobX-voms-Beverly-1710-v0.zip

    And this works. Make sure the skins zip files are in the mods directory as zip files; do not unzip 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)

    Huh, any other mods that could be conflicting?

    Well, lots of other mods, but nothing that ... hmm. Unless maybe BetterFPS?

    I'll try removing BetterFPS.
    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)
    Huh, I'm on that Java and run Optifine, yet it's fine for me. You sure you're running the latest 1.12.2 OF?

    1.12.2_HD_U_D1, only downloaded it a couple of weeks ago...
    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)

    OK, so. Re-edit on the rusty iron door. Screenshot without OptiFine this time, since not only is it causing rendering problems with some of the doors, but since updating to Java 8u171 Optifine has once again become utterly crashtastic, I can't run with Optifine for more than a few minutes at a time even on just the internal shader without it hard-crashing the entire JVM.



    WIP resource pack here.

    Posted in: Minecraft Mods
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