Does this mod allow damage to be done to the ship in any way? Its quite vital for my purposes for the ship to have some sort of integrity factor that can be reduced, leading to the ships destruction.
Not unless the ship is actually parked and disassembled, in which case explosions that destroy blocks would damage it, possibly removing the helm or the balloons/floaters/etc and preventing it from being reassmebled.
In short, the ships are invincible when in flight mode, and just blocks when not. (paraphrasing badly there).
I've got a question about the config files for the 1.7.10 versions.
--------------------------
Got a question as well, which seems to have only been partially merged for some reason.
(Version for 1.7.10)
Namely, I'd like to change the flood fill requirement percentage for my server, but changing the config file and rebooting the server doesnt seem to actually have any effect - it stays the same requirement when i start it back up.
Is this just something kind along the same lines of how some kinds of IDs are saved into the map by forge? i.e changing them wont actually affect things until I start a new map? Or is there a different method i need to use to change the flood fill req for an existing map?
I've got a random question - is there any way people have worked out with 1.7.10 (using mods or otherwise) that an admin could take control of a customnpc and move around with it? I know morph used to work kinda, in terms of being able to transform into one, but doesnt seem to be functional anymore. (According to that author, something to do with morph requiring EntityLivingBase which I guess CustomNPCs doesnt use now?). I'm running a roleplay related server for some friends, and have been making alot of use of this mod, but I'd like to be able to actually control some in order to have a more active interaction with people from time to time.
I know SOME scripting, but not a lot, so making particularly complex NPCs are beyond me, so im looking into a way to simply turn into them (preferably with nametag). I could always use OP commands / command blocks to speak as them probably if needed too. Though simply possessing them somehow would be even better, so as to keep stats/abilities.
Anyone have ideas? Playing heavilly modded 1.7.10.
Do you know if the pech in question was wearing any (enchanted) armor? It looks like it's happening when some pech is being damaged by poison.
I don't actually know. As far as I know, Pech's can 'own' armor - that is, it can be in their inventory, but I don't actually know if they wear it. I DO know that at least in TC4.0, under 1.6.4, they would keep only 1 set of armor at a time, and if you gave them a 'better' piece, theyd ditch the old one. But again, I don't actually know if its worn, or just held. They certainly don't display armor, though they can display weapons/tools.
Edit: To my knowledge, they don't spawn with armor. They could concievably pick it up though, with the mods that I have. I've noticed they'll be hostile to certain mob types, and Infernal Mobs bosses often drop enchanted chain. So if they do wear / equip armor they have, they could be getting by killing Infernal Mobs.
I don't want to get tangled up with EIO machines and systems so I'd rather explore a native solution.
Understandable.
And the system you've described sounds pretty cool, very useful. I'm a big fan of systems where you can build your own stuff out of various parts (I mean hey, thats why we all play minecraft, after all), especially ones that can make use of other mods' stuff. Carpenter's Blocks, Malisis Doors, Facades of various kinds - I love all that stuff and find it very useful.
Of course, there's always the issue of 'Don't overuse it, building with hundreds of entities lag the server and cause client fps drops' But its so darn tempting to build strange angular castles composed entirely of tile entities that do things >.>
Just curious, mostly. It'd be very useful to simply be able to retexture them. Malisis Doors has a similar thing - a machine to make entirely custom doors from any mod, as long as the texture you want is for a block (and some tile / entities, like fences)
Edit: The dyeing machine only works on items though, not blocks, which I'd forgotten. Though it works on holdable things with models, like Thaumcraft Staves/Wands, and many armors).
Added Witchery integration (Trees and plants support)
Allow lanterns to be used as a Thaumcraft Infusion Stabiliser when magic candles are placed inside.
By the way, I don't play with Thaumcraft. I've only done the most basic verification that these things are stabilizers. For all I know, your altar will try to kill you with this.
Hah. I was literally just looking at mods to do an update run for our server, after I was puttering around with setting up a witchery altar indoors, and was messing around with the potted trees. Was initially not going to update this one, but then saw this post and was like ... score! Downloading now!
Edit: On a different note - what's the sort of workload it would take to make your various pots compatible with things like Dyeing Machines / Painting Machines, or other kinds of texturing mods? I love the pots sizes and shapes, but the textures don't quite fit a lot of the building materials people often use when using the larger modpacks. Its helpful that you've got all the colored clay types, but I noticed the window boxes don't use clay, but normal brick types instead - making it difficult to do something like alternating colums where you have a large pot w/ tree, 3 window boxes with flowers, and another large pot w/ tree.
Had this crash a few times now. Its rare, but not sure what exactly might be causing it. (Also, I know we're not on the fully latest version - so if this is something thats fixed in a more recent build, and we can update safely (i.e. no worldgen changes), let me know and I'll test out manually updating our pack.
Each time it has specifically involved a Pech as the entity that is ticking when the crash happens, also. The stacktrace always starts at artifices on-Damage, and there's always some sort of potion effects involved as well, down the line somewhere. Some insight would be appreciated.
I've got an issue that I just cannot figure out, so I figured wth, I'd ask here, since all the github stuff is usually impenetrable to me as to how to ask for help.
I've been having an issue for awhile now, using Resonant Rise 3 on ATLauncher, where the server crashes whenever the server is stopped. As far as I can tell, its related to something in CodeChicken. Usually I can troubleshoot various stuff, but in RR3 Chickenbones stuff is a core mod and can't be disabled safely in any way I'm aware of.
This error happens on both the multiplayer world we've been using, and brand new worlds. I'll be testing SP worlds on my machine in a minute. The game is NOT crashing at other times as far as I can tell - only when the server is stopped.
I looked at that attachment, and this is the exact same problem I'm having. Which sucks because this mod adds the perfect elements I need for my server map I'm building.
Same here. As far as I can tell, this mod is completely unusable in Resonant Rise 3 Mainline. Nothing works right at all. The Brewery can be filled, sort of, by right clicking awkward potions onto the Brewery. However, while my GUI shows the brewery filling up with awkward potion, I think its actually an error. For one thing, the potion in my hand doesnt actually empty. The GUI opens, the brewery claims its gained 1 potions worth of liquid, but the potion im holding still has its contents. (It blinks empty then refills.). If I then put any valid ingredient in, it wigs out and deletes all liquid in the Brewery.
Mine also doesnt have the listed inventory slots as per the attatchment either.
No offense, but this sounds like you either installed something wrong, or didn't actually read the book at all. The book doesn't tell you 'how' because there is no 'how'. Other than:
1. Put in the blank dimension pattern (i forget name) in the bottom left of the enscriber.
2. Put in dimlets, if you want.
3. Materials and Liquids go before whatever you want to change.
That's literally all you need to do. Order doesn't matter like in Mystcraft. Terrain -> Biome -> Feature is identical to Feature ->Biome -> Terrain. Nor, to my knowledge, do modifiers not attached to anything actually matter. If it's not working right, then either A) you didnt put in a enough dimlets, B ) you combined the wrong kinds (hold shift over the dimets, and mouse over the error message on the enscriber - not all combinations work together). C) You have some sort of conflict due to improper installation.
Remember that if you DONT put in a given type of dimlet, the builder will try and fill in blank spaces to a certain extent. After all, you can make just a blank world - you can make things with 20, 5, 1, even 0 dimlets. I know it works. I made a world that only had Peaceful, Origin Biome, and Liquid Mead just because I thought it was funny and wanted to see what I got. But you have to keep in mind that if you do things like say, not put a controller in there, it will assign one randomly. And that might negate one of the pieces you put in there. If you put in 'Controller Forest' and then put in 'Oil Desert', its just going to ignore your desert dimlet and give you something else.
Found an odd bug. We're not supposed to be able to get outside, but apparently, using a Hoe of Growth on a Greatwood sapling will cause the roof to break in the places the tree logs are in. You can then break the logs, and escape out. Of course, it teleports you back in and debuffs you, but as far as I can tell, theres no way to repair the wall, because I cant place the wall blocks in creative.
The wall blocks themselves need to be placeable. The is how RandomThings' Spectre blocks work. You cant harvest them, but IF, somehow, you accidently break one, you can at least fix it.
What kind of nesting capability does the mod have? The Tardis idea is pretty great, though I wish there was a way to send it to specific coords, haha. However, curious about how far 'down' one can go in terms of nested cubes - I'd like to make a networked base of some kind. Or a labyrinth. (Who remembers Cube 3? haha)/
Also, what happens if I do something like make blood magic portals, or RF Tools teleports, between storage cubes? Like, Enter Cube 1. Build Matter Reciever. Enter Cube 2 (doesnt matter where its placed). Place Matter Transmitter, take transmitter back to Cube 1. Then try and exit with right click. Do you go back to 'outside' cube 2? (ie just shift over a few blocks in cube 1?)
Ive run into a wierd issue. Just updated the RR3 pack (I think its one? update behind. Maybe). And for some reason, Void Ages dont seem to be makeable anymore. Putting one into the enscriber or w/e its called comes up with error telling me it cant have modifiers, but it says that even when its there only by itself.
Edit: Nevermind. Known issue, already fixed in later version. Found it in the changelog. I'll probably just update manually. Need to do that for AE2 anyway, as current RR3 pack has a nasty bug with shift-clicking. (Probably the same one mentioned in your changelog).
Cool, good to know. Was mostly curious. Was kinda hoping I could make a Crimson Cult dimension or something that spawned cultists from TC4 all over, but oh well.
Im actually updating now, lol. RR3 updated last night apparently, bunch of updated versions for things, this, witchery, and botania getting some major boosts in version this time around.
Im guessing I *shouldnt* make a storage biome dimension, then?
Pretty memorable first night for me when I was just learning the game and invited some friends to join me. It wasn't my first night, maybe my fourth or fifth, but it was a new SMP server, and my friends had never played before. By the time we got sorted out who was going to do what, night was falling. We desperately acquired a bunch of wood and dirt, and it was dark by then, so we were forced to just build a walled-off section of cliffside and huddle on a tiny platform in the dark all night, without torches or even a weapon, desperately hoping nothing would manage to get over our tiny wall (at this point, I dont believe spiders could climb yet)
Seen some odd lighting issues with new chunks that are generated during daytime - theres a clear line where the client appears to have not updated the lighting. Relogging does not fix it - placing torches interacts with it strangely, causing it to update when the torch is placed but when the torch is removed it still leaves behind some light.
Also, occasionally having severe lag issues client-side, but not server. Its weird, because I run both the server and client on my machine, and the client sometimes lags so badly I get an End of Stream disconnect. Other players on the server at the same time experience no problems, however. So something in the client part is off-base.
0
Yes. You can re-align and disassemble the ship at any time.
0
Not unless the ship is actually parked and disassembled, in which case explosions that destroy blocks would damage it, possibly removing the helm or the balloons/floaters/etc and preventing it from being reassmebled.
In short, the ships are invincible when in flight mode, and just blocks when not. (paraphrasing badly there).
I've got a question about the config files for the 1.7.10 versions.
--------------------------
Got a question as well, which seems to have only been partially merged for some reason.
(Version for 1.7.10)
Namely, I'd like to change the flood fill requirement percentage for my server, but changing the config file and rebooting the server doesnt seem to actually have any effect - it stays the same requirement when i start it back up.
Is this just something kind along the same lines of how some kinds of IDs are saved into the map by forge? i.e changing them wont actually affect things until I start a new map? Or is there a different method i need to use to change the flood fill req for an existing map?
0
I've got a random question - is there any way people have worked out with 1.7.10 (using mods or otherwise) that an admin could take control of a customnpc and move around with it? I know morph used to work kinda, in terms of being able to transform into one, but doesnt seem to be functional anymore. (According to that author, something to do with morph requiring EntityLivingBase which I guess CustomNPCs doesnt use now?). I'm running a roleplay related server for some friends, and have been making alot of use of this mod, but I'd like to be able to actually control some in order to have a more active interaction with people from time to time.
I know SOME scripting, but not a lot, so making particularly complex NPCs are beyond me, so im looking into a way to simply turn into them (preferably with nametag). I could always use OP commands / command blocks to speak as them probably if needed too. Though simply possessing them somehow would be even better, so as to keep stats/abilities.
Anyone have ideas? Playing heavilly modded 1.7.10.
0
I don't actually know. As far as I know, Pech's can 'own' armor - that is, it can be in their inventory, but I don't actually know if they wear it. I DO know that at least in TC4.0, under 1.6.4, they would keep only 1 set of armor at a time, and if you gave them a 'better' piece, theyd ditch the old one. But again, I don't actually know if its worn, or just held. They certainly don't display armor, though they can display weapons/tools.
Edit: To my knowledge, they don't spawn with armor. They could concievably pick it up though, with the mods that I have. I've noticed they'll be hostile to certain mob types, and Infernal Mobs bosses often drop enchanted chain. So if they do wear / equip armor they have, they could be getting by killing Infernal Mobs.
0
Understandable.
And the system you've described sounds pretty cool, very useful. I'm a big fan of systems where you can build your own stuff out of various parts (I mean hey, thats why we all play minecraft, after all), especially ones that can make use of other mods' stuff. Carpenter's Blocks, Malisis Doors, Facades of various kinds - I love all that stuff and find it very useful.
Of course, there's always the issue of 'Don't overuse it, building with hundreds of entities lag the server and cause client fps drops' But its so darn tempting to build strange angular castles composed entirely of tile entities that do things >.>
0
https://randomthingsminecraftmod.wikispaces.com/Dyeing Machine
and
http://wiki.enderio.com/Painting_Machine
Just curious, mostly. It'd be very useful to simply be able to retexture them. Malisis Doors has a similar thing - a machine to make entirely custom doors from any mod, as long as the texture you want is for a block (and some tile / entities, like fences)
Edit: The dyeing machine only works on items though, not blocks, which I'd forgotten. Though it works on holdable things with models, like Thaumcraft Staves/Wands, and many armors).
0
Hah. I was literally just looking at mods to do an update run for our server, after I was puttering around with setting up a witchery altar indoors, and was messing around with the potted trees. Was initially not going to update this one, but then saw this post and was like ... score! Downloading now!
Edit: On a different note - what's the sort of workload it would take to make your various pots compatible with things like Dyeing Machines / Painting Machines, or other kinds of texturing mods? I love the pots sizes and shapes, but the textures don't quite fit a lot of the building materials people often use when using the larger modpacks. Its helpful that you've got all the colored clay types, but I noticed the window boxes don't use clay, but normal brick types instead - making it difficult to do something like alternating colums where you have a large pot w/ tree, 3 window boxes with flowers, and another large pot w/ tree.
0
Had this crash a few times now. Its rare, but not sure what exactly might be causing it. (Also, I know we're not on the fully latest version - so if this is something thats fixed in a more recent build, and we can update safely (i.e. no worldgen changes), let me know and I'll test out manually updating our pack.
http://pastebin.com/S7Uwx1hn
Each time it has specifically involved a Pech as the entity that is ticking when the crash happens, also. The stacktrace always starts at artifices on-Damage, and there's always some sort of potion effects involved as well, down the line somewhere. Some insight would be appreciated.
0
I've got an issue that I just cannot figure out, so I figured wth, I'd ask here, since all the github stuff is usually impenetrable to me as to how to ask for help.
I've been having an issue for awhile now, using Resonant Rise 3 on ATLauncher, where the server crashes whenever the server is stopped. As far as I can tell, its related to something in CodeChicken. Usually I can troubleshoot various stuff, but in RR3 Chickenbones stuff is a core mod and can't be disabled safely in any way I'm aware of.
This error happens on both the multiplayer world we've been using, and brand new worlds. I'll be testing SP worlds on my machine in a minute. The game is NOT crashing at other times as far as I can tell - only when the server is stopped.
Pastebin of the error report below.
http://pastebin.com/u35dfUn1
0
Same here. As far as I can tell, this mod is completely unusable in Resonant Rise 3 Mainline. Nothing works right at all. The Brewery can be filled, sort of, by right clicking awkward potions onto the Brewery. However, while my GUI shows the brewery filling up with awkward potion, I think its actually an error. For one thing, the potion in my hand doesnt actually empty. The GUI opens, the brewery claims its gained 1 potions worth of liquid, but the potion im holding still has its contents. (It blinks empty then refills.). If I then put any valid ingredient in, it wigs out and deletes all liquid in the Brewery.
Mine also doesnt have the listed inventory slots as per the attatchment either.
0
No offense, but this sounds like you either installed something wrong, or didn't actually read the book at all. The book doesn't tell you 'how' because there is no 'how'. Other than:
1. Put in the blank dimension pattern (i forget name) in the bottom left of the enscriber.
2. Put in dimlets, if you want.
3. Materials and Liquids go before whatever you want to change.
That's literally all you need to do. Order doesn't matter like in Mystcraft. Terrain -> Biome -> Feature is identical to Feature ->Biome -> Terrain. Nor, to my knowledge, do modifiers not attached to anything actually matter. If it's not working right, then either A) you didnt put in a enough dimlets, B ) you combined the wrong kinds (hold shift over the dimets, and mouse over the error message on the enscriber - not all combinations work together). C) You have some sort of conflict due to improper installation.
Remember that if you DONT put in a given type of dimlet, the builder will try and fill in blank spaces to a certain extent. After all, you can make just a blank world - you can make things with 20, 5, 1, even 0 dimlets. I know it works. I made a world that only had Peaceful, Origin Biome, and Liquid Mead just because I thought it was funny and wanted to see what I got. But you have to keep in mind that if you do things like say, not put a controller in there, it will assign one randomly. And that might negate one of the pieces you put in there. If you put in 'Controller Forest' and then put in 'Oil Desert', its just going to ignore your desert dimlet and give you something else.
1
Found an odd bug. We're not supposed to be able to get outside, but apparently, using a Hoe of Growth on a Greatwood sapling will cause the roof to break in the places the tree logs are in. You can then break the logs, and escape out. Of course, it teleports you back in and debuffs you, but as far as I can tell, theres no way to repair the wall, because I cant place the wall blocks in creative.
The wall blocks themselves need to be placeable. The is how RandomThings' Spectre blocks work. You cant harvest them, but IF, somehow, you accidently break one, you can at least fix it.
0
What kind of nesting capability does the mod have? The Tardis idea is pretty great, though I wish there was a way to send it to specific coords, haha. However, curious about how far 'down' one can go in terms of nested cubes - I'd like to make a networked base of some kind. Or a labyrinth. (Who remembers Cube 3? haha)/
Also, what happens if I do something like make blood magic portals, or RF Tools teleports, between storage cubes? Like, Enter Cube 1. Build Matter Reciever. Enter Cube 2 (doesnt matter where its placed). Place Matter Transmitter, take transmitter back to Cube 1. Then try and exit with right click. Do you go back to 'outside' cube 2? (ie just shift over a few blocks in cube 1?)
0
Ive run into a wierd issue. Just updated the RR3 pack (I think its one? update behind. Maybe). And for some reason, Void Ages dont seem to be makeable anymore. Putting one into the enscriber or w/e its called comes up with error telling me it cant have modifiers, but it says that even when its there only by itself.Edit: Nevermind. Known issue, already fixed in later version. Found it in the changelog. I'll probably just update manually. Need to do that for AE2 anyway, as current RR3 pack has a nasty bug with shift-clicking. (Probably the same one mentioned in your changelog).
0
Cool, good to know. Was mostly curious. Was kinda hoping I could make a Crimson Cult dimension or something that spawned cultists from TC4 all over, but oh well.
Im actually updating now, lol. RR3 updated last night apparently, bunch of updated versions for things, this, witchery, and botania getting some major boosts in version this time around.
Im guessing I *shouldnt* make a storage biome dimension, then?