Maybe if, before being implemented into the game, it was released as a resource pack so people can really see the impact it will have before being stuck with it...
- DarianStephens
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Member for 12 years and 7 months
Last active Sun, Mar, 14 2021 03:38:43
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Mar 5, 2016DarianStephens posted a message on Disappearing Pistons: Bug, or Feature?Posted in: News
I think people have forgotten the meaning of 'Disappearing'. The thing doesn't turn invisible, it just stops being physical, therefore it hasn't 'Disappeared'.
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Sep 25, 2015DarianStephens posted a message on Community Roundtable: BoatsPosted in: News
Perhaps instead of all these workaround solutions, maybe we could address the real problem; The desync issues.
Boats wouldn't break nearly as often if we actually knew where they were, since as it stands, we just can't slow them down or dock them reliably because we literally have no idea where they are.
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Jun 24, 2014DarianStephens posted a message on Saturday with Sach: The Villager Project, Day 1Wait... Villagers are Fluffy Ponies?Posted in: News
*reads to the end*
THEY ARE! - To post a comment, please login.
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It's just a normal mod, you install it like any other.
It's a shame that this seems to have died, especially when there are still some crashes when peeking in to unloaded areas and the chatspam.
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Are you still planning an update that will fix my 'Block Being Updated' issue? I can't use the Nether with this mod because of it.
Also, a config option to change the frequency of wasp hive spawns would be very nice; I can barely walk 5 feet in a jungle without bumping in to one! (Not literally, but they do seem way too common)
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So... is there any possible chance that whatever the issue was will be fixed and this reuploaded?
It looked like a really interesting survival experience that I haven't seen in a while, and 1.7.10 was a wonderful surprise.
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...Yeah? So? I never said I would, I was just offering to send you my mostly-converted files to save you some work.
I figured out one of the problems, by the way; apparently, an invalid chest hook will make the structure completely halt generation past the chest, so some things were half-built, which would probably explain why the rest of the catacombs generated even if the lead-in section failed, because the command block was generated before the error.
I've replaced the 'simpledungeon' hooks with the one for a regular dungeon, but it seems a bit too giving since you barely have to go down a flight of steps before getting it; maybe if something like the 'MediumChest' (Which the template rules file doesn't appear to elaborate on) was used, instead?
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I backported the one you posted on reddit, which I'm pretty sure will be up to date.
So far, biome names don't seem to be affecting anything, since I'm still getting spawns in the right places.
Still, an official port would be nice, especially with Et Futurum support for the not-yet-created blocks.
If it would help, I could upload what I've done so far; maybe you'll be better able to figure it out.
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Since I discovered this today, I've been in the process of backporting these structures for use in 1.7.10 with Et Futurum, and I've gotten it mostly functional.
Unfortunately, Ruins reports a few templates as 'faulty', specifically some of the adobe houses and the first level in one of the statues, and probably some more.
Otherwise, I've replaced all instances of as-of-yet unavailable vanilla blocks with Et Futurum equivalents, updated the rotation map to accommodate them, and changed how the chests are designated, because for some reason 1.7.10 Ruins had a very different naming scheme for them; I'd just love to figure out why some ruins refuse to work.
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Alright, so I've got a crash in the nether with the newest version.
The crash log is mostly the same thing repeating, so I'll only post small sections.
This is the first message that appears, and it goes on for miles.
This is the second part, which similarly repeats way too much.
There's also a third, small part in amongst the infinite blockmeat blockslurry stuff, though it goes back in to the same error.
And finally, the actual crash report:
I hope this helps solve whatever problem is happening here.
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I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
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I've been able to solve 100% of my issues with the 2.5 snapshot by replacing various new files with the 2.4b equivalents.
If you're interested in trying this yourself, these are the steps I took.
I replaced the 'Dimension' folder (Leave the 'DimensionOrganizer.class' alone) with 2.4b's one (Reverting the dimensions to the old, biomeless worldgen), replacing the 'tribute' folder inside 'resource' with 2.4b's one (Fixing Selyan's bar. I also replaced the 'resource' folder inside 'event', but I have a feeling that might not be necessary. If it does help, you could probably just replace 'TributeTicker.class' and 'AnimaEvent.class', or even just the former. If it still doesn't work, just copy the whole thing; I haven't experienced any side effects), and replacing the 'holder' folder inside 'boss\cavern' with 2.4b's one, fixing the Ancient Cavern bosses.
I then installed Mob Properties, and made some property files to fix realmstone drops, located here on Google Drive. Follow the folder structure and you should be fine.
The result is the old dimension generation, no biomes. That means you're able to find all mobs and ores, but don't have the fancy new, unfinished worldgen and blocks.
You fix Selyan's tribute bar, tested by planting, bonemealing, harvesting, replanting, etc. until their bar was filled, and letting the day end. Selyan's bonus was awarded, the bar emptied when the day returned, and I tested other bars the next day (Erebon was tested and worked fine). Interestingly, it seems like the snapshot locks your tribute bars at night, so you can't up them once they've been locked in, which I found was actually a pleasant change.
If you followed the optional Mob Properties step, you now have Gardencia and Vox Ponds realmstones dropping from the appropriate old mob, at the appropriate rate.
Every issue fixed, without the new biomes, unfortunately.
You've basically created a less-buggy 2.4. (Cotton Candor works, No-Melee guys get hurt by guns, Amethine stops fall damage...)
I haven't experienced any errors after playing with this for a while, but I can only do so much. Please let me know if there are any issues., but I might not be able to fix them. In fact, this whole thing feels like a big hack, so don't expect any fixes besides more class copying or third-party mods.
Otherwise, I hope you enjoy! I'm not intimately familiar with this mod, opting to remain spoiler-free as I explored it, so I don't know if there have been any unintentional changes caused by me. Still, again, I hope this is still enjoyable.
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Honestly, I'd just like to see the few bugs present in the snapshot fixed, so the game can be played.
Specifically, the ores and mobs not spawning in new biomes (Just populate them with the old stuff for now if the new things aren't coming), making the old mobs drop realmstones which were removed from them in preparation for new mobs, and fixing Selyan's tribute bar.
The Ancient Cavern bosses can be player-fixed by copying the old boss classes over to the snapshot, but an official fix would be nice (Even if it's just using the old classes).
Playability fixes for the snapshot are all I'm asking, and at least half of those are doable with a couple of lines of code at most.
Heck, we'd probably be able to manually add the realmstone drops with third-party mods, so it's just the biome spawns and Selyan's bar.
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Well, things so far: The game hasn't crashed yet, everything seems to be generating properly, and there appears to be minimal if any performance impact, and the lava (Probably the ores also) is still at the lower level! Overall, everything seems to be working at expected.
That addition was great; and it's not even dependent on forge? I guess java's pretty great for things like this!
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So far, things have been working pretty well! There was some incompatibility with Et Futurum (And possibly other mods), which is a bit of a shame, but workable.
If you're interested, the crash report is here:
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Well, that is certainly exciting news!
I do wonder why you can't keep the lava level down a little; is it just more practical? You mentioned before something about difficulty changing ore distribution while keeping Forge compatibility, I guess that would be part of why you're shifting things slightly?
Would some of the cave adjustments mean something like, the caves won't stretch as far vertically, but would be more spread out? Or something? I don't know, you're the cave master
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For some reason, ExpandedRedstone is now complaining about missing Multipart classes. Now, I'm not using Multipart in this modpack, nor do I intend to, so this is a bit of an issue.
If it helps, here's the crash report. There's probably some extraneous stuff at the top, but it's better to be safe than sorry when including this stuff, eh?
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Perhaps you could just name the golem if it's within the bounds of a village? Then you can just assume that the villagers named those golems who've been stomping around, even if they didn't build it themselves.