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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Electroblob_»

    I might release a beta like I did for the 1.10.2 update, it depends how much still needs fixing.

    Any update on this possibility? ;)
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    Just another heads up - You may want to check this against the latest Forge version (2512) because I'm getting a missing method crash with Farseek.

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Electroblob_»

    I might release a beta like I did for the 1.10.2 update, it depends how much still needs fixing.

    Yes please?
    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from nubbin2003»

    Approximately how long till we get a 1.12 update? I am compiling a Medieval themed modpack and this mod would fit perfectly in with it.



    Soon™


    There was just a massive merge made to the repo with 1.12 changes. Like a ton. I feel for the modder, really. I hope the eventual conversion to 1.13 doesn't take nearly that much work.


    That being said, who knows. I've seen modders reach the 99% complete mark and just fall off the face of the earth for several months because, y'know, life. But the merge is a good sign.

    Posted in: Minecraft Mods
  • 0

    posted a message on Repose - Walkable soil slopes. Give your spacebar a break!

    Weird kinda compatibility issue to report with PrimalCore. Mud blocks act strangely when categorized as granular for the purposes of imposing physics. When they fall onto another mud block they break 100% of the time rather than stack or pile up. Movement over mud slopes is also kinda weird - You sort of slip back occasionally which I thought was cool and intentional at first but there's also an issue where if you fall in a little 1x1x1 water puddle surrounded by mud it's impossible to jump out.


    Also I wanted to make all grass-type blocks non-physics enabled so my world stops lagging to heck and generating full of "holes" but still have physics enabled for dirt. Problem is podzol is a variant of dirt so all my Taiga biomes are still laggy and full of holes. Any way to specify block variants in the config?

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    I'm still not getting biome water colors with streams. Actually, I do, but only portions at certain angles. It's difficult to explain - There's a screenshot attached. The green portions represent what the biome water color should be.


    Interestingly these stream angles also freeze when it's cold enough, and ONLY these stream angles. Looks kinda weird.


    If you need more help diagnosing let me know. My personal modpack has 120 mods so it'll take some time to find the offending incompatibility but I'm hoping the screenshot gives you an immediate clue.

    Posted in: Minecraft Mods
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    posted a message on Smart Moving

    Looking for new or updated mods on this forum is near impossible now. The first few pages are usually filled with people requesting dead mods be updated which pushes down any threads with REAL mod updates. For the love of god people, please PM the mod creator if you want to ask for an update and stop necro-ing threads.

    Posted in: Minecraft Mods
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    posted a message on WebDisplays 1.0 - Browse On the Internet in Minecraft!

    Nice. I can once again rickroll my server-mates!

    Posted in: Minecraft Mods
  • 0

    posted a message on Streams - Real Flowing Rivers!

    Just updated to the latest snapshot of Forge and noticed streams no longer take on the biome's water color - Just a heads up.

    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from mewtwoy»

    Guys i have a question, its the natural spawns
    So... spawn weight, higher means it spawns more of the npc or less?
    Cause with other mods, sometimes lower means higher chance, and then there's times when you set it to higher and it becomes more rare
    I just want to know which way it works here on custom npcs, if i set it low enough does that mean the npcs spawn more commonly?


    Neither. Spawn weight is the likelihood that if something were to spawn, it'd be that NPC. So basically it first decides if it's spawning anything (Usually this is determined by vanilla MC or any spawner mod you may have installed.) If it is it consults spawn weights - The higher the weight the more likely that the thing spawning will be that.

    So if you only have one NPC it doesn't matter what it's spawn weight is - If it's spawning something it will always be that NPC because it's the only one. If you have 2 NPCs, both with the same spawn weight, it's a 50/50 chance which you'll get. If one has a spawn weight of 1 and the other has one of 2, then the one with the spawn weight of 2 is twice as likely to spawn than the other NPC.


    But still, spawn weight doesn't control whether something will spawn or not. That's determined before spawn weight is factored in. So if you want something to be super rare, give it a spawn weight of 1 and then another NPC with a spawn weight of 100. It won't make NPCs rare as a whole, but the vast majority of those that spawn will be the one with the weight of 100.


    BTW, most mods use weights in this same way. Many don't have options to configure the amount of spawning happening, only the weights which affect what will spawn. If you want to control the amount of spawns you usually need a spawn control mod. I'm not sure if Custom NPCs has an option for spawn chance, but most likely not.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from srs_bsns»

    The porting process to 1.12 should start in the next couple of weeks, but don't expect a useable release anytime soon. There is a lot that needs to be done than just getting the mod to work in 1.12, and it will take some testing before it can be considered stable.


    Yay! No rush, though. Those of us on 1.12 at least have the OTG Biome Bundle which is almost nearly as good as RTG ;)


    Shame though that the official java MC is adding it's own JSON-based terrain generation configuration. Even official schematics for things like structures and trees! I have a feeling it won't be nearly as configurable as anything the modding community has come up with, though.

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    I'm guessing your server is still generating lots of terrain and thus lagging. Try waiting for terrain to generate a bit before you explore.
    It might also be that leaf decay is lagging your server. If that's the case, you can set treeLeavesDecay to false.

    treeLeavesDecay: false unfortunately does not work for me with the latest versions of forge / rcomplex. Even with rcomplex by itself. And with RTG/WTF installed the tick lag is excessive.
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from drwatson88»

    Is there anything that can be done about the lag spikes this mod causes during chunk loading? It gets to point where I actually have to restart the server before we see any type of relief, but the minute anyone starts exploring again the lag comes back.
    I've tried to pregenerate the map using commands but the game keeps crashing on me after about 5 minutes of teleporting around.


    1.10.2 or 1.7.10? Did you monkey with configs for ATG? Do you have recurrent complex installed? Did you give minecraft more ram?
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Looks like plant mega pack is trying to do some biome decoration at the same time as RTG. It's a conflict between the two mods the modders will need to hash out. Thank God problems like this are mostly a thing of the past in the latest versions of minecraft/forge.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    With the latest version of RTG I'm getting the following error whenever a Cold Desert BoP biome generates:


    java.lang.IllegalArgumentException: Cannot set property PropertyInteger{name=layers, clazz=class java.lang.Integer, values=[1, 2, 3, 4, 5, 6, 7, 8]} to 0 on block minecraft:snow_layer, it is not an allowed value
    at net.minecraft.block.state.BlockStateContainer$StateImplementation.func_177226_a(BlockStateContainer.java:222)
    at rtg.util.SnowHeightCalculator.calc(SnowHeightCalculator.java:16)
    at rtg.world.gen.surface.biomesoplenty.SurfaceBOPColdDesert.paintTerrain(SurfaceBOPColdDesert.java:85)
    at rtg.world.biome.realistic.RealisticBiomeBase.rReplace(RealisticBiomeBase.java:326)
    at rtg.world.gen.ChunkProviderRTG.replaceBlocksForBiome(ChunkProviderRTG.java:459)
    at rtg.world.gen.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:304)
    at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:140)
    at net.minecraft.world.World.func_72964_e(World.java:303)
    at wtf.utilities.wrappers.ChunkScan.getWaterList(ChunkScan.java:270)
    at wtf.ores.oregenerators.OreGenUnderWater.doOreGen(OreGenUnderWater.java:30)
    at wtf.ores.OreGenAbstract.generate(OreGenAbstract.java:63)
    at wtf.ores.OreGenerator.generate(OreGenerator.java:30)
    at wtf.worldscan.CoreWorldGenListener.doChunk(CoreWorldGenListener.java:85)
    at wtf.worldscan.CoreWorldGenListener.doScanIfAdjArePopulated(CoreWorldGenListener.java:58)
    at wtf.worldscan.CoreWorldGenListener.populate(CoreWorldGenListener.java:36)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_572_CoreWorldGenListener_populate_Post.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
    at net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(ForgeEventFactory.java:589)
    at rtg.world.gen.ChunkProviderRTG.doPopulate(ChunkProviderRTG.java:756)
    at rtg.world.gen.ChunkProviderRTG.clearDecorations(ChunkProviderRTG.java:769)
    at rtg.world.gen.ChunkProviderRTG.func_185931_b(ChunkProviderRTG.java:498)
    at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1000)
    at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:964)
    at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154)
    at net.minecraft.server.management.PlayerChunkMapEntry.func_187268_a(PlayerChunkMapEntry.java:126)
    at net.minecraft.server.management.PlayerChunkMap.func_72693_b(SourceFile:147)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:222)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
    at java.lang.Thread.run(Unknown Source)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Client thread
    Stacktrace:
    at net.minecraft.block.state.BlockStateContainer$StateImplementation.func_177226_a(BlockStateContainer.java:222)
    at rtg.util.SnowHeightCalculator.calc(SnowHeightCalculator.java:16)
    at rtg.world.gen.surface.biomesoplenty.SurfaceBOPColdDesert.paintTerrain(SurfaceBOPColdDesert.java:85)
    at rtg.world.biome.realistic.RealisticBiomeBase.rReplace(RealisticBiomeBase.java:326)
    at rtg.world.gen.ChunkProviderRTG.replaceBlocksForBiome(ChunkProviderRTG.java:459)
    at rtg.world.gen.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:304)

    -- Chunk to be generated --
    Details:
    Location: -1136,-1280
    Position hash: -5493263172720
    Generator: [email protected]
    Stacktrace:
    at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:140)
    at net.minecraft.world.World.func_72964_e(World.java:303)
    at wtf.utilities.wrappers.ChunkScan.getWaterList(ChunkScan.java:270)
    at wtf.ores.oregenerators.OreGenUnderWater.doOreGen(OreGenUnderWater.java:30)
    at wtf.ores.OreGenAbstract.generate(OreGenAbstract.java:63)
    at wtf.ores.OreGenerator.generate(OreGenerator.java:30)
    at wtf.worldscan.CoreWorldGenListener.doChunk(CoreWorldGenListener.java:85)
    at wtf.worldscan.CoreWorldGenListener.doScanIfAdjArePopulated(CoreWorldGenListener.java:58)
    at wtf.worldscan.CoreWorldGenListener.populate(CoreWorldGenListener.java:36)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_572_CoreWorldGenListener_populate_Post.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
    at net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(ForgeEventFactory.java:589)
    at rtg.world.gen.ChunkProviderRTG.doPopulate(ChunkProviderRTG.java:756)
    at rtg.world.gen.ChunkProviderRTG.clearDecorations(ChunkProviderRTG.java:769)
    at rtg.world.gen.ChunkProviderRTG.func_185931_b(ChunkProviderRTG.java:498)
    at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1000)
    at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:964)
    at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154)
    at net.minecraft.server.management.PlayerChunkMapEntry.func_187268_a(PlayerChunkMapEntry.java:126)
    at net.minecraft.server.management.PlayerChunkMap.func_72693_b(SourceFile:147)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:222)


    Revert back to the 4.1.1.2 version and the biome generates as normal without the error.

    Posted in: Minecraft Mods
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