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    posted a message on Aquaculture
    Quote from Shadowclaimer

    We're wrapping up the last bugs on our 1.6.2 version, long changelog with tons of little bug fixes =P

    Did Keith ever find the time to do a build for 1.5.X as well? I'm still waiting on Buildcraft, Thermal Expansion, Forestry, Chisel, Hunger Overhaul, Mystcraft, Better Dungeons, Mo' Creatures, etc, etc... Needless to say, it's going to be a while.

    Otherwise I'll just bookmark this topic and come back in a few months (Probably around the time 1.7 is being released.)

    But thanks for keeping your mods so promptly updated, either way. I guess that's both to your's and Keith's credits. Can't wait to see Reforged. Did Keith ever get around to doing those minecart crucibles? ;)

    PS: I have another suggestion for Reforged as well. I should probably post this in the Metallurgy topic, but I figured you'd see it either way.

    I was thinking... Why would you really need channels in your smelting process in the first place? Most people who make complex machinery builds strive for compact-ness. Don't get me wrong, I think channels are really cool and look awesome. But is there a gameplay aspect?

    If not, I was thinking how about heat? If you had a ton of crucibles full of molten metal, forms, casts, and basins filled to the brim all shmushed together in one spot, the heat they'd give off would be fatal. So you'd have to construct large facilities that move molten metals from place to place just to keep it safe. Maybe even have it so if the temperature becomes too hot, your cast tools will take longer and longer to cool and harden. Or your equipment and even the stone around the area could start melting! I think that should take a seriously lot of molten metal in one small spot, though.

    Then you could also introduce a thermometer, which I imagine would become a pretty important piece of kit for smelting (Maybe with the added benefit of also displaying ambient biome temperatures)
    Posted in: Minecraft Mods
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    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Cool! I'll try it out just as soon as my other mods update to 1.6.X... Hopefully in the next few months *cough*Mystcraft*cough*
    Posted in: Minecraft Mods
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    posted a message on DraxisWuf's Modded Let's Play Series - 201 Mods!
    Hello everyone! So I finally took the plunge and recorded a Minecraft let's play video. My first let's play EVER - So please, be kind... No, really, I am interested in some honest feedback. If I'm really going to make this an ongoing series, I want to make it the best I possibly can. So let me know if I made any common mistake or if there's anything I can do to make it better. I know it's a little long, but episodes in the future should run about 20 minutes.

    Thanks everyone!

    Posted in: Let's Plays
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    posted a message on Falling Meteors Mod [v2.14.3]
    Quote from AlexDGr8r

    Second, I will definitely address the multi-world issue in the next update coming up. I think I can implement something to fix this without too much effort.

    Could you also release a 1.5.2 version with this fix? I don't think Mystcraft will even be updating to 1.6.X anytime soon, if the last MC update was any indication.
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Hey Karob, I hate to be the bearer of bad news but it looks like the Forge team killed jar edits with this last update. They're specifically checking for them at launch and preventing MC from loading if something is altered in the code - Probably for copyright and bug reporting reasons.

    If you want to update your mod (Please do) and you want it to continue being compatible with Forge and Forge-based mods, it MUST be written as a Forge coremod. This is for 1.6 onward - And it's not a bug but a feature, unfortunately.

    Please let me know if you need any help in making this happen - I can do what I can to find someone knowledgeable about Forge coremods who's willing to help you if you like. You may even be able to write this as a generic mods folder mod, depending on if Forge has the hooks you need or if you must edit base classes.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Better Snow Mod - Snow piles up, more layers of snow, and more! Forge-compatible!
    Quote from acomputerdog

    BetterSnow: Due to some kind of weird bug, it is now impossible to make a jar mod compatible with forge. BetterSnow is a jar mod. Attempting to install a forge-compatible jar mod will cause minecraft to crash, even if the mods are OK. If the bug is fixed I will update BetterSnowForge, but until then only the vanilla version will work.

    It's the Forge team's attempt to prevent jar edits, probably for copyright and bug-reporting purposes. From 1.6 onward, if you want to include a mod which needs to alter base classes AND is compatible with Forge and other Forge mods, it needs to be written as a coremod for Forge. Supposedly they're working on making coremods much more robust in what they can change to compensate... But they still need to be written in ASM.

    Keep your eye on mods which are currently coremods, like CodeChickenCore and NEI, to see what they do once they're updated.
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Quote from Karob

    DraxisWuf - What mod gives the big scrollable map? That could be very useful.

    That's actually Journey Map.
    http://www.minecraftforum.net/topic/772071-152-journeymap-261-live-maps-and-radar-in-game-or-browser-as-you-explore/
    It's nice, but has some quirks.
    Posted in: Minecraft Mods
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    posted a message on XACT: Xhamolk_'s Advanced Crafting Table [MC 1.6.4]
    Quote from Xhamolk_

    Unfortunately, this has been reported to me in the past by immibi and we still don't know what causes it.
    It might be a bug on mystcraft's side, but we aren't sure. Will keep hunting for that bug.

    If you set B:addWorkbenchTileEntity=false in the config, this problem goes away. It happens everywhere the workbench top texture is used - I first noticed it in the Vending Block mod, which uses the texture.
    Posted in: WIP Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Are you still using global entity IDs, or have you switched yet to unique IDs yet?
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Glad to have you back, Davey. Unfortunately the latest version has been filling my prompt with this error and causing a bit of lag, it would seem:

    2013-06-27 14:03:05 [INFO] [STDERR] "Silently" catching entity tracking error.
    2013-06-27 14:03:05 [INFO] [STDERR] net.minecraft.util.ReportedException: Adding entity to track
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72785_a(EntityTracker.java:225)
    2013-06-27 14:03:05 [INFO] [STDERR] at cpw.mods.fml.common.registry.EntityRegistry.tryTrackingEntity(EntityRegistry.java:363)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72786_a(EntityTracker.java:66)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.WorldManager.func_72703_a(SourceFile:24)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.World.func_72923_a(World.java:1588)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72923_a(WorldServer.java:935)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.World.func_72868_a(World.java:3739)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:1073)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:150)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:36)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:172)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.PlayerManager.func_72685_d(SourceFile:300)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:276)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:408)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
    2013-06-27 14:03:05 [INFO] [STDERR] Caused by: java.lang.IllegalStateException: Entity is already tracked!
    2013-06-27 14:03:05 [INFO] [STDERR] at net.minecraft.entity.EntityTracker.func_72785_a(EntityTracker.java:205)
    2013-06-27 14:03:05 [INFO] [STDERR] ... 23 more
    This is in conjunction with Mo Creatures and the latest Forge version, if that helps.
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Quote from Karob

    That's gorgeous!

    Is that a bee hive in the tree?

    Aye, from Forestry. And some seasonal trees from Biomes O Plenty.

    Here's a quick 1 minute video of me flying around the little island I spawned on. Sorry for the quality - I didn't trust my computer to record in 1080:
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Quote from Karob

    I'll still update the existing code.

    Hallelujah! Thank you, Karob.

    By the way, this and Poersch's Better Grass & Leaves mod (http://www.minecraftforum.net/topic/508886-better-grass-leaves-mod/) work amazingly together:


    I could have found a better a place to take a picture, but you get the idea.
    Posted in: Minecraft Mods
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    posted a message on The BigTrees Mod
    Hey Karob, I know you probably still don't have time to finish the re-write of this mod - But with 1.6 coming soon, would you at least be able to update the existing code? I can't play without my big trees.

    Or, alternatively, I'm sure I can find someone willing to continue your mod in your stead, if you're willing to relinquish the code.
    Posted in: Minecraft Mods
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    posted a message on Aquaculture
    Perhaps a mechanic which causes diminishing returns for time spent in the same spot? The longer you stay in one spot, the less likely you are to catch a fish.

    Or worldgen fishing holes, which represent extra-productive spots? Or just a 'spot' which could generate in any body of water, that when hit with the buoy, gives you a much higher chance to catch fish or loot. Maybe Keith could do a splashing or bubbling effect in the water to represent one of these spots. That'd encourage exploration, I think. I know I'd take a boat around looking for spots like that.

    And if the spots mentioned above had a limited number of 'attempts' before they disappeared (Torchlight style), that'd add a bit more fun, I think. Right now it's no big deal if you 'miss' a biting fish - Just try again. But if you're limited in tries to get something really good, you're going to pay much more attention.

    May I also suggest underground fish, which only come from ponds below a certain depth - Blind cave eels and such? Maybe ore-based fish that can potentially give you nuggets, as the goldfish do - Or even potentially bars and whole diamonds in rare cases? The above diminishing returns suggestion would ensure people don't just find a good spot and just fish up 100's of nuggets and bars (Though that does sound kind of boring to me as is.)
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    It's not because of the ids, forestry does the same thing, I talked with mDiyo about it, but wasn't able to figure out what is going on yet.

    Ah, well I really appreciate you taking the time to at least look into it. It's certainly a really weird bug seeing as how all other mod's ores work just fine in TC's smeltery and M3's ores work as substitutions for every other mod except TC. Here's hoping you can find the problem eventually.
    Posted in: Minecraft Mods
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