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    posted a message on Antique Atlas
    Quote from Hunternif»

    The block idea sounds a bit convoluted, but I supposed it could be done, thanks for your input. I was naively hoping that more people would use the API to put their modded structures on the map, but obviously it's not going to happen unless this mod gets big. So, do I understand correctly that in this Formivore's mod and many others there is a way to set up any custom schematics to generate naturally as part of terrain? It sounds awfully tedious if you have to manually edit some pre-built schematics to put in the custom block. And having to scan through the whole volume of a chunk is probably going to take too much time.

    It is convoluted, but unfortunately that's the only possible way to get it to work. Formivore's can use schematic files exported from MCEdit, and Recurrent Complex (As well as a few other mods I can't recall. Schematica?) allow you to create structures directly in game and have them generate automatically under predefined conditions.

    And you could assign the custom block to do something on world tick, like tell your mod there's something here to add to the map of any nearby player and it uses this icon. Scanning every chunk would definitely be prohibitive.

    And I still think it'd be a nifty feature for Survival to add a shared marker. Though probably not as elegant as clicking a theoretical 'Share Waypoints' button on the map itself. But an easy button like that seems kinda cheat-y to me for a mod that makes mapping and waypoint markers feel otherwise more survival-y.
    Posted in: Minecraft Mods
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    posted a message on Antique Atlas
    Quote from Hunternif»
    Here's another question for you guys: what marker icons should I include in the next update?

    Cave, mine, big mountain, ruins, tower, castle with wall, big tree, farm, animal pen
    3rd party mod support -> Thaumcraft node, oil drum

    Also, for those of us using Formivore's walled city, recurrent complex, and any number of other mods which allow for the generation of customized structures, how about a block we can include in the schematic which you can right-click to get an interface for assigning a map icon? So that if such a structure generates, it'll automatically appear on everyone's map who encounters it?

    Could potentially also be used in survival if you want to set a marker for your base that everyone who comes across it will see.
    Posted in: Minecraft Mods
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    posted a message on Thermal Smeltery
    Since we're making mods work together here, could we get EnderIO Alloy Smelter support for TiCon? You can currently smelt ores in it, but you can't actually create any TiCon alloys. And creating alloys is what the block is for, specifically.
    Posted in: Minecraft Mods
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    posted a message on Copious Dogs Mod
    So... Finding random domesticated dogs wandering around in the wilderness, while generally awesome, is also surprisingly slightly disheartening... If this were real life, most of these dogs likely wouldn't survive. It makes me want to take them all in, which is of course impossible.



    How about a method of breeding wolves that leads to new dog breeds? So wolves you'd find in the wild, no problem. But if you want a collie, you'll need to do some breeding. It adds both a fun mechanic and makes the dogs existence in the magical fantasy block world of Minecraft a bit more "believable". If it's something you're interested in implementing I can assist with some more specific suggestions.
    Posted in: WIP Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    For those of you who are interested I've managed to "fix" the issues related to the 128+ sub-biome vanilla bug. What I ended up doing is changing the IDs for some of BoP's biomes in such a way that biomes which are very similar are entered in pairs, ID and ID+128 respectively. So, for instance, the ID of my Woodland biome is 93. I changed the ID of the Grove biome to 221, it's +128 equivalent. What this means is that every time a Woodland biome is generated there's a chance of generating a Grove biome in or adjacent to it. Since they're similar biomes it's hardly noticeable. And the Grove biome can still spawn naturally on it's own.



    I freed up 21 biome IDs by pairing them off in this way and now I can have Erebus and Twilight Forest installed with BoP, without disabling any BoP biomes, and not have any non-overworld biomes spawning in the overworld.
    Posted in: Minecraft Mods
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    posted a message on Antique Atlas
    Is there any way you could have it detect structures generated from other mods during generation and spit that out into a config where we can assign it a texture? Even if all you could tell is that something generated here and it was this mod, and nothing about the specific structure it generated. That way we could have icons for Rougelike Dungeons, Formivore's cities, etc all without the need for implicit support from an API.



    If not, Forge really needs to formalize and standardize how structure generation is done.
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    Quote from kev12east»
    On another note, I may have found a bug with this mod and RWG concerning villages (I don't know if this is on your end or not), an image is here.

    I've noticed similar situations, but I chalked it up to the randomness of RNG and bad luck. Now I'm practically convinced rivers have a higher chance of generating on or near a village. I'd say I've seen at least 3 where the village streets were practically replaced with flowing river.
    Posted in: Minecraft Mods
  • 1

    posted a message on Antique Atlas
    Crash when opening Atlas for first time. Latest version and latest Forge.



    java.lang.NoClassDefFoundError: org/apache/commons/lang3/RandomUtils
    at hunternif.mc.atlas.core.Tile.randomizeTexture(Tile.java:28)
    at hunternif.mc.atlas.core.Tile.<init>(Tile.java:19)
    at hunternif.mc.atlas.item.ItemAtlas.func_77663_a(ItemAtlas.java:116)
    at net.minecraft.item.ItemStack.func_77945_a(ItemStack.java:381)
    at net.minecraft.entity.player.InventoryPlayer.func_70429_k(InventoryPlayer.java:311)
    at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:538)
    at net.minecraft.client.entity.EntityPlayerSP.func_70636_d(EntityPlayerSP.java:287)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1611)
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
    at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1994)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: org.apache.commons.lang3.RandomUtils
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:106)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 23 more

    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've heard various complaints now in terms of OC compatibility. I'm guessing they're messing with OGL values a lot with their TESRs for some reason. There's little I can do about this; you either have to turn off my shaders or their effects (and if that's not possible, ask the authors to make it configurable :P).

    SEUS also causes this issue. And likely Botania as well, seeing as it employs shaders. Shaders also cause similar issues in other mods, like the labels for EnderIOs travel anchors being rendered as just white squares. Unfortunately I think it's just how shaders interact with some objects. But if you can find a way around it that'd surely be awesome. Disabling shaders on Psycadelicraft is like disabling half the mod. I'd rather just live with the minor visual artifacts if nothing else can be done.
    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from Adviser69»
    Heya Glass. Now I know you have a lot on your agenda for this mod, but I'm wondering if I can make a request. Is there any chance you could consider making a compatibility for Underground Biomes and TiC, or is there already one that I don't know about? I'm finding only one or two of the block types added by UB that have ore in them can be put in the smelter. All others just sit there, so I know they are not compatible.

    I'm pretty sure that for most common ores, TiC is using the ore dictionary. I'm not sure if UB is using ore dict, itself. Though I do recall having similar compatibility issues when last I tried UB, which is why I do not use it. You may want to ask the UB dev if he's using the ore dictionary and if not, to do so. That will fix compatibility issues for both TiC and other mods which smelt ores and rely on the dictionary.
    Posted in: WIP Mods
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    posted a message on Streams - Real Flowing Rivers!
    The mod is now working for me without crashes and I must say, I'm thoroughly impressed. I like that lilypads and water plants from Plant Mega Pack are able to spawn naturally in your streams. Keep up the good work.

    Any chance you could implement an API so world generator modders can use your flowing water for their own rivers? Ted's RWG comes to mind.

    EDIT: Also one thing to note - Mobs don't seem too smart about staying out of these rivers. As a result, if you post up near one for a few Minecraft days you'll eventually end up with 20+ mobs bobbing around where the stream terminates. Kind of a resource hog and definitely dangeous in Survival. Not sure there's much you can do about it, though.
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!
    Crash when encountering a flowing stream:

    java.lang.ClassCastException: biomesoplenty.common.blocks.BlockBOPCoral cannot be cast to net.minecraft.block.BlockLiquid
    at streams.block.BlockLiquidExtensions$.getFlowDirection(BlockLiquidExtensions.scala:17)
    at streams.block.BlockLiquidExtensions.getFlowDirection(BlockLiquidExtensions.scala)
    at net.minecraft.block.BlockLiquid.func_149802_a(BlockLiquid.java)
    at weather2.client.entity.particle.EntityWaterfallFX.func_70071_h_(EntityWaterfallFX.java:136)
    at net.minecraft.client.particle.EffectRenderer.func_78868_a(EffectRenderer.java:77)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2043)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    One of your mods is not happy with the latest Ivtools. It's asking for 1.0.1. I have all of them installed but Pandora's.

    EDIT: It's Recurrent Complex.
    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from Mackkie»
    may I make a request for silent-gems gems as well ?

    I'm not sure... Vanilla Tinkers makes it a point that you can't use gems for it's tools. IE - diamonds. It would be nice to add other gems as modifiers, though. From Silent's mod and others, like BoP.

    EDIT: Actually, looks like Glassmaker has already broken that paradigm. Can we get diamond tool parts while you're at it too, then? ;)
    Posted in: WIP Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Oh yeah, I'd forgotten about the stable unstable ingots. But that defeats the purpose of the fun of trying to construct a tool before they explode...

    Here's a fun mechanic if you do decide to include unstable unstable ingots. How about adding them to the smeltery? You'd only be able to input unstable ingot blocks, which would melt down into molten unstable metal. From the moment the first millibucket appears in the smeltery it starts the timer. So you'd need to have all of your casting tables prepared with molds and start the pouring process immediately (Preferably from a distance using redstone.) The tool parts, once cast, are stable. But if any unstable molten metal remains in the smeltery when the timer expires it will explode, leaving nearby blocks untouched but killing any nearby creatures and destroying any remaining molten unstable metal in the smeltery.

    Difficult... Perhaps not possible with TC's current API, but it'd certainly make RWTema squeal with delight I think.

    EDIT: You could also set it up to where the smeltery accepts a diamond, iron ingot, and activated division symbol, consumes the iron and diamond and produces a single ingots-worth of unstable molten metal. And if you cast an ingot from the smeltery, it would explode the moment you remove it from the casting table - Or as soon as it solidifies.
    Posted in: WIP Mods
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