Anyone else had issues crafting netherite armor? I'm trying to craft the boots with 2 netherite chunks and 2 shadow bars but it doesn't seem to work. Running Minecraft 1.7.10, Forge 10.13.4.1448 and Divine RPG 1.4.1.3.
Other than that this mods damn cool, big learning curve and takes a lot longer than I initially thought to get to the new dimensions,but I like the challenge.
It's now crafted with netherite blocks instead of chunks.
how do you mean with "overlay" or better said what?
What I've used was the fix example in "Pull Request"
btw. I took the version with the Update Checker Fix into my modpack. But somehow it disappeared from there. Now I tried it again but idk but eclipse is giving me errors while compiling the github clone. and the .java stay .java and dont "form" to .class
Can't help with eclipse and the files, it isn't on our end. There should be a config option called "Enable Overlay." Try disabling it.
ok thanks, since I am already at it, would it be allowed to change some things. I will always Link the mod and write no to create issues here or github, if used my version. I am just thinking about changing mining speed, damage value(items and mobs), health(mobs) and some armor changes, otherwise I would have to change that for every other mod. I think it should be just that, but I am asking for a general permission to change the mod.(I have some thoughts importing Magic and Void Damage to Weapons/Mobs/Armor) If not allowed general just name what is allowed pls.
Like I said already, I will still credit the Divine RPG for the mod, linking it to minecraftforum page, add the note to post the crash log at Divine RPG pages, rather send them in the modpack issues page. Changes made will be listed in the modpack info.
Is it ok?
I'd prefer that you avoid changing actual content. Doing this could lead to inconsistencies with the community documentation, and potentially lead to false information being spread regarding the content in the official mod. By the way, with the update checker - have you tried disabling the "overlay" in the mod's config? This should resolve the issue.
Regarding your idea for Magic and Void damage, feel free to add these things to a separate mod and integrate them with DRPG's content. Just don't add them to the DRPG .jar.
I am creating currently a modpack with focus on exploration.
So your mod cant be left out
There is now the following thing, the "Update Checker" gave me a bunch of crashes, seriously too many (pls get rid of the UpdateChecker in your next version).
So I went to your github page and created a Clone, disabled the Update Checker but nothing more. In your github page it says it isnt allowed but may I use this Mod in my Modpack?(in CurseForge). I am asking because using it in my Modpack would be an indirect redistribution, and I actually dont want to do it without permission, since everbody could just take the file from my modpack.
I have only disabled the UpdateChecker he just gave too many crashes :/
If that's all you've changed, then go ahead. Please just mention that the mod has been modified in your mod list, so people don't come here with crash reports. Thanks!
Yea, you can change biome IDs to work with other mods. Biome IDs are limited and difficult to make work without configuration. There are plenty of mods that allow you to disable mob spawns, consider installing one if you don't want to play with the new overworld mobs.
The features of the update affect the coding more than you might think; slight variations mean more changes to code lining. 1.9 would be difficult, 1.10 has new mechanics that wouldn't make it exactly easy. What people don't understand is that, yes, 1.8 was bad, but there is a minimum effort in each update that is especially bad for the developers of this mod that only do this as a hobby. It takes a lot of effort, and generally a lot of people wouldn't appreciate it right away.
But yeah I really do want to get across to people asking for the new update; this is a hobby, they will update it when they feel up to it.
Not updating because of the code modification requirement isn't a really valid reason; I could probably update DRPG to 1.10 in 1-2 weeks if I put in a solid effort. The problem is that it's just a lose-lose scenario. If we stay on the current version, we don't get new Forge features and people are sad they can't use new versions of MC. If we move to a new version, people are sad they can't use other mods and Forge bugs cause enormous issues.
In my opinion, it's best for this mod to stay on 1.7.10 because people no longer are satisfied with 1-2 large mods. Back in 2013 when DRPG had its own Feed the Beast pack, it would have been best to stay up to date.
HI guys how do i make an own DRPG server with NEI and journeymap?
Go to files.minecraftforge.net and download a server version for 1.7.10. There are plenty of instructions online for how to set this up. Then just drop DRPG into the mods folder.
EDIT: Apparently NEI is in fact required on the server.
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It's now crafted with netherite blocks instead of chunks.
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Can't help with eclipse and the files, it isn't on our end. There should be a config option called "Enable Overlay." Try disabling it.
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I'd prefer that you avoid changing actual content. Doing this could lead to inconsistencies with the community documentation, and potentially lead to false information being spread regarding the content in the official mod. By the way, with the update checker - have you tried disabling the "overlay" in the mod's config? This should resolve the issue.
Regarding your idea for Magic and Void damage, feel free to add these things to a separate mod and integrate them with DRPG's content. Just don't add them to the DRPG .jar.
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If that's all you've changed, then go ahead. Please just mention that the mod has been modified in your mod list, so people don't come here with crash reports. Thanks!
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Yea, you can change biome IDs to work with other mods. Biome IDs are limited and difficult to make work without configuration. There are plenty of mods that allow you to disable mob spawns, consider installing one if you don't want to play with the new overworld mobs.
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Care to elaborate on what changes you dislike?
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Try allocating more RAM (if possible) and turning down your render distance.
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Grue does, no void snake yet
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What version are you using? Increased diamond generation was only a feature in the broken 1.6.x versions.
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Parts of the unofficial wiki are out of date. Raglok was bugged back in 1.4.7, but should be fine in the latest version.
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Which boss do you speak of? We thought these had all been fixed.
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Not updating because of the code modification requirement isn't a really valid reason; I could probably update DRPG to 1.10 in 1-2 weeks if I put in a solid effort. The problem is that it's just a lose-lose scenario. If we stay on the current version, we don't get new Forge features and people are sad they can't use new versions of MC. If we move to a new version, people are sad they can't use other mods and Forge bugs cause enormous issues.
In my opinion, it's best for this mod to stay on 1.7.10 because people no longer are satisfied with 1-2 large mods. Back in 2013 when DRPG had its own Feed the Beast pack, it would have been best to stay up to date.
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Nope. Diamond has 8 efficiency. Realmite has 12 and arlemite has 13.
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Go to files.minecraftforge.net and download a server version for 1.7.10. There are plenty of instructions online for how to set this up. Then just drop DRPG into the mods folder.
EDIT: Apparently NEI is in fact required on the server.
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Thanks, but we currently are not in need of texturers.