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    posted a message on ~DecoCraft 2.4.1!!~ Decorations for Minecraft! Updated to 1.11.2 !!! ~DecoCraft 2.4.1!!~

    Hi Razzleberry,

    great mod here ... really nice stuff. My GF and I really love it!

    I have a general question for you. Maybe you know the answer. I noticed after installing your mod (for 1.7.10) that my server started to lag like crazy. I do understand that we are talking about hundreds of objects (in your mod only) but I was wondering ...

    How come the game start lagging even before starting to use the objects? Do you have any specific code that runs at every tic ?

    I do not understand how the system get laggy just with the mod installed, but not used yet. If no block are used yet, what code is executed by the server to become laggy. Just hunting here ...

    My server runs at 2 gigs of RAM and my stations at 6 gigs.

    Any hints?

    Again, great stuff you have here. Just trying to figure out where that lag comes from ...

    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

    1.9.4 in the release section on github ...was it removed?

    Posted in: Minecraft Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Hi guys,

    I think it is time for me to give some news since I kept you in the shade for so long. I worked like crazy on the mods until December at an average of 25-30 hours a week, so yes I do have a lot of interest in the mod … and I still do.

    I want you to know that I am still planning to release 1.5 but you also need to know that a lot of personal and professional events get in the way. I am a professional software engineer who worked in the security industry. As you all know, terrorism in the last 2-3 years went to a critical level and it made my amount or work nearly double during the last year. I can no longer work on the mod as much as I did in the past but I expect things to get in control later on this summer. I want my life back!

    This being said I still work on the mod and I still want to release it. I am just not AS active as I used to be and this is not related to loss of interest.

    So here is a small candy for you while you are waiting. During the last few months, I modified our spawning engine to keep life booming around the Coral Reef. On my server, I was sometimes disappointed to find empty reefs since the spawning was completely controlled by Minecraft. So what I did was to develop a custom Reef Life spawning engine that will keep the life booming around the reefs. For sure, I made it fully customizable in the config file, so the user will be able to select the life level as he wishes.

    Vanilla: Let Minecraft control the engine

    Light: For lower power CPU, small amount of fish at every reef.

    Average: Medium amount of fish at every reef.

    High: Full life booming reef.

    By doing this, people could start Ocean oriented server and enjoy more life in it. If not interested, they could keep the vanilla spawning. That new feature is completely changing the dynamic of the game underwater. It was day and night when I installed it on my test server. Everything is still very stable and I will keep it that way.

    Sorry for the long delay. I am not able to publish release date since everything is still crazy for me. But I am still around :)

    Have fun guys and enjoy life!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from Stormalisk»

    That is pretty awesome!

    Was the crash upon gen issue found out? The one I was experiencing? I run the coral reef mod but i'm not sure if it is the culprit or not.

    I could not say. I no longer spend time on 1.4 at all since 1.5 is mostly a full rewrite. We were having many Id conflict and recipes issue in 1.4. So there are a good chance that 1.5 will fix that. If you still have the issue in 1.5, I will take a look.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from cindy44lo»

    Will a world wipe be needed for 1.5?

    Not at all. I upgraded mine from 1.4 to 1.5 few weeks ago. I kept it backward compatible.
    Posted in: WIP Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Ok small update guys ...

    Lots of works has been done by Joe and I to adjust to the new plan. But I will not talk about it until we have a release date in mind to avoid expectations.

    The last blocks are getting tied together ...

    Stay tuned ...

    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    There are many issues with the spawning in 1.4.

    BUT ... keep in mind that the spawning is completely controlled by Minecraft. It will also happen in vanilla minecraft that 300-400 squids will spawn into deep ocean, this is something out of our control.

    Your error is probably not related to the spawning, but to something else.

    Anyway, wait for 1.5 and try again. We fixed tons of issues ...

    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Hello everyone,

    Just a quick word to let you know that a fresh new delivery plan is on the table for Fantastic Fish. Following the intense last few weeks of testing, I compiled all the data gathered and adjusted the plan to be able to bring to your doorstep the first official release of Fantastic Fish, and this, as soon as possible.

    The testing pinpointed the weak and strong areas of the mod, and I had to regroup them logically to deploy our initial release in a timely manner. Therefore, the Alpha version 1.5 is cancelled, but will be replaced by the first official Release of Fantastic Fish 2.0.

    Don’t be afraid, there is nothing bad with the mod. It runs on my private server for my host to enjoy for the last few weeks, but some areas still need some polishing. Instead of pushing the Alpha release later, we will officially release what I feel is ready for you guys to enjoy.

    We are now switching to a small incremental delivery model, which will bring new features, one drop at a time. The Alpha/Beta days of Fantastic Fish are over, we are now entering a new era with more visibility. Prepare to enjoy what is ready ...

    I will give all the details of the plan in the next few days…

    Thanks to all


    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from Starcraft1256»

    Hmm.. weekly update.. I don't mean to be demanding or annoying, but I am noticing that putting up the weekly update is seeming to become reluctant..

    Not sure where it comes from ... the update of the previous week was Thursday (one day early), and with a movie as a bonus. We are holding few days on the last update since there are some important discussions going on and we want you guys to be informed. Stay tuned...

    Posted in: WIP Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    I did not see any info on that on the initial page and I did not get thru all the thread pages but ... is there any plans announced to support 1.8? Currently trying to move to 1.8 and Bibliocraft is a must for me. So if there are no plans, I will stick to 1.7.10 for few months. Thaumcraft just got moved to 1.8, so my last "must have" remaining one is Bibliocraft.

    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    In 10.2

    you guys should consider having some kind of config file where you would put the unique ID of transparent blocks. That would fix the issue.

    Also just as a comment, I tried 10.2 to get the water transparency control. But I finally removed it. I think that the light is too invasive and too bright ...it lowers the mood a lot. I prefer 10.1.

    Is there a config in 10.2 to set back the light level to what it was in 10.1? Any values to play around with?

    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Hi guys,

    sorry for the repost, but I had no answer on this. I am pretty sure someone knows why new transparent blocks end up blue.

    I created a checkered white window in a mod that inherits for the glass panel class of forge (meaning its the same code, but a different texture only).

    The texture is transparent, but end up blue when used with SEUS. The window on the left is my new window (which seus render in blue), the window at the right is the standard glass panel (which is fine). The only different thing is the texture used, so how come mine end up blue? Note that the item version held in hand is alright, proving that my transparency is fine.

    If I disable the SEUS shader, then it is fine ... like shown in the next screenshot.

    Someone could tell me what I am missing there?

    Thanks guys :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from Ravage656»

    Will v1.5 be compatible with biomes o plenty?

    Not for the next Alpha release. I need to understand how you register the mobs to spawn in the new biomes. Probably not complicated, but Alpha 1.5 is currently code completed, no so new code will be added.

    But this is something I would like to have also, so I will look into it for the first official release.
    Posted in: WIP Mods
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    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*
    Quote from Equeon»

    This bug still hasn't been fixed:
    java.lang.RuntimeException: A defective recipe has crashed the game! Another mod is creating recipes with non-existent blocks or items, which is a serious error that will cause item or even world loss when crafting these recipes. Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start.
    at net.minecraft.item.ItemStack.func_77984_f(Unknown Source) ~[add.class:?]
    at net.minecraft.item.ItemStack.func_77951_h(Unknown Source) ~[add.class:?]
    at chylex.hee.mechanics.orb.OrbAcquirableItems.addItemToList(OrbAcquirableItems.java:156) ~[OrbAcquirableItems.class:?]
    at chylex.hee.mechanics.orb.OrbAcquirableItems.initialize(OrbAcquirableItems.java:75) ~[OrbAcquirableItems.class:?]
    at chylex.hee.HardcoreEnderExpansion.onPostInit(HardcoreEnderExpansion.java:168) ~[HardcoreEnderExpansion.class:?]
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]

    Whatever it is, it's a conflict between the two mods, because the Hardcore Ender Expansion works fine by itself.

    What version of minecraft and forge are you using?

    Posted in: WIP Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Hi guys,

    here is the weekly reports. The mod is very stable so the testing goes rather quickly.

    So here it is:


    - Finalize/Test the SharkAI engine [Steph]
    - Merge FishAI/SharkAI [Steph]
    - Add/Test the school fish AI plugin [Steph]


    - Finalize/Test the Oceanic Whitetip shark [Steph]
    - Finale/Test the Bull shark [Steph]
    - Finalize/Test the Great White Shark [Steph]
    - Finalize/Test the Tiger Shark [Steph]
    - Finalize/Test the Hammerhead Shark [Steph]


    - Finalize/TEST the barracuda [Steph]
    - Final test the basic fish [Steph]
    - Final test the catfish [Steph]
    - Final test the Bottom Feeder [Steph]
    - Final test the Fungus Fish [Steph]
    - Final test the Mackerel [Steph]
    - Final test the MantaRay [Steph]
    - Final test the Mossy Fish [Steph]
    - Final test the Musky [Steph]
    - Final test the Pike [Steph]
    - Final test the Sailfish [Steph]
    - Final test the Salmon [Steph]
    - Final test the Trout [Steph]
    - Final test the Tuna [Steph]

    - Final test the Reef Fish [Steph]

    - Final test the Clown Fish [Steph]

    - Final test the Creepedo [Steph]

    Spawning Filtering System

    - Final test the spawning filtering system [Steph]


    - Fix/test the skeleton block [Steph]

    - Fix/test the 4 kelp plants [steph]
    - Finalize/test the 7 sea grass blocks [steph]
    - Finalize / test the 5 new sunken item blocks [steph]

    - Finalize/test the Coral Reef generation [Steph]

    - Finalize/test the Kelp Forest generation [Steph]

    - Finalize/test the Coral Tree Forest [Steph]

    - Finalize/test the Sea Grass Patches generation [Steph]

    - Finalize/test the Submerged Forest [Steph]

    - Finalize/test the Aquarium block/mode [Steph]

    Fish Model

    - Adjust the Pike model [Joe, Andrew] * CANCELLED FOR ALPHA
    - Adjust Mackerel model [Joe, Andrew] * CANCELLED FOR ALPHA
    - Add few coral fish to decorate the reefs [Joe, Steph]


    - Deploy a wiki [Joe] * CANCELLED FOR ALPHA

    Have a good week :)


    Posted in: WIP Mods
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