• 0

    posted a message on How to get an existing datapack to act on modded mobs in another dimension?

    Hi! I'm trying to edit someone else's datapack to support mobs from Twilight Forest, but having no luck. (This is just for me and to help me figure out datapacks in general, I'm not sharing with anyone or putting this on my server. Zero redistribution is happening here.)


    The original pack affects mobs from vanilla Minecraft just fine but I'm having absolutely no luck getting it to affect mobs from twilight forest, even after tagging commands with the proper namespace.The datapack seems to load still, it affects vanilla mobs without an issue, but does absolutely nothing to TF's mobs.


    Is there another datapack out there that has an existing example of support across many mods and dimensions, I could use that to model my changes after?


    I keep finding packs for dimensions, OR mobs, but not both; and not sure how to address the mod namespace properly.

    Thanks!

    Posted in: Modification Development
  • 0

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

    Is there currently a fix for mob textures with transparency showing black in the transparent areas?

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I have a bit of a problem with a Celestial Geonach that shouldn't be there...


    I started a brand new world on 1.15.2 (using version 2.2.3.2). A Celestial Geonach spawned on my 3rd day, I have zero equipment to fight it so I set the min. days before spawning Rares to 70 days, and I thought "I'ma exceptionally /kill this one because it's in a really bad place."


    Except /kill doesn't work, at all.


    I tried killing all entities within 10 blocks... doesn't work.

    Killing all entities except the player.... doesn't work.


    Killing the Geonach specifically: /kill @e[entity=lycanitesmobs:geonach]


    Which returns "Killed Celestial Geonach" in the chat box


    But the damn thing is actually still there, right in my face....


    What's the proper way of getting rid of this erroneous abomination? Thanks.



    Edit, okay so restarting the server finally got rid of it.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Tamaized»

    Beni sent us a handful of the jars he had laying around but it was unknown which mc version each jar was for so we have to sort through em. It also wasn't every single version of the mod so some older ones have to either be collected from old modpacks or found elsewhere or they may just be lost forever.


    Is there a list of versions missing anywhere, by chance? (Asking in case some of the sorting's already been done, maybe it hasn't.)

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dayyer»

    Nah, 1.8 was TC5.

    1.10 was TC6.

    1.12 is TC6.1

    Some 1.12 mods are still in the works, but are mostly finished for 1.10. (That's why I'm still in 1.10) 1.10 is just more stable, (I'm assuming) but by the time TC6.1 is finished, maybe less 1.12 mods will be unstable.



    Which mods are you using that are still on 1.10? Just wondering what's out there that hasn't moved on, it's been over a year since 1.12 came out... well enough time for most major mods to have updated fully or have beta-ish versions on 1.12 (like TC and Mystcraft for example.) But you're probably using a ton of stuff I'm not so: what?


    Then again a lot of packs are still on 1.7.10 so I'm not surprised...

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    It's a known bug, You get the recipe after the Infernal Furnace, but the treats won't craft no matter what combination or where you craft them.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Running a few infusions and letting them go unstable should unlock that path.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Beta 16 has a bug where they don't close at all unfortunately. Gotta wait for 17 to come out, or revert (but I can't promise that won't screw other things up).

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.21]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.52, Enhanced v1.17, Basic v2.3 are out now! (June 17th, 2024)

    I randomly noticed this in my log while checking if a texture pack was loading everything correctly, using Optifine E1_pre (20180606):



    Line 537: [14:17:48] [main/WARN]: [OptiFine] Ambiguous shader option: ENTITY_TALLGRASS
    Line 538: [14:17:48] [main/WARN]: [OptiFine] - in gbuffers_textured.vsh: 175.0
    Line 539: [14:17:48] [main/WARN]: [OptiFine] - in world-1/gbuffers_textured.vsh: 31.0
    Line 540: [14:17:48] [main/WARN]: [OptiFine] Ambiguous shader option: ENTITY_TALLGRASS
    Line 541: [14:17:48] [main/WARN]: [OptiFine] - in gbuffers_textured.vsh, world-1/gbuffers_textured.vsh: 175.0
    Line 542: [14:17:48] [main/WARN]: [OptiFine] - in world7/gbuffers_textured.vsh: 31.0
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I got one to work briefly (before the server crashed) by placing the generator on a block first, facing towards the runic matrix (so horizontally). Placed the Stabilizer on the end facing the Matrix, so the stabilizer "rod" faces the Matrix too.


    A stream of translucent steam came off the assembly. It crashed when I attempted to do an infusion, you theoretically should be able to see the particle stream before crashing anything!? Some people have been lucky and this didn't happen to them at all apparently.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Stroam»

    Strangely it's only the axe and sword that have issues.


    Ok, then that's confirmation that this bug is still present in Beta 16. Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Stroam»


    have you found a solution to this? I have the same issue.


    First make sure you're using Beta 16.

    To unlock the research, you have to hold all the crafted tools in your inventory at once.


    If you are holding all 5 at the same time and it still won't unlock, it may be a bug. Similar things happened to other people but that should have been fixed by now.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Cool, I didn't know it could do that specifically to JEI, will investigate. Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Hello again. :)


    You mean ask the JEI crew about hiding these things, or there's already a way of hiding the items that I'm oblivious to? Only way I know to hide items is to remove their recipes.


    And yes I forgot the i. It's going to cause the world to implode and two well-known mods nobody would confuse to combine into a single massive entity!! RUN!!!

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    TC newb here. If anyone has managed to use Crafttweaker to remove fluids and buckets for unusable TC materials in-game (like Aluminium Brass... I have no aluminium in my world), could you share a few examples with me please?


    For some reason, JEI shows some items (fluid, bucket etc.) even though there's no way to craft them, I've been confused for a while trying to figure out if that was just a normal part of the progression or if those things were bugged out. Now I'd just like to remove the items entirely so they stop showing up.

    Posted in: Minecraft Mods
  • To post a comment, please .