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    posted a message on Dimensional Doors v2.2.4
    I'm getting an error using the TECHNIC version of the mod posted above. On my MCPC, when you enter a dimensional dungeon, you spawn outside the pocket dimension eternal fabric constrains. The rift disappears. If you travel through a door, the same thing occurs, there is no safe platform that appears and no return door either. Entering into a simple pocket dimension you place yourself works as normal, just dungeon dimensions.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Hey Mohawky, have you ever tested exporting Aura nodes from Thaumcraft? I'm toying with the idea of making "temples" that spawn around the map with powerful biased aura nodes. Essentially great places of power and the like, unique landmarks, things like that.
    Posted in: WIP Mods
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    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    Latest MyTown and MCPC 180+

    It should be noted that MultiMine was updated today to include the event.

    EDIT: Oh. I checked, you've already made contact with him. I suspect the event can't be canceled because there's technically no one culpable for breaking it. Multiple people can break the same block at the same time. Maybe it's be getting handled differently?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    I'm not sure what's going on. I recently updated Ancient Warfare but on this latest version it seems none of the structures are spawning at all on a new map generation. I didn't notice it until now as I've been working on a pre-generated map. Is anyone else experiencing anything like this? I'm using BetterDungeons, but after disabling it, I still cannot find any structures. Did the format on the files change that I should delete them or something?

    EDIT: Moved back to .36 and generation works again. Odd.

    EDIT: EDIT: Okay. I'm dumb. I realized I commented out some important stuff when I was experimenting. Sorry for the false report.
    Posted in: WIP Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Would you be willing to expose a list in the config to select other armor types for mobs to wear? That way you could see zombies in hardened leather, scale, and even thaumium armor.


    EDIT: WOOPS. This was supposed to be in the other thread regarding SpecialMobs.
    Posted in: Minecraft Mods
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    posted a message on Multi Mine - switching off a block doesn't heal it anymore!
    This is the post I made for MyTown regarding the new version of MultiMine and MyTown. Figured I'd post that for brevity's sake. Something about an exception due to illegal format conversion. I can't say for certain that the issue is on your side or not. Have a look at the spoiler in that post to see what I mean. Thanks for the super fast update though :D
    Posted in: Minecraft Mods
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    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    Hey Legobear, Multimine was recently updated to include Forge BlockBreakEvent. I thought maybe this would help compatibility with your mod but it still doesn't prevent block breaks in protected areas, in fact, it now causes an internal server error and kicks the player on my MCPC server.

    Here's the server.log pertinent to the error:

    2013-12-18 15:23:30 [WARNING] Failed to handle packet for Darkie_Knight/127.0.0.1: java.util.IllegalFormatConversionException: d != java.lang.Double
    java.util.IllegalFormatConversionException: d != java.lang.Double
    at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
    at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
    at java.util.Formatter$FormatSpecifier.print(Unknown Source)
    at java.util.Formatter.format(Unknown Source)
    at java.util.Formatter.format(Unknown Source)
    at java.lang.String.format(Unknown Source)
    at ee.lutsu.alpha.mc.mytown.Log.log(Log.java:36)
    at ee.lutsu.alpha.mc.mytown.Log.severe(Log.java:28)
    at ee.lutsu.alpha.mc.mytown.event.PlayerEvents.blockBroken(PlayerEvents.java:122)
    at net.minecraftforge.event.ASMEventHandler_217_PlayerEvents_blockBroken_BreakEvent.invoke(.dynamic)
    at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
    at net.minecraftforge.event.EventBus.post(EventBus.java:108)
    at net.minecraftforge.common.ForgeHooks.onBlockBreakEvent(ForgeHooks.java:473)
    at atomicstryker.multimine.common.MultiMineServer.onClientSentPartialBlockPacket(MultiMineServer.java:117)
    at atomicstryker.multimine.common.ServerPacketHandler.onPacketData(ServerPacketHandler.java:35)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:270)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:259)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
    at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:2447)
    at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(Packet250CustomPayload.java:70)
    at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:470)
    at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:233)
    at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
    at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(DedicatedServerListenThread.java:34)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:914)
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:330)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:781)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:663)
    at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
    This occurs when a player breaks a block on town-protected land. The block break event occurs long after the cancellation message but it appears it doesn't stop the event even after kicking the player.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    I believe there's issues if the server and client have different configurations. If the server has RPG mode turned off, and the client does it insists it gained a heart and conflicts with the server. I believe this might be the source of some of the other issues mentioned in the last few pages.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    I like the idea of a directory structure. Clever use of Find and replace in files in an editor like Notepad++ can allow a developer to mass modify structures in specific structures. Would you consider an option to give a weight modifier for the structure spawn based on the spawn points distance from the world spawn? That way AW can categorize the difficulty of structured spawns. The closer to the world spawn the more likely you are to encounter white flag npcs or another neutral team, for instance, but bandit camps or other unique spawns (dungeons with mob spawners with bonus damage/health attributes) are further away.

    Implementing a distance factor like this could have interesting effects:

    Imagine you have an adventure map:

    You set a world border to be a perfect square and place the world spawn in one corner of that map. If you had unique structure spawns keyed to distance, you could make a rogue-like adventure map with special towns that are guaranteed to spawn at some distance from the world spawn.

    The end-game would always spawn at the distance that occupied the opposite corner as the world spawn, since we can know for certain the only distance that this structure could spawn at. If you could somehow make Noppes NPCs to spawn with quest data intact that would be phenomenal. Imagine guaranteed structures based on distance from spawn that have quests linked to each other, a randomly placed desert themed catacomb, a lush jungle temple, a sunken ship, all holding items that are needed at the next neutral zone to access the next quest. Shops and neutral zones with invulnerable or respawnable npcs and customizable npc factions and guards.
    Posted in: WIP Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Would you be willing to expose some config options to set the basics of the mana/magic level system. I'd like a harder curve for gaining magic levels, mana costs, etc. Is that possible?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.6.4] [Forge/Jar] Advanced Darkness - 1.5
    The ideal would be forcing the gamma to be a certain way across a server config. Essentially throwing control of your brightness dial over to the server to control. This means you can force a certain style of gameplay where a mineshaft is actually dark instead of appearing vaguely dark even on 0% gamma.
    Posted in: Minecraft Mods
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    posted a message on Multi Mine - switching off a block doesn't heal it anymore!
    Does this mod take advantage of the new BlockBreakEvent that Forge has? I had a problem with this mod ignoring the protection of MyTown. It attempts to cancel the event before block breaking is completed, throwing a message, but it is still possible to grief inside protected areas. The developer hooks into Forge BlockBreakEvent to prevent the destruction of blocks in protected areas. It currently works with several mods that also implement it such as Ars Magica 2 and Thaumcraft 4. Thanks :D
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.6.4] [Forge/Jar] Advanced Darkness - 1.5
    Thank you very much! :D

    Suggestion for future development would be setting a config option to control the darkness level and later maybe a handshake with a server so you can sync darkness levels with the client, making Advanced Darkness a required mod for the server :D

    Hands-down the darkness is very creepy. I've manually edited the files and it feels like in the -.5 range is the best to balance deep shadows with functional light sources. At -1 there are incredibly deep shadows below even the wispiest of trees. There's a sweet spot you hit at -.5 to -.4 where you can just barely see in the moonlight.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.6.4] [Forge/Jar] Advanced Darkness - 1.5
    Would someone be wiling to whip up a version of this with -.5 gamma instead? -1 is unreasonably dark. I feel my players might find it too difficult.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I have a suggestion for sigils. Could you implement a sort of block-griefing protection from things like fire, lava, etc? For example, a Quenching sigil will put out fires in an area around it. A Cooling sigil is similar, turning placed lava directly into obsidian.
    This way, players can live in the giant trees that so many mods create without fear of fire.
    Posted in: Minecraft Mods
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