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    posted a message on Fabric 18w50a to 1.14.4 Snap/Rel Mod Discussion Thread - Mostly 1.14.4 Forge Posts, Minor Fabric 1.14.4 Posts.
    Quote from SuntannedDuck2 >>

    I should have asked launcher technically at the time, my bad. Yeah with MultiMC I don't know of a way to go about not using a difference instance but instead using the same/avoiding using another zip file, you'd have to ask the Fabric devs/team about that since I don't know how to go about doing it. I'm so used to testing in isolated instances in snapshots that I haven't tried not getting another zip instance. Mostly also as I don't think it's possible but I can't back up what I don't know.


    I just came across a list from one of the devs just recently of what mods seem to work, so hopefully this gives you an idea (I myself have yet to try out mods for 1.14.1 to be sure of what works and what doesn't, which I'm only now just starting to do so). View image below.


    I agree that the chunk loading issue is a problem as I too can't wait to play a survival with that fixed but it might be a few days to a few weeks before the 1.14.1 mod support is common enough.


    Try the Fabric Discord under the User General or User Support channels:

    https://discord.gg/v6v4pMv




    Thanks for the info. I'll head over there and see if anyone has advice. If not I'll mess around with the backup instance and see if I can copy the world save over to a new instance made with the update zip.

    Posted in: Mods Discussion
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    posted a message on Fabric 18w50a to 1.14.4 Snap/Rel Mod Discussion Thread - Mostly 1.14.4 Forge Posts, Minor Fabric 1.14.4 Posts.
    Quote from SuntannedDuck2»

    @InfinitysDaugter

    If you mean modded profiles to move from Fabric 1.14 to 1.14.1 it shouldn't be a problem to just update Fabric to 1.14.1, [I'd recommend waiting if mods you use commonly aren't 1.14.1 compatible yet and once they are move forward] (not all mods will work for 1.14.1 so it's best to experiment with what works and what doesn't before using a world you care about that you want to update, I myself don't know all that support 1.14.1 yet so I can't point out any just yet since I have yet to experiment with any besides testing 1.14 versions/new mods every so often for bugs).


    If you mean Vanilla I think it should be fine to just backup your world first and try loading up the world in 1.14.1 to see what works and what breaks. Shouldn't hopefully be too different since I haven't heard too many differences with iron farms I think for 1.14.1 compared to say the pre-releases of 1.14/snapshots I think but I could be wrong and would have to check the 1.14.1 changelogs/bug fixes to be sure on that. I'd check those first and if it is true then decide to update or not, otherwise of course backup your world first before doing so and test the world to see what breaks and what works.


    I'm not the best to ask about this but I hope this helped in some way.




    I mean modded. I dont quite understand how I'd go about doing that. There isn't an option to update it in the multimc launcher. I know with forge I could just select it and click update and it would automatically load the update options for me to choose from. Since initially I had to use the zip file to even create the instance I'm not sure how I'd go about doing that.


    Unless I'm making it more complicated than it needs to be and all I have to do is update the API?


    I made a backup copy of the instance so I could experiment which mods will break and which wont before I do anything with my main world. I know from past forge things that updating something could lead to disaster. XD


    I'm just biting the bullet because 1.14.1 fixes the chunk loading/block update issues that keep kicking me out of my world whenever I try to make a larger crops farm or have too much redstone going at once. Cx

    Posted in: Mods Discussion
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    posted a message on Fabric 18w50a to 1.14.4 Snap/Rel Mod Discussion Thread - Mostly 1.14.4 Forge Posts, Minor Fabric 1.14.4 Posts.

    Forgive me if this is detailed somewhere. I've looked and looked and cant find anything but I could just be blind as heck.


    How do I update my 1.14 instance to a 1.14.1 instance? I hope I dont have to make a new world. I just got my iron farm up and running. ;^;

    Posted in: Mods Discussion
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    posted a message on Special "hidden" textures: Keep on pickup
    Quote from Alvoria»

    Sorry, but this is WAY outside of the scope of what resource packs can do.


    Random textures in Minecraft aren't truly "random" but rather they work on a coordinate system. As long as you place a block in a particular location (the exact same x, y, z coordinates in the world space) it'll always have that same variant. Change it by even one block space and it may be different. Blocks don't have a "memory" for what alternate textures they use because it's the world coordinates that decides the variant.


    So yes, sadly, this would require making a mod for. There's no way to do that in vanilla. Sorry to be the bearer of bad news.


    Dang.


    I had a feeling this would be the answer but I hoped I'd be wrong.


    Thank you very much for the answer, though. ^^

    Posted in: Resource Pack Help
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    posted a message on Special "hidden" textures: Keep on pickup

    I dont know if this is even possible the way I envision it.


    I'm working on a texture pack and I'd like to add special "secret" alternate textures to the top of logs. If you've ever played Animal Crossing it would be like the special tree stump icons you can sometimes get when cutting down trees:



    The bulls-eye symbol is the default but you have a rare chance of getting any of the others.


    Now, I DO know how to do this just fine. Its just an alternate texture that you set a frequency for. However, I'd LIKE to be able to let a player keep that special texture when picked up and placed again.


    With alternate block textures in order to get that same alternate texture you have to cycle through them, like when placing paintings. The problem with that would be I want to make these alternate textures rare, say 1/10 is an alternate texture and then its possible to get 1 of 4 or 5 "special" textures. So you'd have a 1/10 chance of a special block and a 1/5 chance of getting the texture you wanted.


    IS there a way to make an item remember the alternate texture when picked up in just a texture pack or is this a more complicated bit of coding? If not, could it be done in a data pack or would it require something more extensive like a full mod and adding an entirely new block for each alternative texture?

    Posted in: Resource Pack Help
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft
    Quote from itsSerena»

    I tried saddles, I tried the wagon :( I don't know if it's just me, or a conflict with one of my mods, or just a general issue


    When you use the saddle does it appear on the horse? Are able to get up on the horse after you put a saddle on it? If not, are you right clicking with an empty hand?

    The riding crop does seem to be moot in the most recent update.
    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft
    Quote from EchoWeaver»

    Thanks! Since I was on Single Player, I ended up switching to Creative and giving myself 4 Animania mud blocks just because I hadn't watched the pigs roll in mud and wasn't sure I'd be able to identify the correct behavior. Now that I've seen it, it's hard to miss :).

    If you ever have a problem like this in the future, you might try stimmedcow's No More Recipe Conflict mod. It adds a button below the crafting box when there are two or more items for the same recipe that you can flip through for what you want.

    Its really darn helpful. I have Block Armor and Actually Additions. Both have a recipe for obsidian armor but Block Armor's version has buffs when AA's does not and AA's recipe overrides Block Armor. @w@
    Posted in: Minecraft Mods
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    posted a message on Animania: Immersive Animals and Pets mod that improves the passive animal experience in Minecraft

    This and the Mo'Creatures mods are my favorite mods for this game. The critters are so cute and the modeling is really nice. I ADORE the variety of goats in this mod. I love goats (I've raised them IRL) and having half a dozen or so options to populate my farm is amazing. My niece is in love with the hamsters, too. X3


    I do, however, have one problem. Since the update with the Mooshrooms I cant get them to spawn naturally. I think they will spawn on grass on the island but not on the mycelium.

    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]
    Quote from Thyriel27»



    I had a very similar problem and the only solution i found so far to make quests like these is:
    1) use CraftTweaker to add oreDictionary names for questitem groups (e.g. all the nets with all type of cows get the oreDict name "netwithcow"
    See http://crafttweaker.readthedocs.io/en/latest/#Vanilla/OreDict/

    You get the correct syntax for items with NBT data at best when holding the item ingame and typing "/ct hand" in chat

    2) make a retrieval quest, ignore NBT and after selecting an item click on the oreDict button. It should then accept all items with the correct oredict name.

    But i haven't done this yet with NBT items, only with totally different items to group them together. If it's still accepting things like an empty net try with NBT not ignored.


    Thanks! I'll try this and see if it works! ^^
    Posted in: Minecraft Mods
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    posted a message on Better Questing - A new and improved questing mod for pack creators [1.7.10, 1.10.2, 1.11.2]

    This may sound confusing so bear with me. ^^;


    I have the mod Animania in my pack. It removes vanilla passive mobs and replaces them with several different breeds that spawn in different biomes. Basically, if you cant find a specific biome you wont find that cow/pig/sheep/ect.


    I also have the mod Hatchery which adds a net that can catch passive and neutral mobs. When you catch something in the net it changes the name from "Animal Net" to "Animal Net (<-animal name->)".


    The quest I want to add goes like this:

    "Catch a breeding pair of bovines (cow and bull of the same breed) in an animal net."

    ---I want them to be able to grab any breed of cow and bull since you might not find a specific breed.


    The problem I'm having is no matter what settings I use (ignore NBT, partial match) the quest will detect if you have ANY animal nets regardless if its got the right animal, a different animal, or no animal at all.


    I want the quest to detect that its a cow entity in the net. I'm even ok with it allowing different breeds (I can specify in the description it wont make babies if its not the same breed), just so they cant breeze past the quest without doing it at all. Is that possible?

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Just found this mod a day or two ago and I think I've put in about 24 hours worth of play time already I love it so much. @w@


    I, too, have to report problems with Mo'C/CMS and this mod. I can say that it is a totally fresh profile with only Mo'C or CMS and this mod but its still having problems. I am still tinkering with the config files, though. Technically this mod tinkers with spawning in order to spawn the village npcs and Harvest Goddess but because CMS doesn't have settings for them I think the game is prioritizing the spawn mechanics of this mod over CMS.


    It may be that the two mods just aren't compatible or it may be a user end config setting that needs to be tweaked. Like I said, still noodling with configs. c:


    Oh my gawsh its something so simple!

    This is a fix only if you have Custom Mob Spawner installed (which will let you tweak not just Mo'C but vanilla and any other modded mob too).

    Have CMS installed, load up the game AND A TEST WORLD (CMS wont generate the proper files unless you load up a game world first), and exit the game.
    Navigate to your config files and go into the CustomSpawner folder.
    IGNORE THE "Overworld" FOLDER.
    Open the "hf" folder.
    THIS is your "overworld" folder. Edit the .cfg files as you would any other dimension files.

    You will also see a "mining" folder. I havn't built the mine in HF so I'm not sure how, exactly, it works but I assume its the same as any other dimension file too.

    CMS files can be confusing but its all I've ever used in way of a custom spawners (back when it was required for Mo'C) so if you want help just ask. ^^
    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Just found this mod a day or two ago and I think I've put in about 24 hours worth of play time already I love it so much. @w@


    I, too, have to report problems with Mo'C/CMS and this mod. I can say that it is a totally fresh profile with only Mo'C or CMS and this mod but its still having problems. I am still tinkering with the config files, though. Technically this mod tinkers with spawning in order to spawn the village npcs and Harvest Goddess but because CMS doesn't have settings for them I think the game is prioritizing the spawn mechanics of this mod over CMS.


    It may be that the two mods just aren't compatible or it may be a user end config setting that needs to be tweaked. Like I said, still noodling with configs. c:


    @Dread_Boy: Not sure about full automation but if you have Actually Additions installed you can grow crops without the need to water them each day. Place down an AA worm and then plant your crops. You have to place the worm FIRST, you wont be able to place it after youve planted your crops (unless you break the center crop). This has been a huge help when I've had to go to the nether or go caving or something and cant see the time pass.

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    cool. never looked in the biome group list as there wasn't a specific mob section for it in the spawn settings.

    edit: only in 1.10.x and up....unless those changes all get ported back to 1.7.10


    Oh ok. Thats good to know. ^^
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    ok, you have to mod the surfaceBop folder.
    JAS is "just another spawner" it is another mob spawn control mod.

    you really won't be able to get just panda's in one biome as they are a sub-species of bear and have no unique spawn settings.

    Thats actually not true. The EntitiesBiomeGroup.cfg has a line for pandas.

    S:DRZHARK_PANDABEAR_DEFAULT

    I'm not sure if its always been like this or if it was more recent but its list of biomes doesn't include things like the Ice Plains and such so it doesn't spawn with Polar Bears. I'm not sure if it has everything broken down, though. I dont think it has Wither Skeletons singled out (unless they start with something other than W which is possible. Its a big file @w@ ).

    OH! Speaking of Wither Skeletons! I remember a while back someone asking about having them only spawn in Fortrices and I think I can help. I was messing around with it and if you edit the file (cs>nether>creatures>vanilla.cfg) like this:

    ####################
    # skeleton
    ####################

    skeleton {
    S:biomegroups <>
    B:canSpawn=true
    I:frequency=75
    I:maxChunk=4
    I:maxLightlevel=-1
    I:maxSpawn=40
    I:maxSpawnHeight=256
    I:minLightlevel=-1
    I:minSpawn=4
    I:minSpawnHeight=0
    S:opaqueBlock=all
    S:spawnBlockBlacklist <>
    S:type=MONSTER
    }

    leaving the "canspawn" as true but removing the biome groups, then skeletons and withers skeletons will spawn in the Nether but only in the fortrices.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Platinum_Fox»

    could someone pls help me to get rid of certain mobs in mocreatures? i have disabled them in the mo creatures config setting as well as the custom spawner settings

    examples below.
    Mo creatures config:

    bee {
    B:canspawn=false
    I:frequency=0
    I:maxchunk=3
    I:maxspawn=2
    I:minspawn=1


    custom mob spawner: (found in the customspawner>overwolrd>creatures)


    bee {
    S:biomegroups <BEE_DEFAULT>
    B:canSpawn=false
    I:frequency=0
    I:maxChunk=0
    I:maxLightlevel=0
    I:maxSpawn=0
    I:maxSpawnHeight=0
    I:minLightlevel=0
    I:minSpawn=0
    I:minSpawnHeight=0
    S:opaqueBlock=none
    S:spawnBlockBlacklist <>
    S:type=AMBIENT
    }

    please someone help i really dont want bugs and i have been trying to disable them.

    thank you for who ever helps me.


    Do you want to stop Bee's from spawning at all in the overworld? Just remove the biome group completely. Like this:

    bee {
    S:biomegroups <> (<-remove whats between these two symbols)
    B:canSpawn=false

    This will stop bees from spawning period in the overworld and if you want to stop them in other worlds just do the same in those files. (customspawner>(world file)>creatures)

    If you only want to keep them from spawning in certain biomes go to customspawner>(world file)>EntityBiomeGroups.cfg This file has the list of biomes each creature can spawn in. Find S:DRZHARK_BEE_DEFAULT and add or remove the biomes you do or dont want them to spawn in.

    I hope this helps.
    I, personally, find CMS much easier to deal with than JAS but that could very well be because I'm more use to CMS. You learn how to do something one way and its hard to switch to something else.
    Posted in: Minecraft Mods
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