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

    While I passed over the progression system only very lightly in my examination of The Twilight Forest due to the mod being unfinished, I'm with the side that dislikes the current system. Funneling the player along a set path is fine in certain circumstances, but the primary reason for doing so is generally story-based, and The Twilight Forest currently lacks any real plot-line.


    A very real reason for the progression system, as explained by Benimatic, is that some of the treasures found in later dungeons is excessive. He called this a gating system, not based on resources harvested, not based on infrastructure buildup, but on areas explored.


    And, some of the gating ideas do make sense. Getting cold resistance from furs before going into the super-cold glaciers, for example. The problem is, it becomes all-or-nothing. Not "You have unwanted status/potion effects that will hamper you", but all-out "you can do nothing no matter what".


    I think it would work if it was improved a bit.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from kvgbyhdsvcisb»

    I still wonder why someone would trash the progression system tough.


    Because you might think that the progression system isn't well-balanced?


    Because you regard the minotaur lairs as easier than the litch?


    Because you consider the goblin stronghold as taking any trophy/head, rather than requiring a specific one?


    Because you prefer the older worldgen, where dark forest roofs are the highways to get around the world, and the progression isn't so easy/well-supported? (Doesn't have the yeti building in the snowy forest, or at least, didn't when I checked, but has everything except that and the final plateau).

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    I posted some samples earlier.


    Generally? Ask the mod author; find crash reports with the class names in the stacktrace; take guesses.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from Hieronferoun»

    I'm curious about the new Ore Flowers mod: Does it generate the ores with mother-loads (on vanilla ores) as well? :)


    It does not generate ores at all, as far as I understand.

    It only looks for ores in the chunks, and puts flowers on the ground, after something else has generated them.


    So, if you had vanilla oregen, you'd have flowers everywhere. ... Might make an interesting decoration mod.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Hyxaru»

    Nether portals do not work in the twilight forest.


    Last time I looked at the code for nether portals, they only worked (hard-coded in the vanilla minecraft code) in dimensions less than 1 -- zero, or negative dimension numbers.


    You could, for example, tell TF to use negative 7, instead of positive 7, and then portals from TF into the nether would work.


    The only way to get back from the nether to TF would be to have a Tf-specific version of the portal.


    That's why most dimension mods don't allow nether portals to function in their dimension(s) ...

    I'd say that most dimension mods don't bother to do anything to nether portals. It's not a question of "Ok, I'll allow it" or not -- vanilla code won't even check.

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Here are some samples from my config files


    [/p]
    [p]<IfCondition condition=':= !(dimension.generator.class = "ChunkProviderTwilightForest") '>[/p]
    
    [p]<IfCondition condition=':= if(dimension.generator = "HellRandomLevelSource" | dimension.generator = "EndRandomLevelSource" | dimension.generator = "RandomLevelSource",true,false)'>[/p]
    
    [p]<IfCondition condition=':= dimension.generator.class = "ChunkProviderMyst"'>[/p]
    
    [p]


    Now, have those xml snippets inside a code bracket been made to work yet?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    For instance, I always found the jet turbine quite expensive and demanding. Now that I know you can use the exhaust heat to power heat reliant machines, they feel almost too cheap for their cost of operation.


    ... I thought the jet turbine destroyed things in it's wake/behind it? Not "powered" them.


    So, a blast furnace, or a normal furnace (like the friction heater)?

    Posted in: Minecraft Mods
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    posted a message on Modpack Recipe: Survival Industry - A Progressive Tech Modpack
    Quote from reteonext

    In the case of this mod, "hopelessly without iron" is kinda the point for the early-game.


    But once you have the tech level to acquire iron, should it be really hard/time consuming to find? Or should it be a case of "walk along the shore", or "swim in the swamps". Jungles ... I was surprised, but I stole that directly from Geologica. I figure he knows what he was talking about when he put limonite in there.


    Quote from reteo»

    Does this mean that animals can starve in an unloaded chunk? Wow, if so, we've got definite proof of Schrodinger's Cat. :(


    Naah, more like, animals in loaded but distant chunks won't move (something like r=30 blocks away), and so stay on the same blocks. Depending on how fast they eat (it's configurable), how many there are, and how rare grass is (COG can replace grass with dirt at a customizable rate, just saying ... :-), you can starve animals if you really want to.

    Posted in: Mod Packs
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Ohh, so simple! I bet I can write a deny nether and end add-on easy enough with that.


    ... Maybe even a "deny non-age, overworld, or home dimension" addon?


    ===


    Mystcraft issue tracker: https://github.com/XCompWiz/Mystcraft-Issues

    Mystcraft forum, technical/support: http://xcompwiz.com/forum/viewforum.php?f=8


    ===


    So what happens when you overcharge a coil?

    http://www.girlgeniusonline.com/comic.php?date=20150729

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kobra331»
    Why do you disabled Mystcraft linkbooks? How should someone in survival now leave the dimension?

    Wait, you disabled Mystcraft link books? Only out from, into, or both? How? Source code linky please?


    ===


    If people are seeing Mystcraft performance issues, with the current 0.12.2, please discuss it either on the Mystcraft forums, or raise the issue at the Mystcraft issue tracker. If profiling (aka "baking a cake") never stops, Xcw needs to know; if you find that it takes too long, we can tell you how to say "This uses vanilla default equivalent ores", or something similar in config file numbers.


    If it takes noticeably longer to generate Mystcraft chunks than it does to generate RfDim chunks, then something is wrong. If it takes noticeably longer to generate overworld-like chunks than it does to generate overworld chunks, something is wrong. The "count up the ores in this chunk, and adjust the age instability level" code is relatively short and fast, and only runs once a chunk.


    And I'd personally love to try to understand why ChromaticCraft structures work in RfDims and not Mystcraft Ages.

    Posted in: Minecraft Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from JeffPeng»

    ... CoFH can apply its changes to the vanilla water @BlockTickingWater.java, but the FiniteFluids mod outright replaces the vanilla water altogether, and so it runs into trouble later. I really doubt the way both things are implemented that it is possible to make them coexist. That said, I don't really see the what useful CoFH does to the water.


    Understood. I don't know what it does either.


    But playing with rotarycraft you can "create" huge amounts of water with the reservoir (they DO collect rain) and the spiller.


    This is something I did not know.


    RoC ... you keep learning and learning and ...



    Implementing something like what Martititi proposed would actually mean that every dirt would need a hidden tank of some dimension. Even with low update cycles this would get pretty calculation heavy. But, ofc, it would be pretty awesome. One might even imagine Dirt turning to river / sea beds when being in constant contact to water, or dirt turning to swamp land when being overly saturated, or to desert when being exposed to aridness (or the other way around). Even chunks could hold a virtual humidity "tank", which rises when water evaporates, and drops when it rains. Spin those ideas just a bit further, and minecraft has a virtual weather system (that does not completely rely on rnd)



    I was just thinking of "If there's a solid stone block underneath, and it's ocean or river biome, assume that's the sea floor, and don't drain; otherwise, any grass/dirt/gravel/sand block will have a small drain rate when it is not raining.


    The idea being that during rain, the water level will go back up to the normal level, and during non-rain time, the grass/sand/etc will drain the water back.


    EDIT: Any real "water cycle" mod would have to deal with water sources that represent mouths of hidden underground rivers/drainage. The single-block sources in the sides of mountains? Those should stay as "refilled", based on some hidden collection of water that is abstracted out. Fluids Overhaul eliminates those, sadly.

    Posted in: WIP Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Chromatic Craft can be forced to generate in Mystcraft ages? And it works properly?


    Nice.

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Biome Type looks in the biome dictionary for a matching type.

    You are looking for a biome type, when you want a biome name, with Sunflower Plains.


    The biome dictionary in 1.7.10 fails to properly describe a lot of the mutant biomes.

    Be aware that (unless it changed since I last looked), jungle edge is considered Forest, but Jungle is not.

    Posted in: Minecraft Mods
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    posted a message on Modpack Recipe: Survival Industry - A Progressive Tech Modpack
    Quote from reteo»

    Ah, I see. That would probably work against what I was going for, anyways, as I don't want to reduce mining drops to nugget-value ores. I simply want to re-arrange existing mods' ores to be harder to find, but all the more rewarding when successfully located and collected.


    Only limonite actually generates nugget-valued ore (iron). It was done that way so that you are not hopelessly without iron, and to encourage the grinder to give you more iron.


    While a given harder_ore block will drop nuggets each time you mine it, you will generally mine 6 to 12 nuggets from each block. (More in the motherlode itself).

    Posted in: Mod Packs
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