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    posted a message on Minecraft Font changing with language
    Befuddles :/
    Posted in: Language Packs
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Too-DAMN-Much

    even if it random you can use the log turner item on them after you place them.


    I didnt even knew there was such a wonderful magical device! :DI'm either blind or the wiki really says naught about it...

    Quote from RukiTabuki

    I am running the 1.4.2 version so I can still run mo creatures as well, though as soon as I load past mojang I get this: (...)


    The key line is " java.lang.IllegalArgumentException: Slot 222 is already occupied by [email protected] when adding [email protected] "-- Just a good ol' ID conflict going on.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    You know the logs obtained by the 2x2 trees from the mod? How they can face four directions and such, to make a full log?

    Is there any way to predict or force which direction a log will face when you lay it down? Frankly, so far.. it all seems to be random. And sometimes, there's creeper damage to be fixed, or I just want the right effect when building something...
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Just as a note, I don't know if is the mod's problem or EBXL's, but wood planks and wooden slabs made of EBXL wood (like, fir) can't be used to make mod items (like, Railcraft water tank), but wooden logs can (like, Factorization barrels).

    Actually, the best part of Factorization's case is that you can use fir logs to make barrels, but not fir wooden slabs. Eheh.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Font changing with language
    I'm not sure if this should go here or in the Support forum, but I thought one of you guys would have more experience in this field.

    I'm trying to make a language pack for a fictional lang, just for kicks. My problem is, Minecraft changes the font whenever you switch the language to anything else but English to a thin, texture-pack-ignoring variant from the glyph files. Any language.

    I've read the problem could be related to the language file having unicode characters, but thats incorrect. When I switched the en-US and en-PT (English Pirate) files around to test, the normal English (now in the English Pirate slot) got the narrow font, and the Pirate (now in the Normal English slot) got the regular one.

    Has anyone been able to work around this? And how?
    Posted in: Language Packs
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Balausta

    In my experience this very specific error happens because the lone building "The Pantheon" is trying to spawn. It's huge. If you force-quit and reload the map should be fine (unless The Pantheon tries to spawn again). If you have the time you can just let minecraft run for 10 minutes to an hour, depending on your computer, while it generates.

    Or option 3 - disable The Pantheon.
    Go to ~/minecraft/mods/millenaire/cultures/norman/lonebuildings/pantheon.txt
    Change the line "weight:10" to "weight:0"

    That should stop it happening any more.


    Left the game running as recommended, and holy freakin' crap that thing is huge.
    Game went back to running normally after spawning the pantheon. These things should come with a warning.

    PS: If there's some known glitch about having the Sadhu spawning when you didnt even start the Creation Quest or never met a Hindi yet, please don't fix it.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from verdivictor

    Yes me too, you should create a new wolrdmap and delete the old map . I believe that is the better thing. Your time spend in it is lost.
    When I approach this point the mistake appears and the client closes. And I need create a new name to play at the old worldmap.
    or no go to the error point


    Thats the problem Veri. It IS a new map. Three maps so far, I still have one of them though.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I'm having a strange glitch here with Millenaire-- it happened both in 3.2.0 and 3.2.1

    Basically, the map generates up to a point, then freezes. Trying to leave the game gives the 'shutting down internal server' screen, and it freezes for good. Millenaire works perfect in multiplayer though, making me wonder if this is just a problem with the map generation.

    If it matters, Java 7 under Win7 x64 SP1. Included: the Forge Modloader Client log http://pastebin.com/jJFu7LKZ
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Lolinder_S

    .

    The others are all in his S3 Server Play, I'm not going to go digging through to find the RP2 stuff.

    Um.. on 3:00 minutes or so, I always wanted to ask-- what are those bins atop the macerators? I've seen it a few times, is it new RP stuff, or some other mod's?
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    <Insert answered questions here.>


    Thanks for the status update :D Now if you don't mind, I have downloading to dooo~ doo dee doo~
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Since "does X spawn or not" seems to be the subject du jour, I'd like to know how EBXL interacts with the following as of the 1.4.2 version before installing it. I'd like to note I tend to play with ALOT of mods.

    - Strongholds. Killing the Enderdrake is part of my cycle :3c And they aint infinite.
    - New ore generation (Tin, copper, sulphur [Railcraft], apatite [Forestry], silver, nikolite, marble, gems [RP, although I know thats yet to be released] )
    - New tree generation? New tree generation (Rubber trees mainly, both of them)
    - I don't even use with Mo'Creatures, but just for kicks; how nicely EBXL plays with it?
    - I'd ask about oil generation, but I read thats working fine~
    - I'd ask about Thaumcraft stuff, but I read the current status is 'not yet'. Eh, I don't use Thaum anyway.
    - I've read a long time ago (around June) that it doesn't plays too nicely with Better Dungeons, with BD's stuff only generated in Vanilla biomes or something. Any change on that?
    Posted in: Minecraft Mods
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Same problem here, same steps taken-- restored minecraft to its Forgeless state by using the whole 'Force Update' option. AMIDST is just giving me a grey screen. Used the EXE Windows version.

    I'd also like to note Chrome thought AMIDST was a scam, for some reason. Asked me if I wanted to drop the download and all. Juuust saying.
    Posted in: Minecraft Tools
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    posted a message on Railcraft 9.2.2.0
    Is there a doc somewhere detailing how different the Minecart physics are from Vanilla? The minecart seems much heavier nowwe're in 1.3.2 than before -- that, or they seem cant quite accumulate momentum anymore. Or turns kill all the momentum. Or something.

    Anyway, cart physics changed significantly, looking for help so I can re-plan my intended network. If that makes any difference, I have Millenaire on.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from darknesscrusher

    Is there a way to drop the actual item from tubes, so that i can drop it in a thaumcraft crucible or something else?


    I dont know about crucibles, but if you put a transposer on a tube (input side connected, output side not) it'll spit out of the network anything it catches.

    If I'm correct, that works with prettymuch anything that can go inline in a tube network (Filters, Sorters, etc)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from malfunctionMC

    the only problem with your idea... the tube colouring in Redpower isn't stored as separate sprites (which your idea would require), but instead is stored in a way similar to redstone and grass/leaf shading, with a basic greyscale texture that is then colour-shifted to the required colour.

    as an alternative idea, using simple tooltips over GUI elements (if possible) to highlight both the colour selected and the function of buttons.


    That... explains alot, actually. Shows how much I know. I thought that only the Sorting Machine interface worked like that-- which I admit, this was a request to change how it worked, and an offer for the why.

    I'd say the idea still can survive without the glyphs, having just the color selection as 4x4 pixel textures would allow to have the graphics, and they wouldn't need to resemble any glyphs -- which would allow for graphics that are much easier to read....


    Quote from Eloraam

    Tooltips may be tricky, but they're not impossible. I'm about 30% done that work, but it's not going to happen for pr4f.


    ... and then Eloraam gives the big 'no'.

    I guess I took too long to make my offer, heh.
    Posted in: Minecraft Mods
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