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    posted a message on Minecraft Note Block Studio Mod 1.5 PreRelease [Note Block Song Creation Tool]

    1.4: Runtime Error when I try to run it on Windows 10. It doesn't even get to the main window.


    1.5 preview: It loads, but spits out a bunch of errors about not being able to load various .ogg files. When I try to load a pre-made song, it crashes again, with the same Runtime Error. It doesn't give me any more details than that.

    Posted in: Minecraft Tools
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    posted a message on Resource Pack Shader Support [Parallax (POM), Bump Mapping and PBR] [S&K/R3D Craft]

    Ah, OK. I'll keep an eye on the SEUS page for updates then.

    Posted in: Resource Packs
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    posted a message on Resource Pack Shader Support [Parallax (POM), Bump Mapping and PBR] [S&K/R3D Craft]

    So why is it doing this?



    I'm using a 256x texture pack:



    And have the texture pack size set accordingly:



    I'm not using the PBR part of it because I'm only using SEUS (I'm on 1.10 and don't have access to a PBR version of Continuum).


    EDIT: Natural Textures, Connected Textures and Alternate Blocks are also all off already.

    Posted in: Resource Packs
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    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from AMPPL50»

    How is Plasma obtained?


    Run an acid vial through the plasmificator, then run the goop through it again.

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Ieldra2»

    I get conflicting information about the maximum power generation rate (as opposed to the maximum output rate) of the wind turbine and the space required for one? My sources say anything between 200 and 800 J/t (which would mean 80 and 320 RF/t, respectively).


    Can anyone clear this up? This is Mekanism 8.1.???.


    I can tell you that at ground level in my flat test world the turbine generated 60 J/t, and that's at minimum height. Maximum possible output, according to the wiki, is 200 J/t, but at max height (base of turbine at 251) in my flat world I was getting 480 J/t. I'm not sure if that's affected by biome or not. As for space, you need five blocks high and 3 wide in one direction (1x3x5H) in order to place it in the world. I don't know if there are any requirements for spacing between turbines for maximum effectiveness.

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    OK, now we finally come to an actual issue. On the Wiki, for example on the Solar Generator, it says the top line of the text in the GUI is the current charge of the internal power buffer. However, in game when the internal power buffer is depleted and it's outputting all charge to the network, it sits at a particular J level. Is that indicating its current power output? If so, this needs to be made much clearer in both the Wiki and in the GUI, possibly replace the max output line with the current output since you can also see the max output capability in the information that pops up from the power tab of the GUI, and leave the charge out of the text as well. There is way too much information redundancy in these GUIs. Please put information where it makes sense, and don't have multiple data represented in the same place alternately.

    Posted in: Minecraft Mods
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    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    So I remember in EE2 the tablet used to have an issue with a max EMC charge before triggering negative values. Has that been fixed/changed in ProjectE?

    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from PsiAlpha»
    Quick question, are the versions available on jenkins safe to use on servers? The descriptions of the beta builds make it sound like that it will break everything on a server.

    It is not necessarily recommended to use them on live servers, as things can change drastically in a few builds during beta periods. However, the reality is that without live server usage, I don't think we'd get the feedback we need to be able to take it out of beta. It won't destroy anything, however, things may just not work or work differently from one version to the next.
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from compgeek1979»
    ok so i have a question. Does this do the world guard feature? I have downloaded

    forgeessentials-1.7.10-1.4.0-beta2-client.jar

    and

    forgeessentials-1.7.10-1.4.0-beta2-server.zip



    and unzipped the sever into my server folder and the client i dropped in the mods folder, restarted both the server and the client and I am the ONLY admin on my server.

    I define my area with the wand then I
    i go into the command line from within the game "/" and type "/region define (name) (Owner)" and i get unknown command.

    No, we never claimed to have World Guard. We do have a protection system, which is based off of the area/zone command. For more information, look on the wiki: https://github.com/ForgeEssentials/ForgeEssentialsMain/wiki/Protection Module
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Dradco_socard»
    so i installed forgeessentials today for the first time and need some help with setting it up

    out of it at this time i'm looking at teleport and world border

    I would like the command TPA but it times out right after request is sent.. (help)

    world border I have set up but the knockback dosen't just knockback it also knocks player to around 236 block high when they were at 68..causing death

    I'm using "forgeessentials-1.7.10-1.4.0-beta2-servercore"

    These are all issues that have been resolved in the latest builds on the Jenkins server. I would suggest you get the latest one from there.
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Grr_Wolfie»
    Please excuse my modding newbness in advance :)

    I pictured it as entering the following into the console:

    Usage: /region definebycoords <x> <y> <z> <dx> <dy> <dz> <region name> <player> <player>

    Example: /region definebycoords 0 0 0 10 256 10 myRegion myName friendName

    *edit: Changed the syntax a little for easier parsing*

    Sorry, I didn't mean that to come across as sharp as it looks now. Anyway... That could possibly be an option, though you're the first to ask for it, so we've never put any thought into it. I will bounce it around the devs.

    What's the point of the players, by the way?
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from Grr_Wolfie»
    Amazing mod and thank you! :)

    If you could add the ability to give players protected areas from the console instead of in-game selection that'd be a life saver!

    How exactly would you propose we determine the area to be protected if a player doesn't have an in-world selection already made?
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from compgeek1979»
    So what is the difference in these 2 in build 631. Sorry if i sound like a noob. I am used to bukkit.


    -shadow has all WE required libs included. Otherwise it's the same. But you'll want to download that one.
    Posted in: Minecraft Mods
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    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from Parcel31u»
    What are the modpack permissions?

    As long as you give full credit and link back here or to the CurseForge page, you're free to put the mod in any pack.
    Posted in: Minecraft Mods
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    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Alright, guys, 0.3.5 beta2 has been released! Lots of changes in this one:

    Changelog:
    - Fixed localization bugs. - Fixed explosion damage from AcidExplosion and CryoBlast to entities.
    - Fluids now interact, but are infinite generators for the blocks they make.
    - Fluid explosions damage blocks. Can leave phantom blocks when multiple sources explode in close proximity.
    - Enabled world generation for ores and caustic lakes (acid, frozen cryonite).
    - Fixed renderers laser shotgun, plasma rifle, cryoblaster, railgun and I think acid launcher.
    - Readded sounds.
    - Added creative mode usage for vials and weapons.

    Yep, that's right, I can think of only a few things left that need fixing or re-enabling:
    - Laser rifle, acid grenade, acid TNT renderers still need to be fixed
    - Frozen Cryonite spawning cryonite on break needs to be re-enabled
    - Fix projectile trajectory calculations on weapon firing
    - Fix shotguns/split beams not firing more than one
    - Fix caustic boat reaction/tick time

    Which means the next release will probably be an actual release instead of a beta! Excellent news! So go check it out:
    http://minecraft.curseforge.com/mc-mods/224648-plasmacraft

    Also, if you are looking for something really fun, in creative mode make a pool of one caustic liquid maybe 11x11, and place a caustic it will react with to make it explode in the center on top of a block so it runs off all four directions, while you're standing on the block. You go up several thousand blocks in height XD.

    Chunk generation lag issues? Check out FastCraft by Player, a member of the IndustrialCraft team:
    http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820
    It solved all my chunk lag issues.
    Posted in: Minecraft Mods
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