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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from elenar77

    A) This isn't a Metallurgy question.
    B ) Shiny Dust is intentionally analogous to Platinum dust, at least as far as I can tell.


    Yes it is. It's a question involving this mod, Thermal Expansion, and the Forge Ore Dictionary. One mod's material is allowed for use in a second mod's machine, and the result is another material from that second mod. This is after it was already established that the only reason TE Pulverizers will process BARS of Metallurgy copper and tin and such is because Thermal Expansion recognized those materials as equivalent to Ore Dictionary entries. And even then, Metallurgy bars get pulverized into TE dusts.
    Here, we have a dust from TE that has NO corresponding ore (there is no "shiny ore" that "shiny dust" is made from). Shiny dust is a by-product of other operations, and Shiny Ingots are made from Shiny Dust.
    Except for those 2 instances. Induction Smelter + PLATINUM ORE is giving Shiny Dust. And Platinum BARS in a pulverizer are yielding Shiny Dust, making it one of the ONLY Metallurgy bars that can actually be pulverized. And the result is a material from another mod. And that resulting material is being equated with Metallurgy Platinum for any recipes that would involve Platinum.

    Therefore, this behavior is "working as intended" on the side of one mod or the other, it's caused specifically by some sort of conflict, or it's some random freak thing happening as a result of using both mods.

    It's funny that you said "this is not a Metallurgy question", because the not-modder folks on the Thermal Expansion side of things say it's not a Thermal Expansion question. According to people who use Thermal Expansion, Shiny Dusts and Shiny Ingots are "worthless, and have no use yet". And yet somewhere in there, in my game at least (though people I've talked to from the TE thread are having the same results), these ingots are being equated with Platinum.
    "As far as you can tell", they're "intentionally analogous"? Well, as far as these other people can tell, one of these materials is supposed to have no use at all yet, never mind be intentionally equivalent to another mod's material.

    So I'll wait for an answer from someone who has solid knowledge of the way things are actually supposed to be working. Not just speculation.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I'm using this with Thermal Expansion, and was wondering...
    I see a recipe in NEI where I can put Platinum Ore into a TE induction smelter with rich slag, and get 3 "shiny metal" ingots. These "shiny metal" ingots work where Platinum works in the weapon/armor/block recipies.
    I can also put Platinum Ingots in a pulverizer and get "shiny metal dust"...while putting Platinum ingots into an IC2 macerator would usually yield Platinum DUST.
    The only other way I can see that I can get this "shiny metal" is via pulverizing the Ferrous Ore from Thermal Expansion, sooo....

    Is this working as intended? Is TE "shiny metal" supposed to be a Metallurgy Platinum analogue? Or do I have a conflict somewhere?

    (Also, still hoping that more TE pulverizer support for Metallurgy metals gets added somewhere before Metallurgy 3 comes out. I miss being able to get the "bonus" materials out of pulverizing copper, tin, et al.)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from druha

    It appears that one of AtomicStryker's Battle Towers ate a Mage Tower. I posted this on his thread too. Hopefully you guys can work things out.


    That will happen with any combination of mods that generate structures. I've yet to see ANY mod that can work around this, mostly because, well, how does a mod recognize what any other mods' "structures" are?

    No kidding, on one of my test maps, I had a Millienare village with a Battle Tower sitting on top of one of the buildings, with a Thaumcraft dungeon under it, and a RedPower volcano on top of ALL of it. I wish I had screencapped the thing when I saw it.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia

    Yes, I believe that is correct. However, what's causing this to happen is that they don't spawn until other things are in place so many times they generate over something that was already there...such as trees or in your example...a volcano from Tropicraft.


    I guess what I was trying to get at was that in the case of RedPower's design, the volcanoes are "working as intended". Which kind of makes sense, if you approach it from the angle of "there were things here, but then a volcano happened".
    As far as my experience goes, I've never had any "weird" volcanoes in ExtraBiomes areas, so I hope whenever she decided to tweak the generation, it doesn't end up with them not showing up in the ExtraBiomes biomes anymore.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I'm not getting crashes when using this with Mystcraft, or any other "dimension" mod.

    But I am getting the problem where villages will be generated in the Overworld when you aren't in the Overworld. In pre-existing chunks.
    Why is this a thing? Why would anything EVER get generated in the Overworld, when you're not in the Overworld? Especially in pre-existing chunks? Emphasize that "pre-existing chunks" part, there. Because last I checked, villages weren't supposed to be created in pre-exisiting chunks at all to begin with.

    I'm not asking that this mod generate stuff in other dimension mods like Mystcraft or Twilight Forest. If anything, I DON'T want villages spawning anywhere but the Overworld. (This includes Mystcraft ages, since that mod already has its own plans for structures.)
    What I AM asking is for the mod to only start plopping things down on the map when I'm actually ON THE MAP. If I'm wandering around in the Tropicraft dimension, and see a notice of "hey, a new village has just spawned, derp", to go back to the Overworld to find that something has generated in the middle of an Extreme Hills mountain, where I've already visited the area and built a base up, that means something's broken.

    As much as I like this mod, I've got to yank it until it works properly. Nothing should be appearing, or should be marked to appear, in the Overworld if noone is actually in the Overworld.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01

    Mystcraft is known for "saving" the Waypoints you've made while the client is still running... but then "losing them" magically, after you quit Minecraft. I don't think anyone has figured out ~why~ it happens, or how to make it retain those Waypoints. Sorry.


    It's odd, because the problem I have is that every dimension mod BUT MystCraft keep losing their waypoints after quitting (and restarting) Minecraft. MystCraft waypoints work just fine for me.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Annysia

    This would be a RP2 issue as her volcanos are one of the last things to load into the world after it has been generated. This causes some strange placements for volcanos and as I understand it...both mod makers are aware of it and per Scott on Github when someone else raised this issue: "I have provided code in Forge to fix these issues and Eloraam has asked me specifically not to add support for her terrain gen items as she has plans to use the forge hooks."


    I was under the impression that Eloraam has things set up so that volcanos (randomly) get generated on top of where the normal terrain generation places large quantities of lava. Hence why you don't see her volcanoes that often (if at all) in dimension mods that are short on lava generation.
    (My personal favorite is how the Tropicraft volcanoes almost always seem to end up "wrapped inside" of a RP2 volcano shell...so that it's like their volcano is inside another volcano. If you actually manage to mine safely into the core of one of those things, it can look pretty epic, in an "I'd love to make an evil volcano lair" way.)
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Sigh. I can't wait to be able to use this thing to get Minecraft to generate actual BEACHES. Beaches are so terrible now, compared to how they could generate in much older Minecraft versions. (A sheer cliff face with sand blocks is not a "beach", Team Minecraft. A one block wide sand border around some land here and there is not a "beach", especially when its bordered by one of those damnable forever-oceans.)

    For now, all I can do is use Tropicraft to get my fill of beaches. Which is nice and all, but it's a seperate dimension mod, so it's not the same as living on the overworld.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    OK. I'm looking at corn. I'm looking at my livestock. I'm thinking "hey, shouldn't cows and pigs be able to eat this? This is animal food, too, yes?"

    Any chance we can see the ability to use corn to breed cows and/or pigs? (Especially pigs, since finding carrots can sometimes be an annoyance.) And/or the kernels to breed chickens?
    Posted in: WIP Mods
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    posted a message on [1.6.2 /1.6.4] Bacon Mod!
    Remember how I asked if it'd be possible to turn off the bacon trees during world generation in the config file? I'd also like to ask the same for the bacon blocks.
    The people I've been trying this mod out with have mostly fallen into the following positions:
    1) Love the new blocks, food, and items, but either "meh" or hate the trees and blocks appearing in the world naturally. The blocks, people come to me and go "blargh these blocks are taking up potential ore spots", and the like.
    and
    2) Want to see the new dimensions, so they're apparently fine with the idea of the blocks and trees, just not in the overworld. Most the people I play with are interested in whatever "bacon land" is coming up.

    Most of these same people like the Bacon Man, but I'm also able to change the spawn rates for him with another mod, so I can make the people who dislike him showing up so much happy too.


    Also, thanks much for the "compromise" of making the bacon tools more along the lines of iron for durability. My fiance loved making bacon gear before but always felt bad about how "cheaty" it felt. Then I told her about the changes with the last update, and it made her happy to use them again.
    (She's also one of those people who dislikes the trees in the wild, but doesn't hesitate to make and plant her own bacon tree FARM, decorate with crafted bacon blocks, and craft Bacon Men spawn eggs to let them loose all over it.)


    Looking forward to seeing how the new dimension turns out. Don't forget to let us be able to change the dimension ID in the config file! You know, in case of shenanigans when it comes to Mystcraft and the like, and already existing worlds.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    I read about a dozen pages back that someone was encountering a problem while browsing recipe categories in NEI involving redstone dust.

    I just want to chime in, saying I've had the same problem, more or less. I'll choose to see the Usage of redstone dust, then start thumbing through the categories, and the game will up and crash. (I'll edit in a crash report if necessary later.)

    I thought this might just have been a problem with the staggered way mods updated to 1.4.6 (which is when I started having this problem), and chalked it up to plugin shenanigans or one mod just being behind or something. But I recently updated to 1.4.7, and got the latest Buildcraft, IC2, Forestry, NEI plugins, etc, and I'm still having this problem.
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Can I be another one to throw their support to being able to enable/disable towers on a per-dimension basis?

    I just started experimenting with a new mod setup with Mystcraft, Twilight Forest, and Tropicraft included. With the Mystcraft dimensions, it was all "ooh, neat, towers show up here" for a while, until I realized they'd show up in every age. And with Twilight Forest and Tropicraft, it's more like "this does not belong here, it's kind of ruining the aesthetic of the worlds" the majority of the time.

    Especially with the Aether mod supposedly being actively worked on again (I never got around to trying it back when), I'd like to ask if we can get this enable/disable option for the mod.
    Posted in: Minecraft Mods
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    posted a message on Grim Pack
    Is it me or is Randomite....kind of broken now? I don't quite remember seeing so MUCH of it in worlds, and I get so many diamonds out of it consistently, that it genuinely make me wonder if something's wrong with it.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    So "relations between villages" has been added, and I have to ask:
    Do all villages that exist in your world have relations with each other, or is there some kind of maximum distance between them before one village just doesn't acknowledge another village's existence?
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from BoneDisturbed

    Will you every change the Mages spawning rates ? Maybe through Config or Difficulty settings?
    Seeing you've added Mage levels of the PC maybe it's possible to link it with the spawn rate ?
    The amount of Mages at level 1-9 is just to high, you can't get around that easy without an evil mage throwing you around in the air or setting you on fire. Otherwise gameplay seems really balanced so far, and i cant wait to see what things the future brings this mod.


    When this mod still worked for me, I used this.
    http://www.minecraftforum.net/topic/1553186-147forgemodloader-mob-spawn-controls-control-spawning-increase-spawncaps-spawn-attempts-mocreaturesextrabiomes-support-updated/

    You can change the spawning rates for all the Ars Magica mobs (at least the ones "in the wild") the same way you can for the vanilla Minecraft mobs. If you really wanted to, you can change them on a per-biome basis. (Note: can also be used for adding spawns/changing spawns for ExtraBiomes.)

    What I did when I was just starting to experiment was half the spawn rates of the Ars Magica mobs overall. I think I set both light and dark mages to spawn with weight 2, with a min group of 1 and a max group of 2. This gets them spawning at a rate just above that of an Enderman, pretty much. Later on, you can change the spawns back to the default, or whatever other values tickle you.

    (Of course, when I started, mages still attacked creepers regularly, which resulted in explosion-pocketed landscapes and things sounding like a war was happening outside wherever I went....so for me, the minimal spawns for them was still too much. <_< )
    Posted in: Minecraft Mods
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