Congrats on making the Feed The beast mod pack Scott, did you say anything or did I miss it? BTW Direwolf20 said the team plans to release by the 20-30th of September (he actually said 'early' but he means mid-late) if all goes to plan. So are you hoping to release by then?
Thanks Scott for the dev updates, your doing a great job. BTW, where did you learn to mod properly?( I mean not only follow tutorials by people but take it into your own hands).
CovertJaguar, I read the previous post and are getting the same problem with Mystcraft 1.9.200.
My case is a little differet because descriptive books craft into 'unnamed' (fence) and linking book crafts into world anchor, the strangest of all is the repice for sulfur (non-toxic, WTF?) which is the recipe for a writing desk.
I would help a lot if you could reply.
Don't bother replying, I fixed it. excuse me for my rudeness but you go need to make sulfur toxic ( for realism's sake) maybe you have to wear some kind of armour to protect yourself?
For anyone who doesn't know how to fix the issue with Mystcraft just change the 'cube', 'structure' and 'ore' id's to anything under 256.
Hey Scott I would just like to know what date you plan to release, I'm away on the 14-16 of this month and I don't like the suspence of waiting everyday for your release. I understand what hours you go and don't feel rushed, I jsut want a appox release date in adavance.
Do you get any money out of this even from donors Scott?
Well I will be happy to donate $20 to you for your work and think that others sould do so as well. I don't know how you continue with no revinue. You are one of the best modders as well as MrFiber and I believe that you deserve as much thanks as any other major modder, look forward to a donation when the 3.0 release comes out.
(I know $20 isn't mush but I will, if I can, donate $30 depending on my money on hand (I'm 15 by the way))
I don't know a lot about MCEdit...and I'm not sure exactly what you are asking...but I know the save game format has not changed from 1.2.5 to 1.3.2 so...if you can do it with the current version, then it is almost certain that you can do it when the 1.3.2 version comes out.
Well I explained that poorly. Anyway you said that I will be able to generate Extrabiomesxl terrain normally in my custom world once I have reached the edge (cut-off's of course). Well I just want to know is if I disable wastelands spread in the config will it apply to my existing world(So I leave my custom world and start generating terrain and come across a wasteland will I be able to disable its spread without corruption?)
If you don't feel like repling I understand, coding is hard and time consuming- I will wait until the realease to test, all I'm asking this for is to save my world getting corupted or taken over by a wasteland.
Hey Scott I have one more question about my server.
If I generate a new world with sertain settings like some biomes disabled or some of the other setting in v3, will I be able to import my level.dat by using MCEdit and not crash? (What i mean is since now I have joined the two there is two world settings set).
Thank you for providing what I needed to verify that it was actually something Azanor said said. The context also adds a lot. For Thaumcraft 2, Azanor had not designed the mod where he could be compatible without lots of changes on his part. His statement that he is designing a strong API is actually a very positive one that will be good for the gamers. We will support him in anyway that we can. e will use the API he makes available.
Actually, before you sent this information, your earlier comment caused me to send a PM to Azanor to see what would be involved in maintaining compatibility. Thank you!
Thanks for reading my reply and hopefully we can get off this on good terms? I didn't mean to offend you in anyway as I can see I did, if you can reply saying that we are on good terms that would be a good conclusion. to this issue.
I thankyou for your politeness towards me. I only herd it from Azanor on Teamspeak during DW20's server play about at ep46 at 24:28. Azanor was talking to Direwolf20 about TC3/Arcanacraft and about what he is implemeting. Then I think Pahimar asked "Are you going to allow other mods to tap into it?", Azanor replied using ExtrabiomesXL as an example to say that he wants other mod authors to make their mods compatable with his. If you watch the segment he will tell you everything you need to hear. Not gossip just letting you know about what Azanor plans (He said it public while he knew Dire was recording so I think he meant it).
Scott Killen, one thing to tell you and 2 questions.
Azanor doesn't wish to continue making his mod compatable with ExtrabiomesXL because he says it is far les work on your side than his. Azanor is also improving his API and including a lot of features that wheren't previously in there. So are you going to use his API?
Also I just created a world using World Painter and MCEdited Eldaria Island in the save as well. So will I be able to use your mod even though I have already generated a world? I haven't generated any vanilla terrain. (when its realeased for 1.3.2)
The current OptiFine B2is not compatible with Forge (both Ultra and Standard).
After analyzing the texture problems it is clear that the new 1.3.2 branch of Forge (4.0.x) has changed way too much and needs a lot of changes to be made in OptiFine. I hope to be able to fix all the problems in the next version and make OptiFine again fully compatible with Forge.
You are the man sp614x, most guy's like Chocolatin (Better Dungens) just ignore people who post issues with Forge and Scott Killen (ExtrabiomesXL) has sent him messages with no reply. So what I'm saying if thank you for taking this into account and excuse me for my rudeness. Good luck on the fix.
I just got a good computer but I'm only getting 35FPS with v9 of the shaders if anyone can give me advice on what graphics cards or video drivers I need to get higher FPS it will help greatly.
Just wanted to bring to light an issue I have been having with the recent versions of Optifine at least two mods (testing more) that is Forge made.
Basically, Optifine will cause these mods to use the wrong textures when they are placed in the world regardless of texture pack used.
IE More Furnaces Mod from Cubex2. This mod includes Iron, Gold, and Diamond versions of furnaces with improved functionality. Without Optifine installed, the mod will look correct when placed. WITH Optifine installed, the items will place and work just fine BUT will cause them to use the wrong textures. Example is the Diamond furnace will use Gold and Coal ore textures instead of the ones included inside the mod. Again, remove Optifine and everything is working as it should.
Same thing was happening with ICBM mod and their placable "TNT" type bombs. They will place as a mish mash of textures not related to it, but work just fine. Remove Optifine and they look as they should.
I here you man, I'm getting the exact same problem with Twilight Forest and almost all of my other mods. It seems from what I could see to be a bug with optifine bugging up Forge's new metadata. And as soon as I take optifine out vola nice unbroken textures but more lag. So sp614x if you could fix this major bug soon then it would not only save you a lot of hasstle with the comunity but it would send you mode in the right direction (Forge of course).
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My case is a little differet because descriptive books craft into 'unnamed' (fence) and linking book crafts into world anchor, the strangest of all is the repice for sulfur (non-toxic, WTF?) which is the recipe for a writing desk.
I would help a lot if you could reply.
Don't bother replying, I fixed it. excuse me for my rudeness but you go need to make sulfur toxic ( for realism's sake) maybe you have to wear some kind of armour to protect yourself?
For anyone who doesn't know how to fix the issue with Mystcraft just change the 'cube', 'structure' and 'ore' id's to anything under 256.
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Well I will be happy to donate $20 to you for your work and think that others sould do so as well. I don't know how you continue with no revinue. You are one of the best modders as well as MrFiber and I believe that you deserve as much thanks as any other major modder, look forward to a donation when the 3.0 release comes out.
(I know $20 isn't mush but I will, if I can, donate $30 depending on my money on hand (I'm 15 by the way))
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Well I explained that poorly. Anyway you said that I will be able to generate Extrabiomesxl terrain normally in my custom world once I have reached the edge (cut-off's of course). Well I just want to know is if I disable wastelands spread in the config will it apply to my existing world(So I leave my custom world and start generating terrain and come across a wasteland will I be able to disable its spread without corruption?)
If you don't feel like repling I understand, coding is hard and time consuming- I will wait until the realease to test, all I'm asking this for is to save my world getting corupted or taken over by a wasteland.
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If I generate a new world with sertain settings like some biomes disabled or some of the other setting in v3, will I be able to import my level.dat by using MCEdit and not crash? (What i mean is since now I have joined the two there is two world settings set).
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Thanks for reading my reply and hopefully we can get off this on good terms? I didn't mean to offend you in anyway as I can see I did, if you can reply saying that we are on good terms that would be a good conclusion. to this issue.
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Azanor doesn't wish to continue making his mod compatable with ExtrabiomesXL because he says it is far les work on your side than his. Azanor is also improving his API and including a lot of features that wheren't previously in there. So are you going to use his API?
Also I just created a world using World Painter and MCEdited Eldaria Island in the save as well. So will I be able to use your mod even though I have already generated a world? I haven't generated any vanilla terrain. (when its realeased for 1.3.2)
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You are the man sp614x, most guy's like Chocolatin (Better Dungens) just ignore people who post issues with Forge and Scott Killen (ExtrabiomesXL) has sent him messages with no reply. So what I'm saying if thank you for taking this into account and excuse me for my rudeness. Good luck on the fix.
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Heres my specs
Graphics Chipset - ATI Radeon HD 5900 Series
Processor - Intel(R) Core(TM) i7-3820 CPU @ 3.60GHz, 3601 Mhz, 4 Core(s), 8 Logical Processor(s)
OS Name - Microsoft Windows 7 Professional
System Type - x64-based PC
RAM - 16GB
Memory Clock in MHz - 1000MHz
Core Clock in MHz - 725MHz
Graphics Bus Capability - PCI Express 2.0
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I here you man, I'm getting the exact same problem with Twilight Forest and almost all of my other mods. It seems from what I could see to be a bug with optifine bugging up Forge's new metadata. And as soon as I take optifine out vola nice unbroken textures but more lag. So sp614x if you could fix this major bug soon then it would not only save you a lot of hasstle with the comunity but it would send you mode in the right direction (Forge of course).