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    posted a message on Is there a pack that just makes suspicious sand & gravel stand out more?

    I've been playing my SSP world for years, and I try to experience everything the game has to offer, but only tried doing archeology once and haven't touched it again since. The biggest problem for me is that suspicious sand & gravel look too similar to normal sand & gravel, so when I happen to find a trail ruins, I can't rely on my eyes to tell me which blocks to use a brush on. Instead I have to brush every sand & gravel block in the immediate area and for every one that does react to the brush (which is MOST of them), I dig them up with a shovel and move on to the next. It's a slow & tedious method, and many times moreso for underwater ruins.


    I wish to have a texture/resource pack or something that changes the look of suspicious blocks to make them more visually distinct from their normal variants. Doesn't even need to change any other blocks. If there is one already can someone please point me to it?


    Oh and I play Java MC on Windows 10, modded with Fabric, current game version is 1.20.2 and dont plan to update it until mods are updated for 1.21 after it's out.

    Posted in: Resource Pack Discussion
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Breaking news! Mojang just added another one of your mod's features to Bedrock Edition! :lol: :lol: :P


    But of course I had to simp your mods in the comments:

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Is there any chance you might be able to make a version of these map mods that work with today's Poisonous Potato update? I'm playing it now and that game just feels so much worse unmodded, and it's your mods that make almost all the difference. Of course Fabric & FabricAPI would have to update for it too; is there any chance of that?


    And how about the Infinite Update from April Fools Day 2020? I didn't play it the day it came out and for some reason I assumed it was made forever unavailable after that day... only like yesterday did I find out it still exists! I plan to play it soon, after spending time setting up a SSP PoisonPotato world.

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)
    Quote from xaero96»

    It should work according to the new seed, if you're in singleplayer. In multiplayer, it uses whatever you have input as the seed. You should be using the new seed when looking for slime chunks, I'm fairly certain.


    So you think trying to farm slimes underneath my main base area is pointless, since it was generated with the old seed, not the current seed?

    Also FYI a few days ago, not long after making my post here, I finally got a couple slimes to spawn in that area. They were just small slimes, but they were each in, or at the edge of, a slime chunk according to the minimap. The thing is the chunks they appeared to spawn in were farther away than where I was trying to wait for slimes to spawn at. So far away that they weren't visible on the minimap at the time even at max zoom out (in a cave btw). So it may be that slimes only spawn at a farther minimum distance from the player than other normal hostile mobs (zombies/skeletons/creepers/spiders) do.

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Hello Xaero, I have an unusual issue. Slimes almost never spawn in my world, even when I dig out big areas in & around slime chunks at very deep depths. I have a theory as to why but only you can (maybe) confirm it.


    I started my SSP world in 1.18, played it for a while, established a big base, explored a ways, did a bunch of mining, and I noticed that diamonds were super super rare. Like game-breakingly rare. This continued to be the case into 1.19. But I saw many posts online of people complaining that diamonds were too EASY to find since 1.18! I thought maybe I just had an unlucky seed. But I didn't want to start over on a new world so I learned how to change the seed of my world. The way it works, everywhere I'd already explored (all chunks that had been loaded at some point) would stay the same, but the rest of the world be changed to generate according to the new seed. I did this long before updating to 1.20.


    Now, the area I've been mining in & trying unsuccessfully to accumulate a few slime balls in the process is under my main base that was generated on the world's original seed. I'm clearing slime-spawning areas according to the slime-chunk overlay display feature on the minimap. But what I'm wondering is, would the mod be registering the locations of slime chunks according to the seed that an area was generated by... or would it be displaying where they should be according to the new seed? Because if the answer is the latter, then the slime chunk overlay on the minimap is totally incorrect for a large portion of my map (in which I spend 97% of my time). However, if the answer is the former, and the minimap IS accurate even after the change I did, then I'll need to look elsewhere for help solving the mystery of the non-spawning slimes.

    Posted in: Minecraft Mods
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    posted a message on Xaero's World Map 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)
    Quote from xaero96»

    I'm almost certain you disabled Nether cave mapping in the config file,

    Um, not while I was conscious. I wouldn't even know how to do that. Also I only play on one multiplayer server, one Realm, and one single player world regularly. And the world map is working fine in the single player world (1.19.2 Forge) & the Realm (1.19.4 Fabric).

    Posted in: Minecraft Mods
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    posted a message on Xaero's World Map 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Something's very wrong with my world map in the nether.


    I'm on a multiplayer server (in version 1.19.2 of MC) that I play every day, and I haven't stepped into the nether in, IDK, several months, so I've updated this mod several times since then, but I just went back in the nether today. I opened the world map and this is what I saw:




    All the colored parts are map area I've explored/revealed in the past. But when I entered the nether today, the whole area around me just filled in with that huge blank gray area in the middle. When I moved around, the gray area grew.

    I just updated both minimap & world map mods today. The minimap is working fine, showing the land around me in the nether, only the world map is messed up this way.

    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from HowardZHY»

    Yes. You can only use it with Vanilla or Optifine.


    What if I'm using forge AND optifine?

    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    When you say this mod is "not working with Forge nor Fabric", what does that mean? Does it mean it doesn't require either? Or does that mean if I'm using forge or fabric, I can't use this mod?

    Posted in: Minecraft Mods
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    posted a message on Something to help me find rare ores in SSP

    If you do get it made, comment in this thread with a link to it so I can see it.
    Please and thank you.

    Posted in: Requests / Ideas For Mods
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    posted a message on Something to help me find rare ores in SSP

    If you do can you make it work with 1.19.2? I just checked now and turns out some of the mods I use aren't updated to 1.19.3 so I won't be updating my world to current version any time soon.

    Posted in: Requests / Ideas For Mods
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    posted a message on Something to help me find rare ores in SSP

    I need a mod that can help me more easier locate things like diamond & iron ore & ancient debris in my survival single player world (1.19.2 or newer) without spending huge amounts of hours burning through enchanted pickaxes. Must be Forge-compatible.


    For examples:

    An X-Ray mod would be perfect but I've searched around both here and on Curseforge and there doesn't seem to have been such a mod updated for many, many years.

    I also used to use a "Prospecting stick" mod (for example craft a stick from diamonds, click it anywhere and it'll *ding!* if there diamonds anywhere vertically below you), which was later upgraded to a "Prospecting Ring" for 1.19.0 (passive always-on effect so no clicking necessary), but the author never seems to have abandoned it after that.

    And back in 1.5 or 1.6 when I played with the IndustrialCraft pack, there was a Meter thingy that I'd put in my hotbar while mining, and it would glow when I got within a certain distance of a diamond (green, yellow, or red depending on how close I was);

    The latter 2 aren't "cheaty" as X-Ray but still helpful, and at this point I'd take ANYTHING that would be a huge boon since Caves & Cliffs part 2 made diamonds so much more sparsely distributed, and in ores that take longer to mine thru; not to mention the hassle of finding super rare ancient debris in the nether which my world has a really crappy seed for (I cant seem to find solid land below y = 16, it's all lava ocean that deep)!

    Posted in: Requests / Ideas For Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    - Currently not working on Forge nor Fabric (but almost there)

    What exactly does this mean? Does this mean that if I have forge or fabric installed for using other mods with, that I can't yet use this mod at all?

    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)

    Hey everyone, I'd like to share with you a method that I've learned to use that accomplishes what Magic Launcher used to do, but without having to use any additional addons or launchers.

    At least for me, the purpose of using Magic Launcher back in the day was to be able to easily switch back & forth between different mod profiles without having to manually install/uninstall mods each time.


    To explain, nowadays I play on a multiplayer that is still in 1.16.5, a long-term single player world that is 1.18.2 & which I'm not updating just yet, and a Realm which is always kept to date therefore it's now 1.19. I use mods in all of them, and of course each one has to use a different set of mods. To start with, I use the "Installations" feature of the official game launcher to create a login profile for each world/server/realm; I have to do this not only because they are different game versions, but also because I use Forge for my single player world and Fabric for the multiplayer ones.



    But in addition to this, whenever I'd switch between playing one profile and playing another, I'd also have to go into .minecraft/mods folder, drag ALL the contents out into some other custom folder, then drag ALL the mods for the profile I'm about to use from another custom folder into the /mods folder. It worked, but it was tedious & annoying.


    Here's the solution I was taught.


    Within your .minecraft folder, where the game is installed, make a new subfolder for every different profile you might expect to use. My subfolders look like this:



    Then, open the launcher, go to the Installations tab, select one of the profiles you've made (or create it if you haven't already), and in the "GAME DIRECTORY" field click "Browse" and then select the subfolder you made for that profile.



    Then launch the game one time using that profile (you dont have to open a world, just launch the game then quit). The game will automatically fill the subfolder with the necessary basic files & subfolders for standard play. Follow the same steps for each other profile/subfolder. It'll end up looking something like this:



    Then, for each single player world your play, move or copy the world's entire subfolder from the default /saves folder into the /saves folder within the new custom subfolder you made for that world's profile. (I don't know how it works for servers you run, but might be the same; I'm sure you can figure it out.)

    Notice that each subfolder has its own /mods folder! You can simply put the mods you want to use with one world into the /mods folder within the subfolder for that world's profile, and keep them there, and keep the default .minecraft/mods folder empty. Even if you have a dozen /mods folders with a dozen different collections of mods in them, the game will only load the ones within the directory path of the installation you are loading, ergo the one profile you are playing at the moment. It works the same for texture/resource packs too! So you never have to manually switch between them. You only have to switch between the profiles on the game launcher screen before clicking the big "PLAY" button.

    Posted in: Minecraft Tools
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    posted a message on Xaero's World Map 1.20 Forge (+ Fabric | 1.19.4 | 1.18.2 | 1.17.1 | 1.16.5 | 1.15.2 | 1.14.4 | 1.12.2 and more)

    Thank you Xaero for having both map mods released for 1.19 so quickly! Much appreciated.

    Posted in: Minecraft Mods
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