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    posted a message on Creating Custom Modpacks - looking for resources and infornation

    Hey Gilly,


    I've enjoyed the contributions you have made to the Ruins mod, I wasn't planning on using the Ruins mod in my new pack as I have moved on to using RecurrentComplex and the ChocolateQuest mods. I may have to revisit including Ruins, I just thought it was redundant since the other two mods do the same thing.


    If I'm understanding your version correctly, as soon as that one structure spawns, it would set the world spawn point to that building. What I'm not understanding is how would I make sure it generates when the world is created. Was there a spawn chance that could be set, so as to make sure that structure is spawned every time at the start of a world?


    Thanks.

    Posted in: Mod Packs
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    posted a message on Creating Custom Modpacks - looking for resources and infornation

    Greetings!


    I have had some ideas for creating a custom modpack and have been searching for information that seems difficult to locate. Either the information is not out there, or I'm just not using the right search terms.


    A good example would be the modpack Crash Landing, how was that pack created so that it starts out with a crashed ship and generates a custom world that has the same gameplay for anyone who plays it. Would it be considered an adventure map, and not technically a modpack?


    Bottom line, I'm looking to create a pack that will generate a custom structure at spawn. The structure is something I will be creating, but I would like the world gen to be random just as it is when ever you load up a new world, but the structure needs to generate at the spawn. This would be similar to creating a spawn structure for a server, only that it would be available in a single player mode. Would this be possible with commands blocks? I plan on using a few mods that add custom structures like Recurrant Complex, Chocolate Quest etc.


    Any information or resources where I can learn more would be greatly appreciated.


    ... Pops

    Posted in: Mod Packs
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    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from Ordinastie»

    Those textures are nice and all, but they're doors from other mods, and if you want those mods to be animated, they are the ones that need to make it happen. I can't code them for all the other mods out there :)


    I don't wait for uploaded files to be validated to post here. So you may need to wait a few minutes after I post to see the files.


    Yeah, should have fixed it earlier, but I'm currently busy with updating to 1.8.


    It's because of Optifine. I already had to make a specific case for when it's installed, but apparently, it's not even working for different versions of Optifine.
    Not sure I want to deal with their ****.


    I can verify MalsisCore 12.7 and MalisisDoors 1.9.4 are working with OptiFine disabled. It was crashing on me too and thanks to these comments I disabled OptiFine and no crashes.

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    The best way to list all structures is still typing /#lookup and pressing tab to see the options. You can also look through the log to see what's being registered though.

    When I type the command /#lookup it doesn't show me anything, it's asking me to provide a structure ... This is what is returned in red ... /#lookup <structure> oh DUH! enter command then hit TAB key to cycle through


    Also just a confirmation, you're saying the structures are already part of the mods jar filesystem, so I don't need to place any structures in the active folder within the structures directory? but any custom structures will need to be placed in there correct?


    ... and how about other dimensions? I see there is a whitelist/blacklist option in the config, do I need to whitelist any new dimensions for structure spawning? If so what is the naming syntax, does it use dimension ID's or names, or both? I'm using the Multiverse plugin on my server so I have a few custom dimensions. What is the best way to naturally spawn the structures. (I didn't see anything regarding this in the wiki)


    Thanks

    Posted in: Minecraft Mods
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    I posted this on the Curse.com page reply as well ...


    I'm not seeing any structures listed in the "structures" directory. I have installed the mod, and I have seen several structures generate in the world. The villager tower, the meteor site, and the dinosaur skeleton to name a few, but when I check the structures folder there is nothing in the active folder nor is there anything in any of the other folders.


    Where are the structures being pulled from then? I'm in the process of creating a gallery of structures generated by this mod (as well as the Ruins mod) and would like to test them.


    I noticed there are many structures listed in the source at GitHub, am I supposed to grab the structures from there and add them myself?


    Also, are there any user built templates that anyone would like to share (I will place them in my gallery)


    Thank you for such a great mod ... Pops

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»


    So, my suggestion would first be to check the allowedDimensions field, and see what it's set to. If it's set to 0,1,-1 then Ruins will only spawn in the Overworld, Nether, and Sky/End dimensions.


    EDIT: For mods such Mystcraft, I suppose there's no harm in specifying dimension numbers that *do not exist*. I suppose if it could be discovered what range of numbers are used by Mystcraft dimensions (starting with the first one that's generated), then you could just have a whole list of numbers advancing from that point in the list in anticipation of future expansion. That's just my hypothesis, however. I haven't tested this idea yet.


    Thank you so much!! Your suggestion allowed me to find the solution.


    There was still a slight challenge trying this, but it helped narrow down what I needed to test. There are two ruins.txt files, one in the mods folder and one in each dimension. My understanding is that the one in the dimension will override the one in the mods folder because it is dimension specific. However, I edited both files so I am unsure which is responsible for the positive change :-) For the time being, I will list all dimensions in the main ruins.txt file in the mods folder, and add each respective dimension number in the dimension specific Ruins.txt


    The other challenge I had was the dimensions I have are not all numbered sequentially, nor do they all have integers. Some only show their names (the names I used to create them) and I tried your suggestion of setting the time to zero. Unfortunately, the in-game console used the name, instead of the dimension number. I was able to locate the dimension number after reviewing the server console. (isn't there a log file that would also record this information?).


    Either way, I was able to resolve ths, and I now have Ruins spawning in the other dimensions. THANK YOU!!

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from PopsRocker»

    Greetings,


    I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.


    I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.


    I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)


    Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10


    I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.


    Any ideas ??? Thanks


    UPDATE ...


    I have explored this issue further and am not any closer to finding a solution.


    Here's more information that may help those who know more and perhaps could offer some direction ...


    I have two server instances with Ruins installed. One is a Cauldron (patched to forge 1307 as originally stated above) and the other is not using any bukkit/spigot plugins therefore Couldron is not installed, however I'm still using forge 1307.


    The only dimensions I have been able to get naturally spawned structures in are the main Overworld and the Nether (both servers) any other dimension that is created by a mod i.e. Mystcraft, Abyssalcraft, etc. will not spawn Ruins structures. All the tml files are un-modified, with the exception of one I added the other dimensions to in order to test if I could force the template to spawn if I specified the dimensions in the .tml


    IF anyone is interested in testing my setup, I can link to a download of my custom modpack, as well as whitelist you on my private server. (please pm me, as I'm not looking to have a bunch of people on this server, it's for friends and family)


    Thanks ... Pops

    Posted in: Minecraft Mods
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    posted a message on WHY is MCF only a linear display forum?

    I'm trying to figure out why in the world the folks at CURSE would develop an in-house forum solution that doesn't allow for threaded display. Or why this hasn't been something people have screamed for ... am I too old school, am I the only one who can't stand the way these forums are displayed? Has anyone else had to wade through a forum thread of a mod developer that has more than 2000 posts.


    Am I missing something, I looked in my account settings for display options and haven't found any, and I just don't see how these forums are useful for large threads, especially mod developers who have had their mod thread since before MC 1.6.4


    grrrrrrrrrrrr

    Posted in: Forum Discussion & Info
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Greetings,


    I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.


    I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.


    I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)


    Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10


    I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.


    Any ideas ??? Thanks

    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Quote from lunchboxxx19»

    you click the link that says "get it here" then click the "download" link it starts automatically downloading. no where did i see any "blatant deceptive ad links" the link on here takes you to where the file is originally held

    Then you're seeing something completely different then I am. When I click the "download here" link on the first page of this thread for 1.7.10 I am taken to minecraftprojects.net - the first "download" box is an ad powered by Tweaks and takes you to a page to download "file-extractor" software.

    BTW .. the 1.7.2 download link does work, it's an adfly page which I am used to but results in the jar file.

    The next download link is directly below the bullet list of features. That link looks like the "actual" link but it takes you to a site to download some "Binary System" get-rich-quick scheme.

    The next and last download directly under that link is another ad link (powered by iLivid) which automatically downloads a flvPlayer-chrome.exe file.

    Sorry, but there's no download link that results in the download of the luckyblock mod
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    I absolutely LOVE this mod, but I am not going to support the blatant deceptive ad links all over the download page. I wasn't even able to find the "true" download. I can't stand it when developers use deception to trick people into clicking ads and will not support them!!!!
    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Does this mod work with Biomes O'Plenty? Or a better question should be, how does it work? I'm loving the world gen I get from this mod and am always asked if I am using a custom texture pack, but I also like some of the Boimes O'Plenty world gen and since adding Enhanced Biomes I don't see any biomes from BOP.

    When I start a new world I select BOP as my world gen but still, all I see is Enhanced Biomes. Is BOP getting the axe ;-)

    Thank you
    Posted in: Minecraft Mods
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    posted a message on Mekanism gas storage?
    Greetings,

    I have been looking for an option to store gas and vapor production from the Mekanism machines. I know there are gas tanks in the Mekanism mod, but I'm looking for mass storage. Does anything exist that can store large amounts of gas from Mekansim machines?
    Posted in: Mods Discussion
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Not sure why the gui shows your input tabs on the right, but if the washer is producing slury as in it's working but just not ejecting have you checked the crystalizer to see if it's backed up? I ask because this section of ore production tends to work faster than the next step. If the machines down the line are still processing it may not be accepting anything because of that. Just a guess.
    I posted earlier that Mekanism was crashing on start and I ended up rebuilding my pack an uploaded Mekanism with in the first 5 mods. Railcraft was a mod that kept causing Mekanism to crash the game before and I installed it right after Mekanism. No crash.

    The mod that caused Mekanism to crash this time around was Infinitubes by Immibis. I wasn't really attached to InfiniTubes so I just left it out and no crashes from Mekanism now.

    Oh, and I checked my mod list and didn't see any that were using the IC2 API and I don't use IC2 in my mods. (in case anyone was wondering)
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Getting a crash on start, line 7 mentions TileEntityChanceMachine. I'm not using IC2 and I checked through all the mods to see if there's any using the IC2 api. None were found to have the api. I'm not using RemoteIO nor RedArsenal.

    I'm using the latest build of Mekanism - 7.1.0.92

    I have posted to the Mekanism GitHub and here are links to the crash report as well as the FML client log

    Crash report - https://gist.github.com/ChaosXten/b1ec2a58a76bd50a4d8b

    FML client log - https://gist.github.com/ChaosXten/4c8f9bcd1340982546b8

    Thanks

    Update - I just removed the Railcraft mod and it loaded fine. Will do some digging to find out why

    Update II - I'm rebuilding my pack, and so far I'm half way to the number of mods I had before and both Mekanism and Railcraft are installed. I'll post back if I find out it's another conflict or if I somehow solved it.
    Posted in: Minecraft Mods
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