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  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    So having discovered your Fun World Gen Mod and checked the mod compatibility list I though I'd experiment a little.

    So ..

    I've tried Survival Sky Island and Survival Island(in paradise mode) and in neither case do Botania Flowers spawn..

    For the default Survival Island .. is the intention to have ex-nihilio installed with it in this mode?

    Posted in: Minecraft Mods
  • 0

    posted a message on Direwolf20's Modded Lets Play series
    Quick question ... which of the mods adds "Abyssal Stone" and the hollow abyssal stone dungeons... and is there a use for it?
    Posted in: Let's Plays
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from V1kTiSLTU

    i tried the 10.0.1 version and the stone slab bug still appear :( .Its sucks for me becouse i really like to play on hardcore but i can't becouse of this bug :(

    If this is the same as 9.5 then the stone slabs it's asking for are the stone slab bricks. Make a set of stone slabs as per the vanilla recipe (3 stone horizontally in a crafting grid) then stack them one on top of the other in a crafting grid, the same way as making the "patterened" sandstone blocks.
    iN 9.5 you get the issue with the apartments as it uses sandstone slabs for the stairs but "magically" converts them from ordinary stone slabs.
    I find the "villager house" the best starting house on hard and once you've got a couple of these switch to Apartment B or C..
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from SpatialHeather

    They don't appear to be wandering at ALL. all my people, once they 'move in' just stand in their homes unless they have a job. Even when they are homeless, they just stand in the spot they spawned at ... all night... all day... until you build them a house. And the town looks deserted all the time... or like they are preparing for a zombie apocalypse or acid rain or something .. because nobody is ever outside. I think something got 'overfixed'... I know the merchant used to wander too much, but now nobody wanders at all. :

    I'm still on 0.9.5 and they wander on that ... even to the extent of "staying home" and wandering through my basement workshop .. I've had to install iron doors to stop them wandering through Mystcraft portals and crashing the game.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from Acehii

    Is there any videos that show how to do multi story buildings? (like of apartment building a)

    They're not difficult to do .. the constructor is always placed in the same (x,y) (or as Minecraft use x,z) plane just at a different height.
    the easy way to do it is to knock the constructor block out then pillar up till level with the roof of the current storey then replace the constuctor. Just make sure you're facing the same way as when you first placed it ..
    And be aware that the builders like thowing themselves off roofs and platforms when 4 or 5 storeys now a question of my own...

    Q) What's the difference between a Buildcraft Quarry and a Sim-U-Kraft miner?
    A) When a Buildcraft quarry encounters a water block water flows as per vanilla minecraft rules and when the source block is removed the water dissipates. When a Sim-U-Craft miner encounters or exposes a water source block EVERY single block that is or has been mined is converted to a water source block....
    It takes hours in creative to undo this .. please fix...
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from SpatialHeather

    I'm thinking I'll need to build a grocery store?

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from leocass86

    My population seems to be stuck at 20. I have some 20-30 more living spaces that have no residents and my population cap is set to 100. I've waited for some time now and they seem to have simply quit spawning.

    EDIT: Just to give you an idea as to how long I've been waiting for new Folks, I have over 3,000 Credits from making 93 Credits a day with only a population of 20.

    I had a population of 33 and over 2500 credits on 1.4.5 .. now I have a population of 55 and 200 credits on 1.4.6 .. so much for upgrading
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from Shafted1971

    I have found a better (for me at least) fix the "lost info" error.

    3. save and exit (this only works for me if I completely exit minecraft! going to the title screen doesn't work... *shrug*)

    Interesting .. usually just destroying the control box, then picking up and replacing the constructor block, then rehiring the builder and rebuilding works to repair the building.
    Shouldn't need to log out.. at least I've never had to in the past when encountering this issue.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from quinttt

    how are building requirements determined?
    and can I change them?

    The erquirements are determined by the "building blueprints" and a litle magic (eq no requests for glowstone blocks, nether brick stairs, stone slabs, sandstone, and a few others).
    The requirements can be chaned.. well sort of .. you need to edit the building blueprints and change the block ids used.. then find out what happens ..most vanilla block substitutions work ..
    Posted in: WIP Mods
  • 0

    posted a message on [1.5 and up] [FORGE] [UNIVERSAL]IronChests 5.0 - Minecraft 1.5 update!
    Quote from LazarusCore

    Crashes when attempting to upgrade a full double chest to an iron chest (I fully figured it would just split the chest and turn one into an iron chest, instead it crashed)

    (I right clicked the upgrade item onto the left most block of the double chest)

    Actually, after further testing, occurs whenever i rightclick a wooden chest (empty or otherwise, single or double) with an iron chest upgrade

    I'm getting the same crash .. this is something that happened as a result of the 1.4.6 upgrade as this used to work perfectly ok on 1.4.5

    Note .. it actaully performs the upgrade as when you reload the world the chest is upgraded .. so it must be a fault in either the redraw cycle or the redistribution of inventory contents or maybe both.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from deathbolt

    I have a problem, both the folder and the zip folder is in the mods folder the mod was loaded with magic launcher as I use optifine I also have forge and rei's mini map and twilight forrest (every thing is up to dare for MC 1.4.6) though i am playing in a new map and have not gone to the forrest in it, both when I load the map and when I try to build something it says that i dont have the build list in the mods folder and there is nothing to select for construction in the build menu. any ideas on whats gone wrong?

    I assume that you extracted the download zip into the mods folder?
    This yields 2 entities.. a sub folder called simucraft under which all the buildings can be found and a zip file which contains the mod.. which should be visible under the "external mods" tab in Magic Launcher (I use it all the time currently have 26 mods loaded without issue).
    If you haven't got these 2 items and can't see the buildings directory you didn't do the extraction properly.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from Shafted1971

    This happens every time I have a courier employed and a new day begins.

    ---- Minecraft Crash Report ----
    // I bet Cylons wouldn't have this problem.

    Time: 12/27/12 3:50 AM
    Description: Exception in server tick loop

    at info.satscape.simukraft.common.JobCourier.stageAtDepot(
    at info.satscape.simukraft.common.JobCourier.onUpdate(
    at info.satscape.simukraft.common.FolkData.onUpdate(
    at info.satscape.simukraft.common.FolkData.triggerAllUpdates(
    at info.satscape.simukraft.common.CommonTickHandler.onTickInGame(
    at info.satscape.simukraft.common.CommonTickHandler.tickEnd(
    at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(
    at cpw.mods.fml.common.FMLCommonHandler.tickEnd(
    at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(
    at net.minecraft.server.MinecraftServer.q(
    at bdz.q(

    A detailed walkthrough of the error, its code path and all known details is as follows:

    -- System Details --
    Minecraft Version: 1.4.6
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_10, Oracle Corporation
    Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 566845568 bytes (540 MB) / 1061158912 bytes (1012 MB) up to 2863333376 bytes (2730 MB)
    JVM Flags: 2 total; -Xms1024m -Xmx3072m
    AABB Pool Size: 4573 (256088 bytes; 0 MB) allocated, 4410 (246960 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
    FML: MCP v7.25 FML v4.6.15.514 Minecraft Forge Optifine OptiFine_1.4.6_HD_U_A2 65 mods loaded, 65 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ThebombzenAPI [mod_ThebombzenAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    WeepingAngelsMod [Weeping Angels Mod] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.6] Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    APUnofficial [Additional Pipes Unofficial] (AdditionalPipes-2.1.3u36b2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AutoSwitch [AutoSwitch] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Backpack [Backpack] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BCIC2Crossover [BC-IC2 Crossover Mod] (BCIC2crossover Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ValvePipe [Valve Pipe] (BuildCraft-Z-ValvePipeAM-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ChickenChunks [ChickenChunks] (ChickenChunks Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CompactSolars [Compact Solar Arrays] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ComputerCraft [ComputerCraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CCTurtle [ComputerCraft Turtles] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    DungeonPack [DungeonPack] (DungeonPack 1.4.6 v1 Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    EnderStorage [EnderStorage] (EnderStorage Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forestry [Forestry for Minecraft] (forestry-A- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2BackpackHUD [IC2 Backpack HUD] (IC2 Backpack HUD - v2.2 - Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_InvTweaks [Inventory Tweaks] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IronChest [Iron Chest] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    MiscPeripherals [MiscPeripherals] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    AdvancedSolarPanel [Advanced Solar Panels] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_FleshLeather [mod_FleshLeather] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GraviSuite [Gravitation Suite] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Mystcraft [Mystcraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    necromancy [Necromancy] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    NEIPlugins [NEI Plugins] (NEIPlugins- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ObsidiPlates [Obsidian Pressure Plates] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    OmniTools [OmniTools] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    PowerConverters [Power Converters] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Railcraft [Railcraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCore [RedPower] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerBase [RP Base] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerMachine [RP Machine] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerCompat [RP Compat] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWiring [RP Wiring] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLogic [RP Logic] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerLighting [RP Lighting] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerWorld [RP World] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    RedPowerControl [RP Control] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SatscapeSimukraft [Sim-U-Kraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SoulShards [SoulShards] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Thaumcraft [Thaumcraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ThermalExpansion [Thermal Expansion] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ThermalExpansion|Factory [Factory] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ThermalExpansion|Energy [Energy] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ThermalExpansion|Transport [Transport] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ThermalExpansion|NEI [NEI] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    TwilightForest [The Twilight Forest] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    XyCraft [XyCraft] ( Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 896 (50176 bytes; 0 MB) allocated, 777 (43512 bytes; 0 MB) used
    Player Count: 1 / 8; [iq['Jim1971'/218, l='New City', x=-108.24, y=64.00, z=506.05]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'forge,fml'

    The crash log just ends there, nothing else... and I have about 2 dozen that are exactly the same, only the times are different.

    This happens 20-30 seconds after rents are paid, when they go to work. Sometimes it doesn't even have to be a new day, it can just be a new hired courier going to work.

    I was getting this in Sim-U-Craft 0.9.4 on 1.4.5 .. was hoping 1.4.6 would fix it ... just stop using couriers as I've had to do..
    May be if you Satscape enough crash logs he can work out what's going wrong ..

    I'm now having "concurrent update" issues on 0.9.4 and my population has "frozen" intself at 33. I'm also having issues with the "lumber yard" after hiring a second lumberjack to the point I had to knock the control block out, "rebuild" the lumber mill and revert to a single lumber jack. I'm hoping the changes in 1.4.6 will resolve this.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Sim-U-Kraft 0.12.1 [discontinued] [open source]
    Quote from tyderf

    I installed this mod and it crashed my minecraft when I made a new world called New World.

    You should be able to just reload the world..I had this happen when I created my second 0.9.4 modded world..

    Been getting quite a lot of crashes recently ... mainly as a result of parrellel inventory access by lumberjacks returning logs to the same chest simultaneously. Not bothing to report unless it does the same on 0.9.5 .. but still waiting for a number of forge mods to be released for 1.4.6.
    Posted in: WIP Mods
  • 0

    posted a message on Cogs of the machine v0.1.4pre1: Back in action !
    Just found this mod...

    When I move my current forge/industrial/sim-u-craft world to 1.4.6 I'm going to install this mod as well..

    Firstly it's nice to see somebody doing what btw should have done an use technology correctly..

    Wind mills and water mills would be nice to see if they're on your list..

    Mechanical energy is typically stored in either a flywheel or gyroscope..use of different materials should enable a greater energy store.

    And a grain mill would be great..
    Posted in: WIP Mods
  • 0

    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Are the any plans to enhance this to work with Mystcraft correctly?
    It's kind of irritating to have to remember to reset the book marks every time you change world.. and easy to lose your spawn in point if you forget..
    Posted in: Minecraft Mods
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