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    posted a message on Xaero's Minimap [Forge 1.14.4 | 1.14.3 | 1.14.2 | 1.13.2 | 1.12.2 | 1.12 | 1.11 | 1.10 | 1.9 | 1.8 | 1.7]

    How does one, if it's even possible anymore, install the server configuration to prevent features with it being bukkit, and the minimap here being forge?

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    COG Version 1.2.15 for Minecraft 1.7.10

    Mystcraft Version 0.11.0 for Minecraft 1.7.10



    I've pretty much completely customized for my personal use on my local server everything. Here is what I have, pastebin'd:



    CustomOreGen_Config.XML:

    http://pastebin.com/T4YqfDJJ



    My custom modules below:


    AppliedEnergistics2.xml -- http://pastebin.com/mTRcUR2T

    ArsMagica2.xml -- http://pastebin.com/PicTN3ZE

    BigReactors.xml -- http://pastebin.com/d87LgHiG

    BiomesOPlenty.xml -- http://pastebin.com/cxh5LBT8

    Chisel.xml -- http://pastebin.com/Lfrv64pR

    Factorization.xml -- http://pastebin.com/Dwnd84gg

    Forestry.xml -- http://pastebin.com/KLf391gQ

    IndustrialCraft2.xml -- http://pastebin.com/cBQ6HSQw

    MinecraftOres.xml -- http://pastebin.com/6EsupJsx

    ProjectRed.xml -- http://pastebin.com/AU9c3aCK

    Railcraft.xml -- http://pastebin.com/bBpvw0GY

    Thaumcraft4.xml -- http://pastebin.com/1FtxtZuA

    ThermalExpansion -- http://pastebin.com/dSAFt8XM

    TinkersConstruct -- http://pastebin.com/9FHVcudV



    I spent about 2-3 weeks configuring this to our tastes. All has been perfect in the overworld, only recently when we started messing with Mystcraft have we noted that writing ages has been giving us things we weren't asking for.... Turns out, someone with a slower machine saw a coal sphere transform into stone before their eyes. Dawned on me that it would have been COG replacement happening at that point.



    Hopefully it's just something I inadvertently changed and can revert back so that Mystcraft ages in the future will be unaffected.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    I'm currently having an issue.. Been running with COG for quite some time now, and only recently begain playing with Mystcraft in my worlds.. Things seem to be just fine, with one exception. COG is affecting all of the ages (I thought I had to find pages like Gold Veins, etc to be found in mystcraft ages).. However, when I'm specifying something moderately simple, Coal Ore Spheres for example, I can load into the world, and just watch COG replace all of the spheres with stone right in front of my eyes. Do I need to change something so that the default distribution doesn't affect how Mystcraft sets up the worlds?



    I was creating these because with coal Veins, I'm not finding as much coal as my builds are demanding, and wanted to create a couple ages (instability somewhat expected using Mystcraft 0.11.0) where I could hop in, do some quick mining of the coal, and hop out if it got to be too dangerous. I can't do t hat however, because all "ores" created get overwritten by COG Stone replacement.
    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    I'm establishing a server and need to modify ore generation (using Custom Ore Gen) Actually seeing the ores in-game without manually digging every time I test a new world would save me many hours in my endeavors.

    However, I'm having a difficult time getting mod blocks to show up in x-ray. 1.7.10 with forge 10.13.2.1230 (and also 1272)



    I have gone into NEI and gotten the names of all the blocks I want to be able to see, and cannot figure out how to modify the xray.txt file to either include OR exclude anything other than vanilla minecraft blocks.

    Ideally I'm trying to explicitly include just the blocks I want, since I already have the list handy.


    Some examples of the names I'm using:

    Forestry:resources
    IC2:blockOreCopper
    IC2.blockOreTin
    IC2:blockOreUran
    IC2:blockOreLead


    In the above examples, I'd like to see all of "Forestry:resources" (this includes Metadata 0, 1, 2) and each of the IC2 ores conveniently have their own unique ID with no Metadata. However, adding these values has no effect when I try it in-game.



    That aside, I also have several ores that show up and use specific metadata that I will need to include as well, and with existing documentation, I don't see how to even attempt this.



    I understand that exclusion methods might be simpler from a birds-eye view, but the list of exclusions on current mods loaded is just not a feasible option :(
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    So, I've been working with this mod for quite some time, and have been setting up a personal environment to my likings. Included in this setup it included Ars Magica 2 and Applied Energistics.

    I have created two config files to be used with these mods.

    Ars Magica 2 includes:

    Vinteum distributions
    Chimerite distributions
    Blue Topaz distributions

    All of these distributions are based from gold, and modified to what I felt was slightly more comfortable.

    I did not change sunstone as it already feels plenty natural spawning with the vanilla lava pools
    I also did not configure anything for moonstone, as it's based on world events, and not actually world gen at all.

    AE includes:

    Certus Quartz

    Note: I was unable to use proper block name for AE, because in searching for the name via NEI item dumps, it's using the name "tile.null" which is also used by several others indicated by the dump.

    As previously mentioned, I did these mostly for my personal use, but figured they may be a good starting point for others interested in expanding the Ars Magica, or for whenever AE actually names its block appropriately to be caught by COG configs without errors.

    The config files I have created are located here:
    Applied Energistics XML
    Ars Magica 2 XML
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Mr_Crayfish

    It seems to have been a mistake on my side. I will get a fix out soon!


    Thank you for the speedy response! Looking forward to the update :)
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Pixelated

    I mean, Im not seeing the option. [to disable the opening message]
    The other stuff is there. Minebay, freezer, printer and what not.

    Just not the option

    Or better yet, give me the line in the config so I can just paste it in myself.


    I'm having the same issue here. I have downloaded the newest release "[Forge]FurnitureModv3.2(1.6.4)" -- I have checked the cfm.cfg in the config directory, and i see no option to disable the opening message.

    This is only an issue because I'm already using a logon message mod to convey information, and your message always shows up at the bottom, bumping other information off the top of the chat.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from painter73
    Quote from six6igma

    Having a problem with Biomes O' Plenty redwood trees.

    I am using Windows 7 Ultimate SP1 x64 and Java 7u25 while playing MC 1.6.2 with Forge 819, [1.6.2]bspkrsCorev3.03, [1.6.2]TreeCapitator.Forge.1.6.2.r02.Uni.CoreMod, TConstruct_1.6.2_1.4.dev.26, and Biomes-O-Plenty-0.6.0-1.6.2.

    I crafted a steel lumber axe with Tinkers' Construct. I chopped a Biomes O' Plenty redwood tree (it is indeed a redwood tree generated by the BOP mod) with the steel lumber axe. Many logs popped out in a 3x3 area (which I believe is a mechanic of the lumber axe), but the rest of the tree did not break. I am able to take down those redwood trees TreeCapitator-style with vanilla diamond axes. Also, that steel lumber axe works fine when TreeCapitating vanilla oak trees.

    I took a look at the TreeCapitator.cfg entries. It looks like Biomes O' Plenty changed their config scheme and location since the entries were made to TreeCapitator's config. I took a wild guess and changed the entry to read - "S:configPath=biomesoplenty/ids.cfg", but that didn't work to take down BOP's redwood tree.

    Help?


    Diamond axe worked fine on my end for the redwoods, however you must keep chopping to the middle of the tree then it falls.


    Pretty much exactly what Painter said. The way BoP generates Redwood trees requires you to chop the middle-most log to be "treecapitated". This is because the center-most log is the only log that shoots up to the top of the tree and has leaves surrounding it.

    From the sounds of it, it seems like your Tinkers Construct Lumber axe is killing a 3x3 block of the tree with its normal function, because the outer log you are chopping isn't identified by TreeCapitator (for the aforementioned reason of it not being surrounded by leaves, because it's just the edge of the tree).

    Suggestion would be, when using the tinkers construct axe -- just knock out the bottom of the tree with the base function, then when the center log is exposed, try chopping that one, and I'll bet that TreeCapitator will respond accordingly then.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] MorphCore; CreepersNoCreeping; BatsDropLeather; HorseAccessories <20,000+ Downloads!> [January 2014]
    Excellent! thank you for the quick turnaround and looking into this. I love these simplistic mods, and I'm looking forward to seeing the update where it can harm players, as well as your other mods :)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] MorphCore; CreepersNoCreeping; BatsDropLeather; HorseAccessories <20,000+ Downloads!> [January 2014]
    I have noticed in my running of BDL and CNC that BDL is working just fine. CNC, however still has the creepers exploding and destroying my city. I have set the config for the creepers explosion size to be 0, but every time the creepers explode, it still craters and damages the world.

    I don't want to disable the "MobGriefing" game rule, because I don't mind the Endermen, I seem to remember an older version of this having a different style creeper (which didn't explode at all, just hurt you really bad if they came in contact). Now, I had issues with those only spawning in Mystcraft ages, and not in the overworld, but that was another ballgame altogether, as well as in the past.

    I haven't seen a new style creeper in this updated version, just the vanilla creeper (which is fine by me if that's the one modified).

    I notice the "burn_in_daylight" and the "Explode in Water" config options work well.. But the explosion radius doesn't seem to abide by what I put in the config (I've tried two extremes -- 0, expected no destruction, and 25, expected huge explosion). All settings for radius appears to be the default 3-4 blocks around it.
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    In using the latest version (not dev) of NEI and CodeChickenCore on a server, I notice NEIServer isn't generating in the configs folder. And when I log into the server (testing on a local server before I push an update to my live server) --as an OP, I don't have options that are available within the SSP version."Delete" "Game Mode change" "Heal", "Magnet", and "Give Item" do not seem to work (and in addition to being OP, I am also the server admin on the server. I checked the server config location, there is nothing dealing with NEI in the configs folder at all, like previously mentioned.. in previous versions it at least generated "NEIServer.cfg" and "NEISubset.cfg")

    I checked the client side configs, and it generates "NEI.cfg", "NEIServer.cfg", and "NEISubset.cfg". (I didn't expect it to, but changing these values also does not affect the outcome either)
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Pyromancer3D

    Been playing around with BoP for a while now, and with 0.5.8 out, was setting up a very simple server with the following mods:

    Forge version 9.10.0.800
    Bspkrs Core 3.03
    TreeCapitator 1.6.2 r01
    Backpack 1.12.13
    BoP 0.5.8
    IronChest 5.3.1.482
    BWG4 v113

    I get this crash here:
    Pastebin

    <snip>


    I fixed my own issue by downgrading Forge to 1.6.2 recommended (9.10.0.789). Sorry for a false alarm, I'll take my leave now, and enjoy the mod (in conjunction with BWG 4, as the sheer edges don't exist on this forge build either)

    Thank you all for maintaining this amazing and integral (for me / my server) mod, it's greatly appreciated.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Been playing around with BoP for a while now, and with 0.5.8 out, was setting up a very simple server with the following mods:

    Forge version 9.10.0.800
    Bspkrs Core 3.03
    TreeCapitator 1.6.2 r01
    Backpack 1.12.13
    BoP 0.5.8
    IronChest 5.3.1.482
    BWG4 v113

    I get this crash here:
    Pastebin

    I have since dropped BWG4 (I was getting sheer edges using it, while BoP was not -- however I liked being able to disable oceans)

    I have done pretty much everything to get this going on my SMP server, but keep bumping into the spring water flow tick error indicated. Even when BoP is the only mod running on the server.

    I end up being able to play SSP just fine, but on SMP, if it's loading on the server, I get the crash.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from Soulcake135

    Can you give me some assistance? I tried putting in the core and treecapitator into the FTB 1.5.2 beta patch. It says that the core hasn't been injected properly even though I've put it in coremods. I know the beta is buggy and unstable and some mods may not work, but if you could give your best hunch as to why the core isnt activating properly even though I've put it in correctly it would be appreciated. Thanks


    As indicated by Keybounce earlier in this thread, bspkrs Core goes in the MODS folder, TreeCapitator goes into the COREMODS folder. Brief explanation quoted by Keybounce previously:

    Quote from Keybounce

    "coremod", in forge, is a mod that behaves differently. In particular, it has a chance to run stuff before anything of Mojang's, and it has the ability to modify Mojang classes at runtime.

    This is different from a typical library of core routines that can be shared by multiple mods.

    When most programmers talk about a core library, it's stuff that is shared by multiple programs. It can be either a forge normal mod, or a forge core mod.

    A program that needs to alter how mojang classes work -- such as breaking trees -- needed (in the past) to either replace the axe class or the wood class; now it can use a forge coremod to alter them instead.

    ===

    Treecapitator goes into the coremods folder as a jar file.
    Bspkrs core goes into the mods folder as a zip file.
    Posted in: Minecraft Mods
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    posted a message on Sidben Redstone Jukebox - Mega version update - 1.7.10, 1.8.9 and 1.9
    Quote from sidben


    On the SMP support, as it is now (v1.1) the mod is only singleplayer. I'm working on making it SMP compatible. I'm trying to get some modders help too, it's on my list.

    As for the Custom Record feature, I did notice a lot of people are having trouble with it, The process is not a very intuitive, so I'm working on a detalied guide to help everyone. Thanks for the feedback.


    Ahhhh. That makes much more sense! I hope it does get to make its debut to SMP. That would make many people very happy on my world. Thank you for this awesome mod as it is. I very much enjoy it!
    Posted in: Minecraft Mods
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