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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Is there a known issue with Galacticraft Ores not spawning when NetherOres is installed? I had no trouble finding silicon or even the Galacticraft versions of Copper and Tin until recently, and NetherOres is the only mod I added that messes with Ore Generation(AFAIK).
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Hi, I'm trying to track down whether something is a feature or a bug and I think it's either NetherOres or Gany's Nether. When I try to mine an ore, I start hearing Pigmen freaking out(they're never visible), and then something tries to blow me up. It's not a powerful explosion, but it definitely seems like something reacting to me trying to mine ore in the Nether. Anyone have a clue what that is or where it's from?

    EDIT: I looked in the config file and figured it out.

    Is there a known issue with Galacticraft Ores not spawning when NetherOres is installed? I had no trouble finding silicon or even the Galacticraft versions of Copper and Tin until recently, and NetherOres is the only mod I added that messes with Ore Generation(AFAIK).
    Posted in: Minecraft Mods
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    posted a message on Gany's Nether - Miscellaneous nether themed additions!
    I'm new to this mod, so forgive me if this is an often asked question: are the pigmen noises and explosions when I mine in the Nether an intended part of the mod, or is it caused by amother mod? It seems like something is reacting to me "stealing" from the Nether, but I never see the creatures that Try to blow me up for lingering too long in the same vein of ore. Also, Nether crystal drops a block now instead of the crystal... is that intended, or is it the fault of my IC2 drill?

    EDIT: I just realized what I'm experiencing may be related to Nether Ores, not Gany's Nether. But I can't be 100% sure! as I added both at the same time.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from mezzodrinker»

    There is no list of known conflicts. MCA should be compatible with every other Forge mod. If you still experience problems with another mod and think it's MCA-related, don't hesitate to report this.

    I found an ongoing problem with Primitive Mobs. It's actually a little werid. The Sheepmen of that mod are turned into MCA Villagers, but not 100% of the time. As MCA doesn't always change Villagers created by other mods, it seems weird that creatures that use Villager code in Primitive Mobs would be changed.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    Quote from 6210classick»

    you can disable that form the config file

    B:chunkloader.useFuel=false

    Oh, I know. I love the concept of paying for the anchor, but I kind of hate the drudgery of finding ender pearls to fuel it. Every day I tell myself I'm just going to change the config and be done with it, but then I feel like I've failed some kind of cosmic mod balance challenge.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    Quote from 6210classick»

    yeah you can do that bt both portals need to have the Fluid transportation module then connect each one with the pipes and activate the portal and adjust the module with the wench to receive or send fluid it can also transport energy and items just as a precaution use Immibis Dimensional Anchors to keep chunks in the nether loaded

    Railcraft dimensional anchors won't work? (I have a love/hate relationship with paying an ender pearl every 12 hours)
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    Whoa, did I read that right? If I set up a pumping station in the Nether to collect lava for my geothermal generators, I can set up a fluid pipeline that leads THROUGH one of these portals back to where I need the lava?
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics Mod
    Quote from ObsiLP»

    @Raduloket I stopped with the developing of AG respectively I am doing bug-fixes if the really have to be done because I am very busy and don't have that much time for developing mods. My plans are to make all my new mods open source as well as my new Core Mod so that other people can help me. I hope you understand that I cannot be that fast with developing but it takes a lot of time before a mod can finally be released.

    Oh, I understand completely. I'm glad to hear you're still coding, and by no means was I trying to rush you. your mod was a life saver when I first started with mods and found myself slaughtered within seconds every time I used a Nether portal. I felt like I earned the genetic modifications I used, and the cloning was fantastically useful in collecting rare mobs too dangerous to wrangle home. However long it takes, I know I will enjoy the results.
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics Mod
    Quote from Grydian»

    Last I heard he is working on it but very busy these days with RL. But there is a mod out there by player (mod dev of ic2) called enetbridge. It allows RF and EU to be interchanged at will. You can ic2 cables to power RF machines or enderio/extra utilities cables to power ic2 machines. It uses the ic2 eu network to translate between the power types. Its like adding power converters built in to every cable. So like copper cables from ic2 now can power a quarry or any enderio machine. etc I highly recommend checking it out to solve power problems since advanced genetics for 1.7 does use EU.
    If you need the link PM me or a google search will find the answer :)

    Thanks! Huge help, especially with all the mods I'm running.
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from techbrew»

    Open a ticket with a screenshot : http://tinyurl.com/jmticket

    If it's an easy fix, I want to get it into 5.0.0RC2 today

    Created be ticket, hopefully the image attached.
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    I'm not sure this is Journeymap's doing, but I've got a weird alignment issue on my Controls screen in the main Options menu. It's sort of like the line that identifies Journeymap's Fullscreen map is too much text and has forced everything else that's left aligned off the left side of the screen. It's possibly one of the other mods I updated recently, but on the off chance it's that (+CTRL to toggle MiniMap) tacked at the end of the line, I figured I would check here To see if anyone else has the same issue.
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics Mod
    Quote from Grydian»

    The sad thing is RF was never intended on taking over MJs. Covert Jaguar forced King lemming to create his own power system because CJ refused to allow for no loss power systems in the buildcraft api. He was such a nazi over this he threaten to have minefactory reloaded hard crash with buildcraft installed. Anyways now spacetoad is in charge of buildcraft again and the changes he made to MJs made it ungodly buggy. So he decided to switch to RF. Now forestry railcraft and buildcraft all use RF. Just because CJ had to be inflexible. If you don't know CJ is the author of Railcraft. So this really was unnecessary but here we are.

    I'm kind of new to mods, so behind the scenes stuff is fascinating to me. Wikis and other documentation are really slow to update, so it's nearly impossible to get an accurate picture of a mod's evolution, let alone what motivated the changes from one version to another. The no-loss power thing sounds incredibly familiar, as there's a much less contentious issue going on in Buildcraft with redstone engines right now. Because they're essentially free energy, development versions don't allow them to provide power to machines anymore(temporarily, at least, on account of how time consuming it is to whitelist specific machines in the code). I suspect that's a lot to do with the conversion to RF.

    But to get back on topic, is Advanced Genetics still being developed? I know there's an API, but I'm not sure if it's just for the genetic material or if there's the potential for someone to code RF-friendly energy conversIon.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Quote from Icegod101»
    is this mod compatible with forge 10.13.2.1230+ forge



    is this mod compatible with forge 10.13.2.1230+ forge

    I'm currently using it with Forge 10.13.2.1232 without issues.
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics Mod

    So, the real life measurement in joules will die as well? *insert sarcasm here* Milli-joules(MJ) are just one-thousandth of a joule. I don't see any reason to give it up.

    Well, with mods, it's more a matter of better compatibility to try to consolidate all the machines that run on power. In the real world, we don't have that luxury even when it defies all logic to resist changes that would increase efficiency through technological consolidation(witness my country's stubborn refusal to learn the metric system despite its almost universal use elsewhere). For whatever reason, Redstone Flux seems to be on its way to becoming the Minecraft standard for power generation.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    Yeah it can be a bit annoying. The new entries won't be erased if you manually enter them but the risk of errors is much higher. Your best bet would be to copy the biome list over from a different entity's section. That works well if the entities are listed but the biome groups are not. If the entities aren't listed, the easiest way I've found to do it might not be the easiest, but.. you could try creating a new save folder in the SaveConfigGson.cfg.
    So.. back up your configs first. Then:
    Set sort by biome to False. Exit to main menu and reopen world so that your configs are resorted. Then change "Save_Folder_Name": "NEW",

    That will get you a new list - but it won't have your adjusted spawn rates. Make sure both DEFAULT and NEW are sorted by entity, and have your desired biomegroups, then copy the sections containing the new entities (and the biome groups below them) from the NEW configs. Paste them into your (eg) thaumcraft.cfg Spawnlist file in the DEFAULT configs folder. Then change the sort by biome back to false - and finally change the Save_Folder_Name back to DEFAULT, adjust spawn rates and test.

    ..or you could just grab my configs

    I got back logged and haven't had a chance to look through your configs. I'm wary of using one that doesn't match my mods exactly, though. I've noticed that. JAS sometimes errors back to the main menu if theres something in the config files from a mod that's missing or recently added via update. Abyssalcraft added a bunch of new stuff, caused a crash, and after going back to an earlier version, JAS errors now even if I try to generate a new default set of configs(I've taken to naming them so I have a record of older configurations I might want to borrow from).
    For anyone who uses massive numbers of mobs like me, have any of you tried creating unique creature types for essential vanilla creatures you don't want lost in the shuffle, like squids and sheep, etc? I'm thinking of trying it, since I hardly ever see squid spawn anymore no matter how high I set their weight. There are just too many other mobs and not enough despawning due to chunks unloading when I leave(unless I build my shelter underwater or something).
    Posted in: Minecraft Mods
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