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    posted a message on Nephenee 1.2_s2 - Scriptable Semi-Auto Block Replacer [Win/Mac/Linux]
    Quote from StarshadesJack

    Weird. Are you sure you're throwing in an Anvil world? I didn't think I accidentally typoed a thing. Will keep this in mind for whenever I get back to updating and fixing this utility.

    I got majorly stumped on implementing meta data support and then I kind of just forgot about it because other projects. WHOOPS.


    Not a problem, I ended up using MidasGold (uses the open source of Midas) to update the blocks in my world :).
    Posted in: Minecraft Tools
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    posted a message on Traincraft 4.2.1.
    Quote from silvadreams

    Umm... Not sure if you noticed but most of the modding community has long ago moved past 1.2.5 and are well into 1.4.X and are waiting for 1.5. So I doubt you are going to get anyone working on 1.2.5 or 1.3 mods which are almost a year out of date


    Aye, they've continued on, but it's poor form to reverse engineer another's mod, so I tend to make polite requests instead.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Would be at all possible to have you guys add the parking brake (should be called hand brake :P ) to the base class of the cars in the 1.2.5 code base (I'm stuck with 1.2.5 till the Zepplin 0.30 mod is finally updated to 1.3.2+)? It would be really nice to set the brakes on uncoupled cars so that every time I walk past too close they don't go shooting down the track in the yard :P .
    Posted in: Minecraft Mods
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    posted a message on Nephenee 1.2_s2 - Scriptable Semi-Auto Block Replacer [Win/Mac/Linux]
    I get this everytime I try to run it:

    -m+-
    /sNmh
    ````:ymNNmh _ _ _
    `--:ddddmNNNmmh | \ | | | |
    /oNNNNNMMMNNmds/ | \| | ___ _ __ | |__ ___ _ __ ___ ___
    ``syhmNNNMMMMNNNmmmhyy: | . ` | / _ \| '_ \ | '_ \ / _ \| '_ \ / _ \ / _ \
    /hmNmNNMMMNNNNNNNNNmmy: | |\ || __/| |_) || | | || __/| | | || __/| __/
    /mmmmNNNNMNmmmmmmmdo/ |_| \_| \___|| .__/ |_| |_| \___||_| |_| \___| \___|
    /mNNNNNNNNNNNmy::::.` | |
    /mmmmNNmmmmmmNmdhhoo+ |_|
    -+dmmmmmmd+++++++:
    -+dmmmmds: Anvil World Save Mass ID Replacer! | Version n.1.0
    =============================================================================
    By StarshadesJack | Thanks to Mojang!


    WARNING: This utility directly alters the .mca savedata files
    of the specified world save. While this was rigorously tested
    and should not damage your world in any way, you are advised
    to BACK UP YOUR SAVE FOLDER just in case something snafus.


    NOTE: This utility assumes default .minecraft configuration.
    If you use MultiMC or other such utility, please make sure to
    copy the involved world save into .minecraft/saves/ before
    continuing with this utility!

    Continue? [y/n] : y

    Using passed-in script file for automated update process!

    Found world save!
    Found 116 Overworld .mca files!
    Found 0 Nether .mca files!
    Found 27 End .mca files!


    Okay! Please be patient as this might take some time!

    Getting to work on Overworld files....
    Exception in thread "main" java.lang.ClassCastException: mojang.nbt.ByteArrayTag
    cannot be cast to mojang.nbt.IntArrayTag
    at mojang.nbt.CompoundTag.getIntArray(CompoundTag.java:144)
    at nephenee.AnvilHandler.updateMCA(AnvilHandler.java:45)
    at nephenee.Nephenee.main(Nephenee.java:149)



    Posted in: Minecraft Tools
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    posted a message on Looking for resource or assistance in determining MetaData for Kaveator's SuperSlope Blocks
    Thanks, I'll take a look into that as a replacement for TMI :).
    Posted in: Mods Discussion
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    posted a message on Looking for resource or assistance in determining MetaData for Kaveator's SuperSlope Blocks
    Howdy folks, I normally don't like to be a bother and post questions like this, but I am in need of some help so I can get two mods to work together smoothly.

    The mods in question are Kaveator's SuperSlopes and Blackmajik's Zepplin.

    What I'm looking for is a means or just simply the information regarding the rotational Metadata for the SuperSlope blocks from Kaveator's mod so that I can add it into the configuration data for Blackmajik's zepplin mod so that it'll work properly for me :).

    If anyone can teach me either where to determine the meta data based on the source code from Kaveator's mod, or an equation for determining the metadata for block rotation, or just what the rotational numbers are, any help would be greatly appreciated.

    Thank you all :).
    Posted in: Mods Discussion
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    posted a message on Parachute Mod, Reptile Mod, CrackedZombies
    Quote from crackedEgg

    Updated version of WalkingDead posted. Changed custom spawning yet again.



    If I can get some time today I'll try to build the mod file and post it here. I have the source still but no built mod files. Check back later.

    EDIT: I don't have a way to test this, but it should work. parachute-1.2.5-mod.zip. Remember, this is a ModLoader mod. but it should work with ForgeModLoader.


    Thanks, it appears to work :). Had to look up the older recipe, 3 wool + 3 strings, in the recipe book to make one, but so far, base jumping from the top of my skyscrapper factory building has been safe and successful :).
    Posted in: Minecraft Mods
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    posted a message on Parachute Mod, Reptile Mod, CrackedZombies
    Quote from crackedEgg

    This should work: parachute mod 1.2.5

    I put a link to Parachute 1.2.5 on the OP for all you antique dealers.


    Shame I didn't find this sooner :(, as it appears the link is dead. Trying to track down a Forge 3.3.8 compatible copy of parachute as I'm stuck in 1.2.5 for the forseeable future as several key mods to a world I've been playing for several years now have not progressed past 1.2.5 yet, so far, no luck :P.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from NAWxV1P3R

    Can somebody please help me! I can't get the track builder to work i put coal, wood, and iron in it in the correct places but the coal won't burn and the builder will just sit there somebody pleases help! //i.imgur.com/9mHWx.png" width="" height="" alt="" />" width="" height="" alt="" /> //i.imgur.com/b2r9i.png" width="" height="" alt="" />" width="" height="" alt="" />


    You also need to supply a block to go under the rails. Gravel, Dirt, etc... put in 64 at a time as they are consumed now.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from RedneckExpress

    Well, I hate to bother folks, but I've been beating my head against a wall on this for a couple hours. It started with the coke oven recognizing neither of the loaders, be it the item loader or liquid loader with version 5.4.4. So, I tried, 5.4.5, same problem, so I went up to 5.4.7, liquid loaders work properly, now, but the item loader still isn't pulling the solids out of the coke oven. I've tried placing it on the side oppossite the liquid loader, I've tried placing it on the bottom, same result, it's not pulling the solid items out of the coke oven.

    So, now I have to ask, is there a special magical arrangement that must be done under the right alignment of the stars to get the coke ovens to output the solid and the liquids to two separate cars, like they did in the older versions?

    On Edit: The item loader isn't loading anything, period, in addition to not pulling items from chests.


    Solved the issue, only the Liquid Loaders work at 2 blocks above the tracks, regular item loaders must be one block above the tracks, so converting to Adv. Item loaders solved the alignment problem (Using powercraft conveyors and item decenders to load the chests at the loaders in my big factory.).
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Just wanted to give my congrats to Spitfire and his crew for the awesome work done on this mod. I've been using it since the early 1.xx generations and love how it's grown over time.

    I like the new flat car, however, sadly it doesn't work like I was hoping it would (Allow me to drive PowerCraft Mining machines onto them for transport from one mine site to another).

    The linking command using RailCraft's crowbar causes the train to shoot past the locomotive, tender included at random (haven't had a chance to pull a freight yet using the TrainCraft linking device), figure it's likely something unique to their code base, so will be retesting with the TrainCraft linking tool to see if they hold more steady when I take another train out to my redstone mine.

    Another thing I've noticed is cars linked with TrainCraft tool can be driven through cars linked with the RailCraft tool.

    Lastly, the tender cars do not keep their water after saving and exiting Minecraft. Fortunately, I have the RailCraft water tower to refill them, but just a bit pesky.

    This is all using the latest 1.2.5 Branch of the code line, I'm stuck in the older tree due to at least one of the critical mods needed for the world I'm playing has not been rebuilt for the 1.3.x+ greater generations yet, so all of the bugs are relative to the 1.2.5 code base.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Well, I hate to bother folks, but I've been beating my head against a wall on this for a couple hours. It started with the coke oven recognizing neither of the loaders, be it the item loader or liquid loader with version 5.4.4. So, I tried, 5.4.5, same problem, so I went up to 5.4.7, liquid loaders work properly, now, but the item loader still isn't pulling the solids out of the coke oven. I've tried placing it on the side oppossite the liquid loader, I've tried placing it on the bottom, same result, it's not pulling the solid items out of the coke oven.

    So, now I have to ask, is there a special magical arrangement that must be done under the right alignment of the stars to get the coke ovens to output the solid and the liquids to two separate cars, like they did in the older versions?

    On Edit: The item loader isn't loading anything, period, in addition to not pulling items from chests.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Is there any method of overriding how long coal lasts still in the 2.1.2b version of the mod? I finally was able to upgrade from 1.68 successfully and noticed that the config file no longer has entries for the steam locomotives on how long fuel lasts.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Just out of curiosity, but has the 2.x line of the mod reached a stability similar to the last release of the 1.x line yet? I've been holding off updating to the newer railcraft/t&z because of the enromous amount of glitches that have been popping up during the growing pains.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from helldiver

    Got to agree with some of the points BF109pilot raises.

    I used to run 4 mainlines to five different towns. I ended up installing Millenaire just to give me some reason to run the trains.

    But soon I discovered that the trains became a bit of a hassle and I think the towns are better served by a single Ship or Airship.

    Now I just run a single engine. I rarely fill up any of the cars, since in Millenaire towns rarely need more than 4x64 stacks of anything.

    Loading and unloading a single freight car is a hassle. There are no ro-ros or intermodals like in real life. On top of that there just isn't a demand for a full unit of freight.

    This is the current train I run:


    Note that it isn't very long, I've slowly reduced the amount of cars over time. Eventually I think I'll just run a single box car and the caboose. The caboose I use in case I need to get off the train during a switch and need to hop back in and out while going over switches.

    But the success of the mod is really the problem. In other words: the trains are so effective that Minecraft does not have the infrastructure demand to make them worth it.

    Would you ever do a project in SMP (not in Creative) that requires an entire Freight car full of Cobblestone? Let alone, how long would it take you to even fill the freight car?

    Is there a demand to move Passengers? Right now you gain no gameplay benefit from moving passengers aside from novelty. Standard (non Millenaire) towns don't really provide any gameplay benefit by moving a villager from one town to the next. Millenaire has all sorts of rules and issues regarding moving a villager, in fact I don't think it really wants you to move villagers.

    That makes the passenger service that a mainline can provide pretty much useless. You'd only do it for the novelty or for Roleplay reasons.

    The same goes for any of the other cars. Right now I use the cars mainly as a way to organize my stuff; wood in the wood car, general produced goods in the boxcar, aggregate and bulk in the open hoppers. It's an excellent way to keep things organized. I can easily hitch up a few of these cars and head to any of the towns to sell (using Millenaire).

    -Survival Multiplayer-
    I think right now the mod is perfect for Multiplayer. Particularly in worlds that have limited resources and have locked down how much of the world you can modify. This creates a demand for infrastructure (players needing transport between places), transport of materials from production sites, and so on.

    I've had the most fun with the mod when I played it with my brother. He'd maintain a forney with a couple freight cars behind me, while I mined away. He'd scoop up all the stuff and load it onto the hoppers. Made for some pretty effective and fast strip-mining.

    -Survival Single-player-
    The TrainMod needs a demand and systems in place to make running lines worth it in single player. But I think that Spitfire and the team (myself included art-wise) shouldn't be responsible for it. I think a different group of people (like the guys doing Millenaire) should do such a mod.

    The mod would be something like Millenaire "Renaisance" or Millenaire "Modern" or something like that.

    -Towns would require larger quantaties of construction materials (instead of 500 cobblestone, maybe they need 2000-4000)
    -Town villagers would sometimes go to a designated "Train Station". Transporting them to a different town would yield Denars or some other form of income.
    -The Town's train station has special chests. These chests contain items produced by the town in bulk. The town can pay the player for the transport of these goods. Millenaire already does this to some extent, but the quantaties are too low to require an entire boxcar.
    -Towns may have different demands and produce different goods. Some towns may demand livestock, wood in bulk, but produce cooked meat in bulk and so on.

    -A special Block would have to be designed that Auto-Loads an empty freight car. All freight cars would have a switch (similar to the Brake and Pull system in our locomotives). The switch would be "Open/Closed". A freight car with its switch set to Open would auto-load goods produced or awaiting transport by the town. A freight car with its switch set to "Closed" would not allow any auto-loading. The player would have to load that car manually.

    With the exception of the auto-loading block and train station systems, Millenaire mod has many of these systems already in place.

    Without such an infrastructure demand, the mod ends up catering more to model-train layout afficionados. That's not a bad thing, but it loses its luster after a while.


    Combine PowerCraft, RailCraft and this mod, and it becomes very easy to need a lot of freight cars when you can automate mining and building equipment to build ever greater factories to widen your world :), well, at least that's what I do. I still haven't found a town yet, sadly.
    Posted in: Minecraft Mods
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