The mod is still in WIP so some features is missing. Have patience
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Apr 6, 2019ReiDaTecnologia posted a message on [1.12] Minecraft Minions - evil always finds a wayPosted in: Minecraft Mods
i like it!
Jul 9, 2018Posted in: Minecraft Mods
NEI is now a addon to JEI, you need this mod to NEI work.
btw use JEI because it's more "Stable" and have more mods compatibles!
NEI died in 1.7.10 ;-;
Sep 10, 2017Posted in: Minecraft Mods
I know this is being put in the wrong place however I haven't had any luck in my past few correctly placed forum sections
I'm having a 1.10.2 crash...
I have tried taking out some suspected mods and reverted others to earlier versions but can't find the issue... Also, as it sits now it says it runs out of memory but it's set to 9GB... I don't know how to read the crash log to find the actual issue and would appreciate someone teaching me what to look for...
I think you are allocating more memory than you have because of this:
Memory: 1086224424 bytes (1035 MB) / 8594128896 bytes (8196 MB) up to 8594128896 bytes (8196 MB)
You have 8GB of ram alright?
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx9219m -Xms256m -XX:PermSize=256m
You are putting 9219 to mc but you not have all this (If you have 8GB of ram)
Jul 23, 2017Posted in: Minecraft Mods
1.8+ not have this features.
(If you are trying talk with ChickenBones) ChickenBones exit of modding community, covers1624 are maintaining CB Mods.
Now NEI is a addon for JEI.
More overlay are one of mods add this features that are removed in 1.8+, i think he is a standalone mod because not have "Required Library" in the downlload page.
Mar 16, 2017Posted in: Minecraft Mods
Mar 15, 2017Posted in: Minecraft Mods
I do not know why it was not added recipes being something simple
straight away in the first version, maybe because they are focused on
Rendering that is very different from the version 1.7.10 and the date
of addition is undetermined and quite possible that it does not have for
now, because is in the start of WIP for 1.10.X & 1.11.X
Mar 14, 2017Posted in: Minecraft Mods
What does this have to do with Carpenter's Blocks? Or are you replying to someone without reference?
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Jul 20, 2018Posted in: Minecraft Mods
Hello Mineshopper - love this mod to bits. Probably my favourite one, so I'm very glad that it's being ported to 1.12, and hoping to see it in 1.13 as well!
I had a quick suggestion for the mod: collapsible stairs. I already make great use of the any-angle staircases, but if these could be taken a step further and halved in the same way the standard carpenter's block is, it would open up a huge world of possibilities. Could go both ways, both parallel to and perpendicular to the direction of travel. In particular, I'd love to use 1/2 wide stairs to build machicolations, and half-high merlons on a vertical slab wall.
Keep doing what you do!
Jan 14, 2016don_bruce posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)Posted in: Minecraft Mods
WELCOME TO THE NEW MINECRAFT TRANSPORT SIMULATOR!
This mod is a continuation of the old Minecraft Flight Simulator. Many things have changed, but the most important thing is that you can now add anything to the mod using the new content pack system! There's an official content pack as the first download link, so make sure to grab that along with the actual mod! If you want more info about the mod, please see the Curse page here. You can even join the Discord channel here. Irregardless of what you do, there are two important things you should know.
The first is how to install content packs. This is done by simply putting a content pack into the mods folder. MTS will look in the mods folder on startup and will automatically parse the pack and put it into the mts folder to load. No muss, no fuss, no moving a bunch of little files. If you did everything correct you should see some new things in the creative inventory!
The second thing is that nearly everything you could hope to know about how the mod operates has been moved to an in-game manual. Please RTFM. It's even an Achievement to make one (in versions of Minecraft that have those, that is)!
Now, with that out of the way, here's what you've been waiting for. New downloads and new pictures!
Old MFS Page
Realistic flight in Minecraft has never really been implemented. Even the elytra doesn't take into account true aerodynamics. Minecraft Flight Simulator aims to change all this, by introducing planes that handle like actual planes! To do this physics and aerodynamics are used, taking into account thrust, drag, lift, prop pitch, and much more. Controls are also tailored to provide a simpler means of controlling planes than the current mouse-yoke standard, which allows you to look around as you fly. You can even customize your planes by giving them different propellers and engines, which affect their flight characteristics.
- Realistic handling of planes makes flight much simpler. Planes can be put in circular holding patterns and will climb on their own power.
- All rotating parts do so at the correct speeds. No slow-moving propellers here!
- Plane performance is based on weight; passengers, items in inventories, and fuel all cause the plane to be heavier. Make sure you have a large enough engine to take off, or loose some weight. Some items, like ore, are heavier than others. Heavy items can be added or changed in the config file.
- Multi-entity planes allows for accurate collision detection and breaking of parts during rough landings.
- Plane components, like engines and propellers, can be customized to create hundreds of unique planes, each with their own capabilities.
- Add names by right-clicking the plane with a nametag for even more customization!
- Crafting recipes are material sensitive; seats take the color of the wool used to craft them, and the MC-172 takes the type of wood as its texture.
- Adaptive configuration allows for other mod's liquids to be used as fuel. See the Adding Custom Fuel section for details.
- Extremely flexible control system allows for mapping of any action to any key, and is guaranteed to not take over other mod's controls or keybindings. Since the mouse is free, you can now look around while flying a plane.
- Joystick compatible!
Rather than explain all the controls here. I'll simply say that you press the P key to activate things in MFS. When you step up to a plane, a little indicator will flash on your HUD. Pressing P will open the plane's GUI, allowing you to add parts and fuel. When seated in a plane, the P key will open the control menu. Look there for a complete and current control scheme.
Along with the keyboard Minecraft Flight Simulator is proud to the be first plane mod that integrates joystick support! Configuring a joystick is done by accessing the in-game config menu (default P key while seated). Any control mapped to a joystick input is used in place of the keyboard control. There are also some controls, such as LookLeft, that are put on the joystick for ease of flight so expect some extra functionality to be present.
Note that if you're having troubles getting joysticks to appear on Linux (or possible a Mac) you might need to run "sudo chmod o+r /dev/input/event*" from a terminal and then restart Minecraft to allow Minecraft access to the input file.
If you find that the joystick isn't behaving quite the way you want you can try editing the DeadZone and JoystickForceFactor options in the config file. The former determines the minimum movement of an axis required for action, and may need to be adjusted higher if you have a worn-out joystick with a lot of slack. The latter determines how much far the control surface will move with respect to the axis position. Higher numbers cause the surface to not move much at first, while lower numbers will cause the surface to be more sensitive.
Crafting and creating
Crafting planes and components is easy! Most things you can just craft in a crafting bench. The exception are propellers which are crafted using the propeller crafting bench. Simply select the propeller type, number of blades, pitch, and diameter in the GUI. Insert the required materials along with some redstone and hit the green button. The bench will then create your new propeller.
If you want to create a custom engine, you'll need to know about engine codes codes. When you use the give command you'll need to input the code as the item's damage value. The first two digits times 100 is the engine's maximum RPM, while the last two digits divided by ten is the fuel consumption per tick. This means that the basic small engine ([email protected]) has a code of 2805, while the advanced small engine ([email protected]) has a code of 3007. Remember that the fuel consumption is based on the engine spinning at the maximum RPM; the [email protected] engine uses only 0.58 units of fuel per tick at 2500RPM.
Planes don't run on air, so you'll need to fuel your plane before taking off. MFS engines use liquid fuel, so stock up on lava buckets. Once you have some, open the GUI and place the bucket in the slot with the gas tank icon. The plane will then consume the fuel and deposit the bucket into the bottom slot. If the bucket doesn't move it means that either the plane is full or the fuel in the bucket won't fit.
MFS supports any liquid in a container as a fuel, but you must first set up the config to do so. Here's a list of steps to allow your planes to run on whatever fuel you chose:
- Install both MFS and the mod with liquids you want to use.
- Run Minecraft once. MFS will check for any registered liquid.
- Close Minecraft, and check the config file. All new liquids should be there with fuel values of zero.
- Change the values to any number you want and start Minecraft back up again.
- All airplanes should now accept that liquid as fuel in the GUI.
Note that fractions are supported, so a liquid with a fuel value of 0.5 will fill the plane's tank half as much as a liquid with a value of 1.0, and one-quarter as much as a liquid with a value of 2.0.
Before you go flying, there's a few things you should know:
- Planes do NOT go up when you point up! The whole reason a plane flies is because air moving across the wings generates lift. If you let your plane go too slow it will stall out and fall, no matter how hard you pitch up. This means you must watch your speed to ensure you don't end up becoming flying TNT. If you feel the plane stop responding to pitch inputs, chances are you're about to stall.
- While cars and physic-less planes turn by rotating themselves, real planes don't work this way. The correct way to start a turn is to roll the plane. This causes the plane to bank and turn. The rudder in this situation is used to align the plane with the turn, ensuring maximum lift. You can use the elevators in conjunction with the rudder to make a tighter turn. This requires a bit of skill, but allows for much more maneuverability.
- You'll need to access the plane's GUI to add parts and fuel. Do this by pressing the P key near a plane. Note that this key is context-sensitive, as pressing it while seated will open the control config window instead.
- Planes require fuel to fly. Their internal combustion engines run on any liquid fuel. Fuel can be inserted into the fuel tank by opening the GUI and placing the fuel into the slot with the gas pump icon. If the container doesn't move it means that the fuel tank is full, or there's no room for the empty container in the adjacent slot. Lava gives a default value of 1000, but all fuel values can all be tweaked in the config.
- Should you run out of fuel during flight, don't panic! Planes can glide for a long time without power.
- Remember that the faster the engine is running, the more fuel it consumes. When you get up to your desired altitude you can let off the throttle to conserve fuel. This doesn't result in much of a speed loss, and makes flying much more fluid. Generally, the throttle can be set to 80% of the max value while still maintaining level flight.
- Also note that while the maximum speed of an engine is an indicator of its performance, you should never make the engine run at that speed. Refer to the maximum safe engine speed of the item, or the redline of the Tachometer.
- Flaps are used for takeoff and landing. 10 degrees is customary for takeoff, while landings can use as much flap as necessary to slow down. Make sure to remove the flaps after takeoff, as they slow you down and increase drag.
- Braking force depends on how many wheels you have on the ground. Landing crooked is not advised as it reduces the effectiveness of your brakes. Also note that planes won't turn on the tarmac well unless all wheels are down, so keep that in mind when speeding on taxiways.
- Try to land by touching down on the primary wheels first, rather than the single wheel. This ensures better control and indicates you're on a stable flight path.
- If you keep getting lost REI's minimap's markers are quite helpful. You can put each on one end of a runway to ensure you're lined up even if you can't see it.
One of the problems with flying in Minecraft is the inability to see the ground due to short render distances. MFS helps correct this with a variety of flight instruments. Instruments can be added in the plane GUI, and will appear in the HUD and on the plane depending on their placement in the GUI. The HUD itself has four modes, which can be changed by pressing the mod key in combination with the cam lock key.
- Normal: Shows the top row of gauges, throttle, parking brake, and flaps.
- Full: Shows normal HUD and lower row of gauges.
- Light: Shows only the top three gauges. No background. Also displays in third-person.
- None: No HUD is displayed.
Multiple flight instruments and gauges are available for planes, each with their own uses.
Perhaps one of the most versatile instruments, the attitude indicator shows the the state of the plane with respect to the ground. The indicator rotates to indicate the current roll, while the inner circle moves up and down to indicate the pitch of the aircraft. Do note that the direction the plane is pointing is not the same as the direction the plane is going. A plane that is pointing up may actually be in a stall and will drop like a rock.
This gauge simply shows how high the plane is. The short pointer counts 100 blocks, while the long pointer counts 10 blocks. The altimeter will read 0 at Y=0 by default, but you can change this behavior to make it read 0 at sea level (Y=64) instead.
A simple gauge that tells you where you are heading. Although similar to the real-world counterpart, this gauge is tweaked to deal with Minecraft's odd south-is-positive coordinate system. Yes, you could always use the debug screen, but what's the fun in that?
This gauge shows how fast the plane is moving in blocks per second. In general, a plane should be flyable in the green zone, though this is subject to the flap settings and weight. The yellow zone is safe, but sudden movements and deployment of flaps is not advised. The red zone should be avoided, as exceeding this speed can result in things breaking. After passing 50 blocks per second, Minecraft is unable to process the plane's forces correctly, leading to undefined behavior. Do note that the flyable speed changes if the speed factor is changed in the config.
This gauge shows the rate at which the plane is turning, plus the rate at which the turn is increasing. This means that it will move when the plane starts rolling, but will even out when the aileron is no longer applied. This allows the pilot to adjust the roll of the plane to make a smooth turn. The bottom part of the gauge indicates the slip in the turn, or how straight the plane is compared to the direction it is traveling. A well-coordinated turn will result in the maximum lift potential and best control.
Turn and Slip Indicator
This indicator is the precursor to the turn coordinator. The difference is that this indicator does not take into account the roll of the aircraft. Preferred by older and more experienced pilots, it can be used to perform the Stark 1-2-3 maneuver if the artificial horizon is lost due to clouds or the failure of the attitude indicator.
Vertical Speed Indicator
This indicator shows how many blocks per second the plane is moving in the Y-direction. A gradual climb is about 0.75, but with flaps and a light payload this can be greater than 1.
Lift Reserve Indicator
A newcomer to the world of aeronautics, the lift reserve indicator shows how much of the aircraft's lift potential is being used. The yellow-green border indicates that the plane is currently flying with an angle of attack of zero, i.e. not generating any lift. As the plane is pitched up, the needle moves towards the red zone. At the yellow-red border the plane is at the critical angle of attack and generating maximum lift. Passing into the red zone will cause the plane to stall, which results in a rapid loss of lift potential. Useful where short runways require quick ascent.
This gauge shows the current RPM of all engines. It also shows the maximum safe speed as indicated by the redline marker. Use this to ensure you aren't over-revving your engines.
Shows fuel level. 'Nuff said.
Fuel Flow Gauge
This gauge shows the fuel consumption rate of the aircraft. More of a nice-to-know thing than an essential component. Fuel consumption is in buckets per minute, with a bucket representing the default lava fuel value of 1000.
Engine Temperature Gauge
This gauge shows the temperature of each engine. The needle should always be kept in the green for maximum engine life. An engine with a low temperature in the yellow zone needs to be warmed up prior to flight to prevent engine damage, while an engine with a temperature past the red mark will be damaged by overheating.
- This mod can be added to modpacks, but only though the Curse system. The mod is still lacking polish, and I don't want packs to be affected by the numerous issues. When I change this policy I'll make a post to the forum.
- I'm not an internet sensation, so I enjoy it when people make YouTube showcases. Those, and pictures of cool things are likely to get included in the OP if they're good.
- If you want to contribute to this project, I'm glad to have the help! One of the largest uses of my time is creating models, so if you have one you'd like to have put in the mod let me know. I'd be more than happy to give you credit for it by putting your name in the item name, or name on the tail.
- Another big use of my time is finding out the properties of airplanes. I'm always happy to get feedback on performance or properties, so don't hesitate to correct me if something seems amiss.
May 19, 2017EvilRainbow00 posted a message on What is the MC Requirements for Huge ModPacks+Optifine Graphic/Render Distance Improvement+Shader (Like SEUS)?Posted in: Mods Discussion
8GB graphics card should run shader pretty well
why the hell you need a SSD for loading/creating world lol
7200RPM HDD nailed it,even huge modded worlds also.
my 8GB DDR3-1600 RAM can already run 200+ mods , its a laptop ,2GB Graphics Card & 2.2GHz Multi-threaded Dual-Core w/ OptiFine
if your processor is 4.0+ GHz ,modding and shader is a piece of cake!
4+ Cores however doesn't matter too much as MC won't use up all cores
As long as you added MC/javaw.exe into your Nvidia Control Panel , you have nothing to worry about.
Apr 22, 2017Posted in: Screenshots
Hey guys! So I loaded up a random world and found this awesome overhanging cliff area and I had a vision to completely transform it into a useable Minecraft survival base! I think it's looking really fantastic as a finished product and there's a HUGE difference between the before and after which you can see in the photos above.
I also recorded a timelapse of me making this project if you would like to see the build in action!
Watch it here:
I recorded this using the Replay Mod and it gives a great overview of the building process!
I hope you guys enjoy the build and I'm looking forward to submitting new projects soon
Jan 18, 2017TheMasterCaver posted a message on After 1.7.10 have you had any updates that make you lose performance?Posted in: Discussion
Thank you very much for your reply! (And for writing all this text just to remove my doubt :P)
It seems like it's just me that I have this problem! I already suspected that it would be because of my computer (which is regrettable, not to say a bad word).
I did not know that the notch had done this trick in the game code! One of the priorities of the developers is the performance, since not everyone has a good computer (Like me :().
We conclude that the problem is mine, because of my computer!
Thank you all for answering my question!
Wait? How did you read my reply as stating that it was just you? The biggest complaint by far about 1.8 was its terrible performance*, and just because Mojang tells you to get a new computer does not invalidate that fact - there was no excuse for the huge increase in resources in 1.8, and they made changes to the code that support that, rather than because they added new features (which again, were a lot less than what they added in 1.7 or many other updates). 1.8 took so long because they were rewriting a lot of the code in preparation for the mod API. Speaking of which, I've noticed that (at least when I used it in 1.6.2). Forge had the same crazy memory allocation rate as 1.8+ even with no mods loaded, and everybody always says that mods are very demanding (in part because modders often don't optimize their mods, but Forge mods still seem to be more resource-intensive), while my own non-Forge mod, as well as most vanilla updates, have little noticeable impact). The use of JSON block models instead of hardcoded OpenGL code may be another part of the issue (hardcoded code is generally going to be faster).
*Here are some links to give you some idea:
http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/2205517-i-found-the-source-of-the-extreme-lag-in (this thread claims it was some change to water necessitated by the addition of ocean monuments, which I do not believe at all; more likely it is a general rendering change that caused water to severely reduce performance)
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