• 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Speaking of backporting features, could you make custom skies work on render distances below 8 on the 1.7.10 version as well?

    And thank you for not forgetting about the few of us who still play on that version, by the way.

    Posted in: Minecraft Mods
  • 0

    posted a message on CustomItems - Custom blocks, foods, items, tools, fluids and armor
    Quote from ciekma»

    How to define custom drops for existing block?

    Wiki instructions are unclear for me, some example would be welcome.


    EDIT: I found it, here is example:


                "drops": [
                    {
                        "id": "IC2:itemPlates:6",
                        "min": 1,
                        "max": 3,
                        "chance": 60
                    },
                    {
                        "id": "IC2:itemPlates:3",
                        "min": 0,
                        "max": 2,
                        "chance": 5
                    }
    ]



    Put your spoiler here.


    It's more that the formatting is kinda broken in the customization page.
    http://customitems.otho.me/documentation/customization
    Posted in: Minecraft Mods
  • 0

    posted a message on Xaero's World Map 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    I've been using a tiny render distance of 3 while playing on a server to squeeze as much performance as I can out of this machine, and I've noticed something. The area that gets revealed at a time is extremely small on your world map (it seems to be 3x3 chunks total centered on my position), but it's the standard 10x10 chunks area on your minimap, as can be seen when I hit the enlarge minimap button. Is this intentional, a bug, or something I can try fixing on my side (hopefully without setting the render distance too high)?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    Speaking of question about Mek 9, will it still have a hard dependency on Forge MultiPart?

    Posted in: Minecraft Mods
  • 1

    posted a message on Xaero's World Map 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    Nice, given how VoxelMap and Mapwriter both don't save map progress when the game crashes and JourneyMap, even though it does, is a huge resource hog, I hope this mod has an option to save the cache periodically. Plus it's always good to have more options.


    Can't wait until the full release to try it out in 1.7.10.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from srs_bsns»


    The REAL issue though, is how many biomes does one REALLY need? There's already enough IDs that you can run BoP, Highlands, and EBXL together with all of the vanilla biomes, and still have spare room for the mods that add the odd biome, like AE2, Buildcraft, Thaumcraft, etc.. But seriously, when you look at the main biome mods there is a great deal of redundancy. Many of the mods have the same biomes.. sure, they are decorated differently, but they're pretty much the same thing, and even in the same mod, some biomes aren't much different than others in it.

    IMO, it's probably best to choose your favourite mod(s) of the ones available and disable redundant biomes (if you can.. I'm looking at YOU, BoP!). Even using 3 biome mods, as I stated above, you should be able to keep all of the biomes you want and still have a lot of free biome IDs to add other non-biome specific mods that add biomes, like Twilight Forest (19 biomes).


    Small reminder that the default world generation doesn't really allow 256 biome IDs, in fact it only allows 128 -- simply because any biome IDs above those are considered alternate versions of < 128 biomes. For example, if you have BoP's mountain biome on ID 100 and garden on 228, whenever the map tries to generate a mountain, it might generate a garden instead, because Minecraft is just that amazing I guess. I've seen that problem happen quite a few times, mostly with TF biomes generating in the overworld for that reason.
    Of course that can be solved with a different world generator, but in that case you might only get BoP biomes, or only EBXL and so on.
    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Got this small "what" while walking around a world to try looking for new things.

    The sand to my right is a beach, all of it. Including that part that's separated from everything else.

    And that purple blob to the north proves that TC doesn't have any problem with this new version indeed, that's good.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    You mentioned how biome mods like BoP and so on now require Climate Control to be installed as well, but what about Thaumcraft? Do I need CC or BiomeTweaker to get magical forests and tainted lands in RTG worlds now?

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Defense

    Looks like trying to block an attack with any vanilla M&B shield crashes the game, on this alpha version. No need for crashlogs because this seems easily reproducible, unless it's a specific Forge problem.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    I've started playing around with this mod these past few days and noticed this part in the config:

    caves {
        # This setting controls the size of caves.
        # HIGHER values = BIGGER caves & MORE lag. (14 = vanilla cave density)
        #  [range: 1 ~ 40, default: 8]
        I:"Cave Density"=8
    
        # This setting controls the number of caves that generate.
        # LOWER values = MORE caves & MORE lag. (6 = vanilla cave frequency)
        #  [range: 1 ~ 40, default: 16]
        I:"Cave Frequency"=16

    I'm curious, is there any reason for the greatly reduced amount of caves by default?

    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410»

    That doesn't look like something RFTools or anybody else could fix. I *think* there's some kind of sequencing error were one of my instanceVars isn't set up before it gets used. I seem to have changed that file lately which is disrupting my debugging, could you rerun with the most recent test version?


    Doesn't seem to have worked, still getting the same error for that dimension in particular (you can delete and remake dimensions and they'll always have the same seed depending on which "dimlets" you used, makes testing pretty easy). What I've noticed in this version as well is that even with S:includeDimensionIDs=0, CC still seems to be working in those different dimensions, according to the console.
    Posted in: Minecraft Mods
  • 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    I've been playing on a server with a few friends who had just gotten started with RFTools's dimension system, and they told me about a certain crash. I decided to check it out by myself and found out it really does happen, although it's extremely random. Here's the crashlog: http://pastebin.com/3ejaBNFJ

    It started happening with CC beta28, but I read something about how it was sometimes messing with dimensions when it shouldn't have been, so I went back to beta17 because it isn't even supposed to do anything toother dimensions in first place, but to no avail apparently. As you can see as well, I'm getting that crash when trying to make that specific dimension even with just a few mods, and if I remove CC the dimension generates normally.

    Here is the config I was using for this test: http://pastebin.com/yEDG936T (I:"Biome Size" was set to 5, I:PercentRiverReduction was set to 50, and B:"0.5 generation" was set to true in the server, I changed them to check if there would be any effect but the crash still happened).


    Can anything be done from your side, or should I contact RFTools's author as well? If CC beta17 is still working on an alternate dimension (and I confirmed that it did, given how after successfully generating that world by removing CC and then adding the mod back in, I saw CC's debug messages pop up in the console), it's possible that it uses something similar to the overworld chunk generation, which confuses this mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    Would it be possible to make the mod save the cache periodically, instead of only when you quit to main title (at least on multiplayer? Not that I know f there's any difference other than the inability to read the region files)? I have a rather poor machine that likes to crash all the time, which means map on a server I play on only gets saved when I'm lucky enough for the game to not crash.

    Posted in: Minecraft Mods
  • 1

    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)

    Are there any plans to add melding mirrors for essentia? There was a bit of disappointment when I found out they don't work for that.

    Posted in: WIP Mods
  • 0

    posted a message on ProjectE - Equivalent Exchange 2 (EE2) for modern Minecraft versions

    Is there any reason why sugar has no EMC value? I know I can just assign it manually, but I got curious about why something with such a simple recipe is getting messed up like that.

    Unless it's something in my pack.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.