Hi All. sorry for not geting any Progress done with Artifacts Reloaded in the past two months or so. My computer decided to become a nuke and blow up everything. I have only recently (a week ago). been able to buy a new computer and get everything set back up. Will be back on the grind later this month.
- RichardMV
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Member for 8 years, 8 months, and 21 days
Last active Wed, Nov, 13 2019 20:02:47
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ThelianInteractive posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin'sPosted in: Minecraft Mods -
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AkumaSekai posted a message on Looking for someone to help make a Thaumcraft AddonPosted in: Requests / Ideas For ModsLooks great.
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praecipitator posted a message on Tainted MagicPosted in: Minecraft Mods
You could add baguettes as wand rods. Crafted with 3x flour diagonally. Also wand caps made of cheese -
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MoridinIshamael posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)Posted in: Minecraft ModsQuote from TheGameBoyy»
I know! It sucks this was such a Nice mod
I love how you have overlooked that there is someone attempting to maintain and update the mod. -
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Yoshiquest posted a message on Tainted MagicPosted in: Minecraft Mods
The author might come back to it, or they might want to pass the mod on to another individual developer who they trust (rather than opening it up to everyone). If they don't want to make it open source right now, I'm sure they have a good reason. Which brings me to...
If they do that, the mod is basically no longer in their control. Anyone can make changes, and several users could decide to take it in a bunch of different directions. Open source is great for when a mod author is completely finished working on a mod and wants to give it to the community so someone can continue development; if YorkeMC intends to come back to the mod in the future and do a bit more work, that will be tough if a bunch of other users have made changes.
A bit late, but that isn't necessarily true. Assuming they used something like github, while it's true that anyone could PROPOSE changes (or maybe not even that, I think there's an option to limit the people who can contribute to team members or similar), they wouldn't actually be able to truly change the mod itself without the author's permission. They would still have complete control over the mod. Of course, anyone CAN view the source code itself (that's the definition of open source after all), it's just that not everyone would be able to edit.
Just wanted to get that in, as I thought this info might be useful. -
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UpcraftLP posted a message on TC4 - unlocking research on item acquisition and other unique triggersPosted in: Modification DevelopmentGlad that I could help
But sorry, I don't know how unlocking research in TC works because I never used the API :/
Maybe you could look at how research is unlocked elsewhere in the API?
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UpcraftLP posted a message on TC4 - unlocking research on item acquisition and other unique triggersPosted in: Modification DevelopmentYou can use events, like the EntityItemPickupEvent to unlock your research.
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Sweet_Sapphire posted a message on Tinkers' Construct 2Posted in: Minecraft Mods
For 1.10.2 or such, I'd recommend Substratum. It adds a lot of metals to the game.
As for armor, read here on question 8.
Quote from Eclipcia_Darkmoon»
Just wondering. Are we also able to download the latest version from GitHub?
You can get the latest versions from CurseForge.
Also, if you wish, you could always compile from code from GitHub, although that'll require you to setup Java to PATH, also to install Git, etc. though really there is no reason to. -
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boni posted a message on Tinkers' Construct 2Posted in: Minecraft ModsTiC doesn't have its own retrogen, however you can use SimpleRetrogen by cpw to retrogen everything in the mod. Generators have to be looked up in the github source currently.
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Forge has a recommended version, which (I'm assuming) is what they feel is the most bug-free of their recent releases. Many mods require the most recent version, though, so you'll want to make sure you're running that and not the recommended. Also, make sure the versions of forge and Tinkers' Construct that you have are both for the same version of Minecraft.
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It's WAWLA (What are we looking at) causing the error; it's having some sort of issue displaying the HUD, I think more specifically text.
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It's having trouble assigning a race to your sim-u-folk. Double check that you followed the installation instructions completely and to-the-letter. My first thought is that maybe the racial folders are not where they should be.
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When you have a builder building, make sure the construction area is completely free of grass and leaves. These should be the only two vanilla blocks that will cause problems. Other mods might add other things, too, so keep an eye out for stuff like that. The one I can think of off the top of my head is the Strawberries added by Extra Biomes XL (At least I think that's what's adding the strawberries... this is the problem with running lots of mods
As for fixing the bug in code... Well, I was tempted to say that last night, but I didn't want to come across like a ****...
If I had to guess, the code goes something like this:
if ([block exists at point x, y, z]) {[harvest block]; [place block in chest next to builder]; [clear the harvested block from folk's inventory]}
This will work 99.9% of the time. But when the harvested block is leaves (or grass that didn't drop a seed) there is no block to be placed in the chest. There's two ways to fix this:
if ([block exists]) {[harvest block]; if ([item was collected]) {[place block in chest]; [clear block from inventory];}}
or
if ([block exists]) {[place block in inventory]; [place block in chest]; [clear block from inventory];}
The first checks to make sure an item was harvested before trying to place the item in the chest and clearing the inventory. If there is no harvested item, the code proceeds without trying to place an item or clear the inventory. The second treats the harvest as a 'feather touch' event, putting the block directly into the folk inventory always, which (should) prevent the issue by ensuring that there is always an item allocated to memory.
Sorry if this comes across as critical of your code or anything like that, Ashjack. I don't mean to sound that way. Also, I'm making some assumptions about your code based on my own programming knowledge. Apologies if any of my assumptions are incorrect.
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In the future, please place your crash logs in a spoiler (click on the ! in the formatting bar above the text box used to reply).
It looks like the crash involves adding a new villager and some sort of null pointer involving the race. My guess would be that you don't have the race folders installed correctly.
If you've gone through these steps and are still encountering the same error, then I don't know what the issue is
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This happens sometimes and its weird. If you click fully out of the construction screen and then go back in, generally different required items will show up. Sometimes it'll only be a few items, other times you'll get most or all of them. I couldn't even begin to guess what's causing that bug. It's such a minor issue, though, that I don't even feel its worth worrying about unless Ashjack has one of those bug-destroying 'eureka!' moments
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That thing is so OP!!! I loved using it on the server I used to have, but it took me moments and 0 materials to fully enchant stuff fully. If it required at least a few levels (like infusion enchantment) it would be more reasonable. Also, I remember only seeing enchantments from vanilla MC or TC. Though a quick look at the config files shows that I can just add in any enchantments I want
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I just recently started using Ender IO and I absolutely love it! I used to use IndustrialCraft, but I felt it was getting overly complex with a lot of the new features, and I wasn't happy with the direction the mod was taking.
I run a very small, private server, and I'm always looking for new mods to add in to enhance our experience and keep people playing. I was wondering if anyone could suggest some add-ons (if they exist) for Ender IO, or any mods with good synergy with this one. I already have Metallurgy, Tinkers Construct, and Forestry on the server.
Thanks
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Apologies if this has been suggested for, but I did a quick search for it and found nothing, so...
It would be cool if villagers had some sort of hunger value, something like Sim-U-Craft used to have (still has? I haven't tried the resurrected version, yet). This would give a value to farming beyond just getting a small amount of food for the player. It would limit population growth (all villagers must be at a high hunger level in order for a baby to be born) and encourage even more player-villager interaction.
Another thought I had (though this one I did not search for, because I thought of it while writing the first part) is progression for guards. All guards would start with stone weapons. If there is a supply of leather available (through trading or perhaps some sort of 'community chest') they will upgrade to leather armor. If there is a supply of iron available, they will first consume 2 iron to create an iron sword, then, if all guards have iron swords, they will begin making iron armor. Same with diamond.
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It's likely a compatibility issue with another mod. See if you can find anyone else having this issue and compare your mod lists. That will help you narrow down the issue. If you can't find anyone else with the same issue, start by removing any mods you think are most likely responsible for the issue. I'd suggest any mods that alter crafting in any way (gregtech and Iguana's Tinker Tweaks both do this). Then start a new world in creative and see if you can craft the items. If you can, then you know it's one of the removed mods causing the issue; otherwise, remove a few more.
Alternatively, you could try removing every other mod besides enchanting plus, make sure the crafting works, and then start adding mods until you find one that is causing the issue.