• 1

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from syndicate25»

    Throwing this out into the abyss, hoping someone is still out there on this thread...


    Can anyone tell me why Skeletons are not despawning in the daytime with this setup?


    },
    "Skeleton": {
    "Type-Enabled": "SURFACE-true",
    "Spawn Operand": "OR",
    "Spawn Tag": "time.timeOfDay<(12800)||time.timeOfDay>(23500)",
    "Despawn Tags": "time.timeOfDay>(12800)||time.timeOfDay<(23500)",
    "InstantDespawn Tags": "time.timeOfDay>(12800)||time.timeOfDay<(23500)",
    "Min Despawn Range": 1,
    "Max Despawn Range": 128,
    "Despawn Age": 1,
    "Despawn Rate": 60,
    "Contents": [
    "Skeleton"
    ]
    },


    I'm not sure how the despawn rate works.. if higher or lower numbers are faster despawn rates.. same for despawn age, though I assume 1 means (almost) any age..


    Hoping for a response but not expecting lol


    Hey Syndicate,


    I think I remember an earlier issue that someone had with the OR operand not quite working as expected.
    But since all my forum posts were purged at some point I cannot find it.

    I believe that the || operand(s) behaved like an AND instead of an OR despite being defined as such.

    It was pretty weird.

    Perhaps try AND or && ?¿?


    Good luck. ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on List of sites stealing Minecraft content. StopModReposts!
    Quote from gugush»

    How do I remove these reposting websites from my search results? (I'm russian, and it always suggests sites from my country)



    It's kinda annoying when searching for plugins/mods, especially when you open the first link (Want to install a mod fast) and you see this:


    And that's for every search result. I need to go further down to find an official website! It's annoying for me. And for mod creators too, I already heard complaints from some of the mod authors




    Here are 2 things you could try:

    1. Set your "region" to something outside your home country in your (google) search settings.

    2. Include the search phrase: "-site:.ru" in your searches. This will exclude website URLs from your search results that contain ".ru".
    However, this could also exclude some other websites like... "www.runescape.com" for instance, because those technically also contains ".ru".

    Just be glad that the main mod download site for MC isn't called "www.rurseforge.com" ;)

    EDIT: I do not want you to click these links. They are examples that the MC forums automatically turn into a hyperlink. I would not wish RuneScape upon my worst enemy.

    Posted in: Mods Discussion
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from haku_infinite»
    [...]

    First of all. This mod was created and updated by someone in their free time and provided to you/us free of charge. Please remember that and be thankful that the mod exists at all.

    Secondly. In essence, this issue is caused by a change in vanilla MC and an existing principle of concepts in Mekanism:

    1. Vanilla MC added the possibility to get multiple ingots from an ore using Fortune.

    2. Mekanism doesn't use chance-based ore doubling (or partial outputs).

    Some other mods used to give you a 10-50% chance on a second or third output or gave you an extra output exactly every Nth operation (EnderIO).

    To stay balanced, true to this concept and compatible with Vanilla, I guess it is understandable that this was implemented as a 3 raw metal -> 4 metal ingot recipe.


    That being said, I do agree with you that having to input a multiple of 3 of any input item in a machine you can and will constantly use to process more than say... 3 different inputs is tedious and unhelpful.


    Perhaps this could be fixed by processing a single raw metal into 12 nuggets / tiny dusts or a different metal item that is worth 4/3rd of an ingot. I don't think that Mekanism machines typically have secondary output slots. Another possibility would be to allow crafting 3 raw metal into a "raw metal cluster" so you can more easily make sure that your ore inputs are in multiples of 3. There are already raw metal blocks which are multiples of 3 of multiples of 3 already. Does Mekanism allow you to process these raw metal blocks in its machines?

    You should also be able to add such recipes yourself using configs or mods like MineTweaker and CraftTweaker.

    Posted in: Minecraft Mods
  • 0

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

    Use a custom Launcher like MultiMC or Technic Launcher


    With Technic Launcher, search for a "Clean Forge" modpack and install it

    Then add Optifine as jar into the mods-folder at

    C:\Users\NAME\AppData\Roaming\.technic\modpacks\MODPACK\mods\


    With MultiMC you can create a Forge profile without installing Forge by yourself - also add Optifine to your mods-folder


    I believe that both of those launchers need a Java installation to run Minecraft, though.

    Posted in: Minecraft Mods
  • 0

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

    I love this mod but can't install Java on my work computer. How can I install Optifine? Even when I ask "how to install optifine without Java?" I am told to download Java. Why can't it be in a simple zip format like other texture or resource packs?


    Typically, you would need a standalone version of Java installed on your PC in order to install Optifine. In fact, even Minecraft needs Java, but nowadays, a Java distribution is included in the Minecraft Launcher.


    An alternative way of installing Optifine used to be to install it as a Forge mod by adding it to the mods folder of a Minecraft instance that already has MC Forge installed. However, in order to install Forge, you may also need Java. :/

    It could be that the .exe (Windows) or the MAC executable downloads of MC Forge (files.minecraftforge.net) do work without a Java installation, though. I do not know. I always used the executable (Java) jar files myself.


    Optifine is installed/inserted in the Minecraft instance and not as a separate program elsewhere on your PC. So what you could do is copy the Minecraft files including Optifine installation from a PC with Java to your PC where you cannot install Java using a USB drive or, I don't know, by mailing it to your work e-mail?


    TL;DR:

    1. Try the .exe download of MC Forge.

    2. Copy MC in its entirety over from a PC where you CAN install Optifine.

    Posted in: Minecraft Mods
  • 0

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

    Is there any documentation help for console commands?


    Specifically the /give command with creative gas tanks with a certain gas in it. I am trying to give someone a gas tank of hydrogen chloride gas and not figuring out how to do it. I can give them the empty tank but not the gas.


    You'll probably need to add some NBT tags to the item to get that to work.

    I don't know which, but there are several tools that can help you figure out the exact NBT tags on an item. I have a bit of experience with NBT Explorer, which should let you easily view all of the contents of the inventories of players in a game's save files including the NBT tags.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from MrBradlerz»

    The official server is offline, the Discord server is apparently gone (invite invalid)...


    It's not looking very good for Mo' Creatures updates!


    The (a) Discord server still exists. However it is quite inactive and I cannot create an invite link for it. I am not 100% sure if this was ever the main or official Discord server for MoC, but it has existed for over 5 years.

    For many mods, the MC forums stopped being the main information hub long ago. Some forum threads have died, while the mods are still being updated. Other mods haven't seen any activity in several years.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from PixelPaladin2»
    What exactly does this mean? Does this mean that if I have forge or fabric installed for using other mods with, that I can't yet use this mod at all?

    Yes. Exactly that. So basically, you can only use it with a Vanilla gameplay instance. (Hinting that there may be an update that will be compatible with Forge, Fabric or both.)


    And this is mostly because the original author has left the project and the source code was never made public. Dromar has been porting and patching the compiled mod, which is way more complicated than simply adjusting the source code (that we don't have).


    So we should be glad that there is a version of this mod for MC 1.19 at all. This mod would have been stuck at MC 1.10/11 if it wasn't for this fine gentleperson. ;)

    Posted in: Minecraft Mods
  • 0

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

    Maybe I'm just dumb as all bloody heck, but I simply can't get Optifine+Forge installation to work on 1.18.1

    Can someone please offer me the absolute 'for dummies' guide? For the current files?
    I've tried every method listed, and I've been trying for literally three hours now and absolutely nothing seems to be working, not even with magic launcher - I don't HAVE an Optifine ZIP so I tried adding the JAR but it doesn't work. :(

    Most recent method I've tried is the complex installation method, it says to;


    But I don't have a ZIP, so I thought perhaps it wants the files from inside the JAR, but what does AS USUAL mean? Which files? Just the base directory files? Or all the files AND folders? I've never used Optifine, and the 1.5.2 instructions that are here don't seem to say anything about this?


    I don't know what guide you're using, but that sounds like it's at least 8 years outdated.


    In MC 1.18.1 installing Forge like normal and then placing the Optifine jar in the `.minecraft/mods/` folder like you would any normal Forge mod seemed to work fine for me.

    Posted in: Minecraft Mods
  • 0

    posted a message on Darwin's Natura: Exploration Reimagined
    Quote from Vuhcfufif»

    is there any chance that the mod will get revived or no?


    Posted in: WIP Mods
  • 0

    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Quote from kimngan1003»

    Is this Official Galacticraft mod download? [deleted]



    Doesn't seem like it.

    See http://micdoodle8.com/mods/galacticraft and https://forum.micdoodle8.com/index.php for official download links.

    Posted in: Minecraft Mods
  • 1

    posted a message on Blood N Bones Gaming's Mods
    Quote from BigBoomy»

    Hello,


    I hate to be THAT guy, I know, but I suppose someone has to ask right?
    Specifically Triumph, will that be ported to 1.16.5 at all? I enjoyed using that to create questlines in 1.12 and hope to implement it again soon.


    Thanks


    So I asked and basically, Superckl says that he may be willing to continue working on the mod(s) if Eyamaz comes back and has some serious time to dedicate.

    Blargerist says he has "updating Triumph" somewhere on his todo list, however is currently occupied with other mods and has further plans to work on a modpack as a higher priority.


    Eyamaz is someone I do not know a way of contacting and I have no intention to track him/her down. ;)


    I hope that helps. :D

    Posted in: Minecraft Mods
  • 1

    posted a message on Blood N Bones Gaming's Mods
    Quote from BigBoomy»

    Hello,


    I hate to be THAT guy, I know, but I suppose someone has to ask right?

    Specifically Triumph, will that be ported to 1.16.5 at all? I enjoyed using that to create questlines in 1.12 and hope to implement it again soon.


    Thanks


    Considering the general activity of this thread and the overwhelming number of updates keeping up to date with each major version of Minecraft within a matter of days, I estimate that this mod will be ported/updated to MC 1.17 approximately... tomorrow.


    ;)

    I will ask the mod authors if they have any plans at all, though. :)

    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2
    Quote from willow321go»

    Can we please have a recipe for the smeltery controler that doesn't require a functioning smeltery? I am the most stuck I have ever been.


    You are supposed to craft Grout and use a vanilla Furnace to turn it into Seared Bricks. ;)

    If the alpha version on MC 1.16.5 does not have this yet, then please be patient instead of ungrateful.

    Posted in: Minecraft Mods
  • 0

    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from CannonFoddr»

    @we1chun: Am I right you are trying to ask how to install Xray 1.12.2 into MultiMC ??

    If so - you CAN'T drop XRay-Mod-v63-1122.jar into the forge Mod folder like other mods.
    I'll try & include a step-by-step here


    1. Open MultiMC & click on 'Add Instance'


    2. Change the 'Name' (eg '1.12.2 Xray') & Select version 1.12.2, then click [OK]


    3. Click on [Edit Instance] on the right


    4. Click on 'Version' (2nd option down on the left) in the new Console window that pops up, then click on [Install Forge] on the right hand side


    Select the 'Starred' Forge version & click OK


    5. [Launch] the game (this allows all necessary files to get downloaded & make sure Forge is installed correctly)

    Quit Minecraft


    6. In the Console window, select the 'version' option again & it should show LWJGL2 / Minecraft & Forge entries


    7. Click on [Add Empty] option on the right & type in 'xray' into both boxes ('Name' & 'uid') - then click [OK]

    Highlight the new 'xray' entry & click on [Edit] on the right - this 'should' open up the file in your default TXT editor (eg notepad)


    Delete everything in this file & replace it with the following and SAVE it




    {"+tweakers": [
    "net.minecraftxray.loader.XRayTweaker"
    ],
    "formatVersion": 1,
    "libraries": [
    {
    "name": "net.minecraft:launchwrapper:1.12"
    },
    {
    "MMC-filename": "XRay-Mod-v63-1122.jar",
    "MMC-hint": "local",
    "name": "net.minecraftxray:xray:63-1122"
    }
    ],
    "mainClass": "net.minecraft.launchwrapper.Launch",
    "name": "XRay",
    "requires": [
    {
    "equals": "1.12.2",
    "uid": "net.minecraft"
    }
    ],
    "uid": "Xray",
    "version": "v63-1122"
    }



    8. Close notepad & MultiMC console window, so you get back to MultiMC main window


    9. With your instance still highlighted Click on 'Instance folder'

    - in the window that pops up make a new folder called 'libraries', open this & copy the 'XRay-Mod-v63-1122.jar' file into this folder


    10. Go back to MultiMC main window & Launch the game & look at minecraft [options] / [controls]


    If an xray section shows up then it's installed correctly - you may find there's a couple of key conflicts


    If it DOESN'T show up - close the game & restart & if everything went well the new xray control section will appear


    11. Drag/Drop your other mods into the normal mod folder


    You CAN drop XRay-58 1.12.2.jar into the forge Mod folder like other mods. So I have no idea why you would use that 63 version that does not work that way.

    Posted in: Minecraft Mods
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