I like the particle effect you put on better bonemeal, but I noticed a bug. You consume bonemeal, even if the object isn't bonemeal-able (full grown wheat, full grown carrots, ect...)
I hope you realize you linked us the logs..... Not the error logs. Link us the file that appears in the crash reports section of your .minecraft folder. Much easier, as that points out what went wrong. Also, usually, if you read it, it gives you a good idea what caused it.
Hi guys i have a little problem.
My forge dont want to load divine.
What should i do?
I have everything from the new versions: minecraftforge-universal-1.4.6-6.5.0.471 divine RPG 1.1, modloader up to date, and of corse origi minecraft. i have winxp and pls dont blame me guys i am newbie. I installed everithing fine as the video said.
sigh. Yet another person who doesn't read. Look at title bar. That thing is OP.
First of all, thanks for making the best looking and feeling mod of all I've had the pleasure of trying. Not saying this lightly either, the level of polish is unbelieveable.
That being said, I have a couple suggestions:
Arcane levitators should have a reach of (n*10)+10 blocks below them for the slowing down effect, while n*10 blocks is fine for the actual levitation. The reason should be obvious when it comes to floor design -- assuming you have two floors that are both 10 blocks high, you need two arcane levitators on the ceiling to float down safely, while just one on the first floor is enough to propel you up to the second. Kinda backwards, dontcha think?
Being able to configure each levitator down from the 10 blocks would be cool too (using the wand on the top or bottom surface?), as right now you're kind of locked in on the 10 block high floor design if you want your landings to feel graceful.
For last, and least, is that I'd like to be able to place the candles on Redpower 2 pillars. Obviously not a big issue, but candles on pillars would just look so cool. Gotta throw it out there.
I personally agree on being able to reduce the levetator, although my personal wish for them would be that they, if you were below them, would hold you at the max distance, or that the upwards force of a levetator below would only push you up to within a block of another levetator. As is, it is easy to get your head stuck on a levetator above you, due to the fact it's bottom is like .05 a block higher than the surrounding blocks.
Well, here is a ruin I did real fast, it has two chest in it, and you will have to figure out how to set your items to spawn in it, but I don't think that is a problem for you. I would probably try and set it to spawn in jungle biomes. Also, no clue how to set air blocks within it, so you probably will have to do that yourself as well. I definatally just prefer building the structure in MC, over trying to figure out how to MCedit it for sending it out as a .schematic, I'll say that much. Ill probably build a desert structure in a few hours and send that to you as well.
To be more specific, the buildings are generating around the trees.
To be even more accurate... not a bug. It is how Mith intended it. Although I do disagree with him on the matter of that looking better for a "ruins" style. If you want ruins, use things like cracked blocks, vines, holes in the walls, ect. Just letting anything develop inside doesn't really fit the ruins feel, it is more a wtf happened here thing.
Why? Forge is the only reason this mod even works as a mods folder mod. If it used ModLoader, they'd need to basically redo the mod editting Minecraft base classes.
I don't even understand the attraction of modloader mods. What do they give again that Forge mods don't? They are less flexible, conflict with a lot more mods, and have very little "room" compared to what a Forge mod has. I mean, it is the new player modding modloader, but still. The only reason at all for modloader mods is because they are easier to learn modding with, but almost without fail the mod will turn into a forge mod shortly after. ONLY reason BTWs is a modloader mod is because he doesn't like the Forge team, or the idea of his mod working well with other mods (hint... he is using modloader to prevent mod compatibility) that are commonly used in Forge.
will it be compatible with millenaire? since i use the DW20 modpack with millenaireand looking for using this with the modpack. its just epic with npc´c etc and all the other things.
99.5% of forge mods are compatible with one another. So to answer your question... yes.
Sphax Texturepack actually got a HD Patch that covers nearly everything of the recent version.
That is Sphax. They have a texture of everything it seems. They probably have a 128x air texture. Ignoring them (and the comic book style that I seriously dislike) there is very little texture support for the mod.
Because that would instantly make Optifine a requirement to run the mod, which isn't a good thing. While Optifine is a good thing, it shouldn't be required. Also, HD textures tend to clash for the people running the default texturepack, and are harder on weaker systems.
Also, it takes 4 times more effort PER time you double the resolution. A simple 32x texture takes 4 times as much work as a 16x texture. A 64x texture would take 16 times as much effort as a 16x texture.Think how many blocks DivineRPG has. How many swords. How many tools.
That is what would be called a ****ton of work.
As to why no texture artist has worked on a HD texturepack? Look above. A ****ton of work.
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sigh. Yet another person who doesn't read. Look at title bar. That thing is OP.
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I personally agree on being able to reduce the levetator, although my personal wish for them would be that they, if you were below them, would hold you at the max distance, or that the upwards force of a levetator below would only push you up to within a block of another levetator. As is, it is easy to get your head stuck on a levetator above you, due to the fact it's bottom is like .05 a block higher than the surrounding blocks.
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http://www.mediafire...zdeuy3beyhz0k8q
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To be even more accurate... not a bug. It is how Mith intended it. Although I do disagree with him on the matter of that looking better for a "ruins" style. If you want ruins, use things like cracked blocks, vines, holes in the walls, ect. Just letting anything develop inside doesn't really fit the ruins feel, it is more a wtf happened here thing.
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I don't even understand the attraction of modloader mods. What do they give again that Forge mods don't? They are less flexible, conflict with a lot more mods, and have very little "room" compared to what a Forge mod has. I mean, it is the new player modding modloader, but still. The only reason at all for modloader mods is because they are easier to learn modding with, but almost without fail the mod will turn into a forge mod shortly after. ONLY reason BTWs is a modloader mod is because he doesn't like the Forge team, or the idea of his mod working well with other mods (hint... he is using modloader to prevent mod compatibility) that are commonly used in Forge.
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99.5% of forge mods are compatible with one another. So to answer your question... yes.
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That is Sphax. They have a texture of everything it seems. They probably have a 128x air texture. Ignoring them (and the comic book style that I seriously dislike) there is very little texture support for the mod.
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Yea. I prefer having it set to 100, as the default just feels too tight and zoomed in. Something I am so used to I feels weird not having it.
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Also, it takes 4 times more effort PER time you double the resolution. A simple 32x texture takes 4 times as much work as a 16x texture. A 64x texture would take 16 times as much effort as a 16x texture.Think how many blocks DivineRPG has. How many swords. How many tools.
That is what would be called a ****ton of work.
As to why no texture artist has worked on a HD texturepack? Look above. A ****ton of work.
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I guess I can also see about putting the pics themselves here for the next update.
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Hey, Ross, considering how you are my "rival tower builder" mind judging the base of my tower currently?
Also, Merry Christmas to you too.