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    posted a message on Et Futurum - Brings the future to now!

    So the 1.8 armor stand "campfires" will work with this mod. However, the extinguish sound exists on them and it is quite loud and obnoxious. I am wondering if it would be possible to remove the extinguish sound on them.

    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Sunconure11»


    Also, can you optimize some of the biomes with really massive trees? I have not played with this mod in ages, mainly because of BoP, and yet somehow your fir trees and such are more laggy than the trees found in similar biomes BoP has.


    You can reduce the tree/flower spawn rate in the config.
    Posted in: Minecraft Mods
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    posted a message on Back in Slime - Slime Blocks for 1.7! (and non-sticky slime blocks for 1.8)
    Quote from don_bruce»

    Just finished overhauling the slime piston movement code (piston movement is way too complicated...). The updated version should play much nicer with redstone and other non-block blocks. There's still a slight bug still in the code, but I can't seem to figure it out and I don't think anyone will encounter it.

    @Krutonious, this update should fix your deleted block bug as well.

    Redstone is no longer broken due to activation, and pistons do not create "ghosts" or get stuck,


    However found a bug where sometimes pistons will not fire at all or are deleted themselves if adjacent to each other. As is used in the "missile silo" redstone build.

    Posted in: Minecraft Mods
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    posted a message on Back in Slime - Slime Blocks for 1.7! (and non-sticky slime blocks for 1.8)

    So I ran a test replacing mumbo jumbo's "missle silo" contraption with BiS's blocks. I ran it and it broke a bunch of the redstone underneath it, as well as creating "invisible blocks". Seems like it tried to run but failed?

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    So, found out striders burst into flames. Even in water.


    What could be the issue?


    EDIT:

    Found the issue, it has something todo with Ted's World Gen. Only strider is affected. When world type is normal, striders are fine.


    Tested the nether, they don't burn in it. Totally clueless to the bug with Ted's Old World Gen.

    Posted in: Minecraft Mods
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    posted a message on Music Choices - Gives you more options for your music - Now in 1.8!

    How would one make the battle music stop almost instantly after all available hostiles are no longer present? I increased background fade and fade strength to make smoother transitions between biomes. However, this forces me to wait almost a minute after battle for normal music to resume.

    Posted in: Minecraft Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!

    Got a naming bug for you:




    Eggs and Waila seemed to be borked at the moment. Eggs only apparent with finch.

    Posted in: Minecraft Mods
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    posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!
    Quote from Pavo_Reality»



    -nesting intensifys-

    Posted in: Minecraft Mods
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    posted a message on NATURA
    Quote from HeadsUpHigh»

    I like the bassalt volcanos and its a nice building block, so I think I will just leave natura out of the pack. Its a shame though, natura's trees look cool.

    Well, try artifice then. It has basalt along with marble and new flowers. That plus red logic could be a replacement for Project Red.
    Posted in: Minecraft Mods
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    posted a message on NATURA
    Quote from HeadsUpHigh»

    Adding natura (1.7.10) to my pack seems to drasticly reduce fps from 70-90 all the way down to 25-40 ( and fluctualte a lot too). Other mods I'm using :

    Realistic Terrain Generation, chisel 2 carpenter's blocks, fastcraft, ProjectRed, Journeymap, all latest builds. Removing Natura seems to solve the problem.


    Do you want me to provide any further information, or sould I just forget about adding natura to the modpack ?


    Might be Natura and Project red's generation method might be conflicting. I started with Natura, 80-113 FPS. When I put on PR it lowered to 50-70.

    If you're willing immibis's red logic is a good alternative to PR. (Lacks the generation though, both be a good and bad depending on what you want. All I wanted was logic gates and redwire.)
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)

    So I found an issue with IDs, I'm trying to use a recipe mod to change exnihilo ingots into metallurgy ones. However, it won't recognize their in-game name. I am not sure why, I thought I typed everything right. Do they use a metadata?

    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    Is there any way to place a carpenter's tile underneath a bed? Including the carpenter's bed?

    Posted in: Minecraft Mods
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    posted a message on ZZZZZ Custom Configs 2 - Create your own recipes using XML files!
    Quote from ganymedes01»
    -snip-

    Is there any possible fix? Current mods I have that add stuff to the nether is Metallurgy and Natura, so those could be examples (BoP has nether biomes, may provide a clue fix too?)
    Posted in: Minecraft Mods
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    posted a message on ZZZZZ Custom Configs 2 - Create your own recipes using XML files!
    Quote from ganymedes01»

    Try setting them to generate in a vanilla dimension (like the nether or end). If it still doesn't work then it's my fault.
    If it does, then it's OreSpawn's fault

    Oh, that is what I am trying todo. Is get them to spawn in the nether.

    I noticed the white-list, I'll try that.


    EDIT: Tested it, finding none of the generation. Overworld is working fine though.

    Posted in: Minecraft Mods
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    posted a message on ZZZZZ Custom Configs 2 - Create your own recipes using XML files!

    Ran into an issue with setting orespawns in dimensions:



    <add>
    <ore>ExtrabiomesXL:terrain_blocks1 1 1</ore>
    <target>minecraft:netherrack 1 0</target>
    <veinSize>33</veinSize>
    <veinCount>12</veinCount>
    <minY>0</minY>
    <maxY>256</maxY>
    <dimensions type="blacklist">0</dimensions>
    </add>
    <add>
    <ore>Botania:stone 1 1</ore>
    <target>Natura:soil.tainted 1 0</target>
    <veinSize>33</veinSize>
    <veinCount>12</veinCount>
    <minY>0</minY>
    <maxY>256</maxY>
    <dimensions type="blacklist">0</dimensions>
    </add>


    No ores will spawn it seems, pretty sure I am overlooking something.

    Posted in: Minecraft Mods
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