May 23rd: Updated with fixes for a number of crashes and added a feature to allow fancy signs to retain their data when broken and placed.
June 21st: Updated with fixes for more crashes that have been effecting people. Also fixed some issues with the reading enchantment and reading glasses.
Now supports Minecraft v1.12.2!
If I can get enough support on patreon, I will post the BiblioCraft source code on GitHub with some sort of limited or open use licence.
My second update spotlight where I explain the changes in v1.11.0
My first update spotlight I've done myself that explains the changes in v1.10.0:
Thanks to my good friend ShabbyQ who made this video that shows off the new features in 1.9.0! Check it out!
Thanks to my good friend ShabbyQ who made this video that shows off the new features in 1.8.0! Check it out!
Includes translations for 22 different languages! See my Github link on my website for more information on translations and opportunities to help translate to new languages.
BiblioCraft takes a lot of my time and if you would like to show your support, donations are more than appreciated. Thanks!! Feel free to use my signature banner! Use this code to post it on the forum or in your own signature:
<a href="http://www.minecraftforum.net/topic/1680480-15x-147forgesmp-bibliocraft-v115-v112-bookcases-armor-stands-shelves-and-more-updated-03212013/#entry20796422"><img src='http://i.imgur.com/2JhG4D4.jpg' /></a>
Also check out my Redstone I/O peripheral mod for ComputerCraft! It adds a peripheral that is meant to connect to lan networks with a lan modem and can easily output or read redstone signals of any strength. Works great for reading the redstone output values of the bookcases with redstone books.
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After several hours of playing Google&Guesswork, ich have managed to find a solution.
* In the Forge config, set removeErroringEntities = true.
* Load the world.
* Save and exit Minecraft.
* Reset the config setting to false.
1
Update: I managed to fix my problem by setting research to xp levels only in the config file and then going into creative mode ingame.
6
Right now the world is 256 blocks tall. That is a whole lot of blocks, as evidenced from playing in a world with the Alternate Terrain Generation mod, which actually uses the entire available height to produce varied, rolling terrain. It's double to quadruple of what vanilla Minecraft has in terms of landscape above sea level - I was extremely surprised how much of a difference there was despite still being "confined" in "only" 256 blocks vertically. It only shows that if you can do so much with that, you don't need 1000+.
Mojang has always cited performance issues when people wished for more height variation in the vanilla terrain generator, and that is what cubic chunks could handily fix. The point is, you don't need desperately more than 256 build height, when right now you're barely even using half of what's available. You don't need negative y-levels. You don't need to think about changing bedrock or the void or the upper build limit "wall". Keep the world 100% exactly as it is now, and cubic chunks still gives you advantages.
Then maybe, if it is technically feasible, you can think about a second step where you up the world height to 512, and move sea level to 128 instead of the current 63. I imagine that, with that much space available, a terrain generator that actually uses it (the highest peaks stopping somewhere between 400 and 450, I'd imagine), and the performance advantages that cubic chunks bring, you would have a solution that satisfies 99.99% of all people and doesn't break anyone's computer's back with lighting updates. But yeah, even that shouldn't be first priority. Just making it work within the standard confines of the world that we are already used to would be a great start.
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Well... not entirely. I generally look stuff up myself. I taught myself the basics of Java, I followed along VSWE's excellent tutorial series, and I google guides. However, I have hit a snag, and I'm hoping you can help me along.
Basically, I don't want to make a content mod. I don't want to add blocks or items or Yet Another Macerator(tm). I know plenty of mods that do this already, and probably far better than I ever could, considering I have the artistic ability of a comatose warthog. No, instead of that, I want to change the underlying rules. I want to generate a config file for vanilla Minecraft, if you will - a config where you can change things that Minecraft normally doesn't expose, like how much hunger it generates to swing your pickaxe at a block, or how many pieces of leather a cow drops.
Unfortunately, I don't even know where to begin googling for info on how I do this. Modifying base classes is of course not the solution - not only does it cause incompatibilities, but Mojang has also made it clear they don't like modders doing it, and that should be respected. But what is it that I do instead? What is the name of the thing I am looking for? And do you guys know any good resources for learning about it?
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I'm honestly not sure if you can infer anything good from this statement. Now, you can't automatically infer anything bad either, but what I mean is to not read more into it than it says. That statement gives no actual, hard information on anything other than "the idea used to exist but was sacked and shelved".
I'm all for this concept as much as the next person here, and I'll let Mojang surprise me any day if they like, but I'm certainly not holding my breath for them making a concerted push for it based on that statement alone. Keep your bets with the modding community, folks. And if you're a supporter who can code, consider doing so. Don't wait for one single person to do all the work for everyone else!
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You can disable it in the config.
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As long as you can avoid any glaring cross-mod exploits, I'm sure this will be an excellent addition to any magic-themed modpack. Might be extra fun with the likes of IguanaMan's Hunger Overhaul, which puts a lot more emphasis on keeping yourself properly fed.
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Then I must ask you: have you guys talked to Mojang yet? To an actual dev? Potentially one who's working on rendering revamps already?
The "contact popular youtuber" option doesn't only involve getting the word out to the community, you know. There's this beautiful thing called Forgecraft, where major mod developers using the Forge modding API test out their development builds. And they have at least one Mojang employee (Grum) regularly showing up and playing there, checking out how people mod Minecraft and what modders are looking for in an API.
Forgecraft also has a large number of streamers and youtubers. Direwolf20 is among them, Jadedcat, Eddieruckus, Sotmead... heck, you could go directly to MinecraftForge and hit up the dev community there, too, since this is dealing with the core systems of Minecraft itself. If anything, API devs are going to be even more excited about core system changes than regular players
P.S.: Have my +1 anyway.
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A phallic symbolSome liquid glowstone. It is lighter than air and flows upwards.1
Alright, I'll keep that in mind.
That said, I was able to run a peat bog at maximum efficiency (all mature bog more or less instantly harvested) using two peat-fired engines... while at 400%. That would mean the peat bog consumes so little energy on default that you could run two bog/turbary pairs off of one single peat-fired engine? Guess I should have bothered to build a peat bog sometime in the past...
@ weltallofid:
No idea about your fermenter issue, never encountered anything like that. As for biofuel, consider this: 1 bucket of biomass is worth 50,000 MJ in a biogas engine, whereas 1 bucket of biofuel is worth 200,000 MJ in a combustion engine. Both running at 5 MJ/t. Does it seem like a worthwhile investment to you? I personally like using combustion engines, so I often do take the extra step to build a still in order to refine my biomass. Plus, Railcraft liquid fueled boilers take biofuel as well (and give comparable yields) whereas they will not accept unrefined biomass.