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Jun 7, 2014Wow, everything Works! I haven't tried to mess around with it for compatibility with other mods (like thaumcraft or others that add world generation structures) but I guess I'll doodle around for that sometime later today and report back if I run into any errors.Posted in: Minecraft Mods
So far, this addon works with that other Galacticraft2 addon called 4Space by Mattparks. Thanks for this! Galactricraft don't feel so lonely anymore!
Just popped this mod and its addons into a testing modpack that is packed with over 140 mods to see what happens. Well, not literally 140 mods. That is just what Minecraft Forge says is loaded. Anyway, after manually fixing ID's and sniffing out many other conflicts I can safely say everything is "stable" to play around with. My guess is that this addon and its addon's work very well with other mods that play nice with Galacticraft.
The big babies in this testing pack are:
MapleTree mod (A japanese mod by Ecru)
Ars Magica 2
Gany's Mods (surface, end, and nether)
Modular Forcefield System
Galacticraft and other Addons
Chicken Bones Wireless Redstone
Touhou Item's Mod
MrCrayfish's furniture mod
Mar 6, 2014Superpat3 posted a message on [1.6.X / 1.7.2][Forge][BETA-1.3.1][WIP] The Electrical Age Mod - Electricity in Minecraft! Who needs Redstone?Interesting... I can't wait for the wiki to pop up so I can finally further understand what is what, even with the test level. I must say though, good job with the models/animations/Gui's! It's beautiful.Posted in: Minecraft Mods
The data loggers don't change in direction when placed though, well for me that is. If I try to stack them in opposite directions (a data logger) or on a wall facing another direction, I get a message saying "you can't place this block at this side".
Dec 12, 2013Posted in: Minecraft ModsQuote from BlackJar72
I'd like to see this updated (and in an official 1.9 beta) as much as any one, but just how much did you pay for this mod? Nothing? That's what I thought. About what AP has made from it too, I'm sure. Try being glad it ever existed and thankful for the work that's gone into it instead of acting like a butthole.
Right on! My thought's exactly. This is free charity work from coders and mod designers being shared to the community so if anything, it's a blessing to even have a great mod like this. To the team (or person) that made this mod, thanks! I'll be waiting for future updates!
Jul 21, 2013After spending days figuring out which mods I should keep and how stressful it is going to sort out the ID conflicts between them, I came to the point of wishing there where more aesthetic mods that serve the purpose of just standing still and looking pretty.Posted in: Minecraft Mods
It just so happened to rain as it dawned upon me that I might just have to go on a crash course Java, forge, and whatever else learning spree to finally make my "dream" of aesthetic mods come true (Lamp posts and candle lights LOL).
And then, came along this WONDERFUL LIFE SAVING MOD that is overshadowed by the "popular" mods. THANK YOU SO MUCH FOR THIS! This mod and it's versatility for aesthetic and function objects deserve so much more attention!!! No really, if I had a few hundred bucks I would definitely donate for your hard work. Seriously. THANK YOU!
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Jul 2, 2015Posted in: Minecraft Mods
Take note that it is not "build-ready". Since I don't have any idea how to make multiple projects/mod files work with each other (hey now, I am not a professional coder), I just use a build.gradle file with a lot of exclude lines to compile it into separate .jars.
pls don't hurt me because of the crappy coding ._.
Jun 14, 2015ElectricalAge posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51Posted in: Minecraft Mods
Hello world !
a new mod release is out (1.10 r47) ! Here's a brief list of changes :
- New mod map data saving system (safer, MC decoupled, retrocompatible) - so as usual, DO A BACKUP before running.
- Mod now translatable. (Use command "generatelangfiletemplate <fullFileName>" for generate/complete a lang file).
- New translation : Russian.
- New objects : Digital Wall Clock, Industrial Data Logger.
- Enhancement on some 3D models.
- Minors bugs corrections.
For the next release, our future work will be more oriented on home consumers.
Have fun !
The ElectricalAge team
May 24, 2015MagicMonkey23 posted a message on [1.7.10] JETPACK SPIDER MOUNTS! Laser Creeper Robot Dino Riders From Space-1.2dPosted in: Minecraft Mods
Releasing this as a beta - some things may need 'tweaking' - I would download and use NEI for the recipes as there are now many.
* Added Dino Pimp Spray - Allows you to paint your T-R3X 1000 different colours.
* Added ARTHR0-BORG JETLINER Creation Module - Converts Vanilla Spiders in to an ARTHR0-BORG JETLINER 2000.
* Added New Mob & Mount - The ARTHR0-BORG JETLINER 2000 - Can be equipped with Creepssiles and shoot them.
Default Keybinds are 'F' for Fly and 'G' for gun (launch Creepssiles). Mount with an Empty Hand.
* Added new weapon - The Creepssile Bazookoid - Shoots Creepssiles from the players inventory.
* Added Creepssile Ammo Item - Crafted version of the Creepssile (used by players and mounts).
* Added Player Armoured Jetpack - Powered by a new crop.
Default Keybinds are 'F' for Fly and 'H' for hover mode. Sneaking will lower you slowly whilst hovering.
* Added Creeper Chili Crystal Shards - Dropped from Creepssile explosions - Plant on Obsidian to grow Creeper Chilli Crystals.
* Added Creeper Chilli Crystal Block - Drops Creeper Chili Crystal Shards and Creeper Chillis when full grown.
Can be 'bonemealed' with Gunpowder to speed up growth.
* Added Creeper Chilli's - Smelt to get Creeper Chilli Powder.
* Added Creeper Chilli Powder - Craft with a bottle of water to make Creeper Chilli Sauce.
* Added Creeper Chilli Sauce - used to fuel the Players Armoured Jetpack (will be consumed from the player's inventory like arrows)
20 Seconds Powered Flight for 1 Bottle or 40 seconds Hover time per 1 Bottle .
* Added Configuration options for various features including Spawn rates and weapon power.
* Removed - Lightmap texturing on laser blaster beam rendering as this was causing weird render glitches on chests.
Please post any bugs/suggestions or ideas - we love to hear them
wow - formatting on these pages is soooooo borked.
May 23, 2015Zavviasso posted a message on [1.7.10][Forge] Accidentally Circumstantial Events(ACE)Posted in: Minecraft Mods
v 1.6.0 is released
- Harvest clear, add condition checking fix (was missing)
- Join world handler fixed storing data
- Added ignore meta in inventory and using conditions
- Added item new life task
- Added item expire handler
- Added on block, biome, weather conditions
- Added seting nbt for item in inventory add task
May 8, 2015Posted in: Minecraft Mods
SGS Treasure! 3.0 Released 5/08/2015
What's New in Latest (3.0) Version!
- Added Obsidian Chests. They require unique Obsidian Keys to unlock.
- Added Obsidian Keys. They are unique keys that will only fit one Obsidian Chest. These key are NOT craftable.
- Added Labyrinth System - Procedurally generated Caves and Dungeons.
- Added Hermits. Hermits can trade valuable information where chests and other items are located.
- Added ability to configure what the Hermit's dialog is.
- Added ability to configure what items are required to trade with the Hermit.
- Added ability to configure what loots is in each Treasure Chest using a JSON file. Any mod item can be added.
- Added ability to turn off key recipes.
- Added ability to toggle whether a key breaks or not when failing to open a chest.
- Added display status to Chests. Right-clicking on a chest will display it's current state (locked/unlocked) and what key is required to open.
- Added Chest Breaker, a convenience tool which allows you to destroy unlocked Treasure Chests.
- One Time Proximity Spawners - these occur in labyrinths. When the player is X blocks away, they will spawn a mob(s) and then remove itself.
- Updated the chest/well/ship/wither tree/hermit/labyrinth generator system, giving the ability to control the probability a lot better. The minChunksPerX property controls how many chuncks are generated before a chests etc are generated. The xxxGenProbability determines the likleyhood of the chests etc
- Re-balanced the chests etc. generation properties (see above).
- Added some language support: French, Italian, Brazilian, Turkish.
- Added Update Checker.
- All Config files are now located under %appdata%/.minecraft/config/sgs_treasure
- Added many many configurable properties.
- Various bug fixes and updates
- Updated some graphics
- Upgraded to Plans API v3.0 -Added probability properties, that can use a substitute if probability fails.
actually generating. If the chests etc does not meet the probability, then it will be another minChunksPerX until the chest will attempt to generate again.
-Added worldConditionBlock - a property that will check if the world block mets a certain criteria, if so substitutes for a block.
-Added vanilla chest inventories.
-Added the ability to turn off all spawners.
-Switched to be name-based instead of id-based.
-Add other properties
NOT compatible with previous version worlds by default.
You will lose blocks/items if you play on an older world.
However, if you update the ids.config, and *.lang file(s) you can
play with older worlds.
If you enjoy this mod and are able, please help me out so I can get a cup of joe, oh, and developing more stuff for mods!
May 8, 2015simeonradivoev posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)Posted in: Minecraft Mods
Finally implemented the transporter.
May 4, 2015Posted in: WIP Mods
Just a few quick questions about structures.
The beta guide is kinda hard to follow when it comes to structures. I think this is because it is laid out more of a this is what this value means type deal. Any plans to create a structure builder guild that is easier to understand? Mohawky, any chance you could create a youtube tutorial on how to make your own structures and how to balance the numbers to make a village?
Cant do a Video, but I've updated the tutorial I did a few pages back on this thread;
How to use the 1.7.10 AW Structure Scanner
and set spawning for World Gen Structures
First, a few building tips – when you build a structure, build it in the air, floating by itself, or use MCEdit to cut out the structure and place it there after you’ve built it, this makes scanning much easier, and you can easily place and see the limits and boundaries of basements and dungeons that are part of the structure. You can find MCEdit here:
I use several worlds as “Builder Worlds” – flat worlds with no structure gen turned on, in which I place all the structures I make or others let me use. This way, I know where everything is. Here’s an example of one of them:
Two essential tools to use when structure building are:
The Build Helper has simple to use point and click wands that allow multiple block generation or deletion and using them speeds construction enormously. Instant Blocks has a lot of structures itself, but also instant water blocks for filling oats and lakes etc. The AW mod itself comes with instant blocks and tools, but they have always been so cumbersome to use, I have never really used them, and they have remained very buggy.
Once you have created your structure, you may want to use the AW scanner to scan the building, and then have it appear in the biomes you want, using the AW World Gen system. If you also use AW Mob Spawner blocks in the structure, and set them up before you scan the building, when the structure spawns, and players come within range, the mob spawner will spawn the mobs you set for it. These mobs can be any mobs from any mods you have loaded. I will cover the Mob Spawner later.
Ok, so you have your floating structure, how do you scan it?
First, you need to be in Creative Mode. Go to the AW Creative Tab and take the structure scanner and structure builder orders and place them in your inventory. If you are using Monsters Spawners, place the monster spawner block in your inventory too. Heres how my Inventory looks when preparing for scanning or building.
From right to left in the inventory bar – Build Helper deletion wand, Build Helper creation wand, instant water block, instant lava block, Instant Blocks command wand, AW Structure Builder, AW Mob Spawner, AW Structure Scanner, A dirt block.
Ok, so we are going to scan this model of an Orc Hill fort, complete with its Orc NPC’s that have been placed by hand, not by using spawner blocks. – Yes – Any AW or Vanilla mob or creature can be scanned by the scanner and will appear when the structure spawns. It will not however see other Mods mobs, for those, you need the Mob Spawner blocks.
First choose a corner of the Orc Hill Fort and build a dirt column, 1 block wide, higher than the tallest possible tree heights in the biomes you want the fort to spawn in. You do this because the empty air blocks you scan will clear out all logs and leaf blocks above the structure when it spawns. If you only scan to the top of the structure, you will get cut off tree tops left above the structure. I usually put in the dirt towers in MCEDit, but for this example we will do it by hand.
Now select the AW scanner by scrolling the highlighter on your inventory bar onto it so that it appears in your hand on screen. Now go to the opposite corner to the dirt column and go to the lowest corner block. You will see a white bounding box appear around it, when you get close to it.
Press Z to start scanning, the bounding box will now remain in position, and you will see an onscreen message saying “Set First Position 1/4”
Fly up to the top of the dirt column now, and the bounding box will move with you, expanding to cover the whole of the area you are scanning. With your cursor on the top block of the dirt column, press Z and you will see an onscreen message that says “Set Second Position 2/4”
You will notice that at this point the bounding box is now set in position, and you can do a quick fly around to check for errors, blocks out of place etc.
Happy? Yep, so now you have to get rid of the entire dirt column before you do the next part or it will appear in the structure scan. For this, I use the deletion wand from Build Helper. Scroll across your inventory to the deletion wand, you will notice the white bounding box disappears! Don’t worry, it’s still there, you just can’t see it. Right click with the wand on the top dirt bloc.
Drop down to the bottom block of the column and right click again – presto! – column gone!
Now scroll back onto the AW Scanner in your inventory and the white bounding box will reappear. Now go to the front entrance of your structure, and point your cursor at a block that will be the first block above “ground level” and press Z. You will get the message - “Set Offset/Orientation Right Click to Process 3/4”.
When that’s done, simply right click on the ground level and the following screen will pop up:
This is the initial set up screen for world gen for the structure you just scanned.
First type the name of your structure into the box that says “Input name:” Orc Hill Fort
Then click on the box that says Setup Validation which will bring up this screen:
This might look pretty complicated, but it’s really not.
First choose how you want your structure to spawn – “ground” is usual for most structures. You will get used to what the others do later. So press “ground” – it will click, but nothing will happen, that’s normal.
Let’s look at all the tick boxes first:
Now tick the world gen box if you want the structure to appear in game. This enables it to spawn.
If you only ever want the structure to appear once per world, tick the “unique” box.
Don’t click preserve blocks, because that’s an advanced function that you don’t need at this stage.
Clicking on “Dynamic Block Reassignment” means that if the structure spawns in say a BOP biome, it will swop out woods used in the structure, for woods in the biome, stone etc. I don’t currently use this as its proved to be a bit buggy at times.
If you want people to be able to build the structure in Survival Mode, then tick the last box, “Survival”.
Now let’s look at the boxes that all have “0” in them.
Border Size = This is the area around your scanned structure that will be cleared and levelled when it spawns. For the Orc Fort, I’m going to set this to 4 blocks. A big border makes it more difficult for the structure to choose a spawn site.
Max Fill = This controls if the structure can burrow down into the spawn site. I don’t want that, so we will leave it at “0”.
Selection Weight = This number is compared to all other structure weights that you might have set to spawn in the biomes the Orc Fort will spawn in. The higher the number, the more chance it might spawn, so lets set it to 50.
Max Leveling = This controls how much of the spawn site can be levelled to allow the structure to spawn. I’m going to set this to 4.
Cluster Value = This number is the structures value for possibly clustering with other structures that spawn around it. The default Cluster Value in the mod is 500, so as we don’t want too many other structures spawning around the orc Fort, we will set it to 450 – this almost guarantees that nothing else will spawn near it, as I know that I only have a few ruins at Cluster Values of 40 each that are set for the same biome. Alternatively, if I wanted a lot of other structures to spawn around it, I might set the Cluster Value to a low number, say 20 or 40.
Min Duplicate Distance = If it’s not a Unique structure, this number sets the minimum distance away that the structure can spawn again. So you don’t get too many of the same thing next to each other. Our Orc Fort is Unique, so I can safely leave this at “0”.
So now it looks something like this (sorry, took this screenshot halfway through the process):
Ok, so that’s all the validation set up done, click done and return to this screen and click on “Select Biomes”
This list is EVERY biome created by every biome making mod, plus vanilla minecraft that you have loaded.
If you want to select which biomes the Orc Fort spawns in, tick “Biome White List?” and tick whichever biomes you want in the list below. The Orc Fort will only then spawn in the biomes you have selected. If you don’t tick “Biome White List?” then the structure will spawn in all possible biomes.
Once you’ve selected your biomes, click “done” to go back to the main screen again and click “Select Target Blocks”. This is a listing of all terrain blocks from every biome mod, plus vanilla, in your game.
The easiest way to select blocks is just to click on “Auto fill from Biomes” which will automatically tick every appropriate biome block available, and then click on “Auto fill Vanilla Blocks” which will add all minecraft terrain blocks. Of course, you can add or takeaway blocks yourself by scrolling through the list and ticking or unticking the boxes.
Click “done” to go back to the main screen.
If you want your structure to appear in certain Dimensions – then click on “Dimensions” type the number of the Dimension you want into the box, and select it.
So, now you have set Validation, selected your biomes and target blocks, and maybe Dimensions. Happy? (Remember you can keep going back into the screens to change things as much as you want at this point) When you are finished click “EXPORT” NOT “Cancel”. Export will create the AWS file for your structure, and you should see it in the game from then on.
A good way to check, is to open the AW Structure Spawner in your inventory bar, and see if the new structure is in the list there. And here is the Orc Fort spawning in game, along with its Orcs.
May 1, 2015DrunkMafia posted a message on [TC Add-on] Thaumic Infusion 4.82 - Minecraft 1.8.9 - Under going ReworkPosted in: Minecraft Mods
A very short update, just to show I am alive. The massive performance issue has been resolved, I am now just polishing everything up and making sure all the effects are working. Then I'll do an official release.
May 1, 2015Posted in: WIP Mods
Hard to tell actually. Combination of both.
Might want to try changing the radius settings in configuration file of the structure module.
Check the *NpcFood configuration file. If something looks weird, try delete the file and restart game. Also try latest version.
Apr 26, 2015immibis posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!Posted in: Minecraft Mods
Immibis's Microblocks 59.1.0:
- Added Railcraft's shunting wire, ComputerCraft's network cables, and all types of Thermal Dynamics' ducts to the default config.
- Removed old Applied Energistics 1 classes from the default config.
- Fixed NEI integration (to show or hide microblocks).
- Significant internal changes. Requires Immibis Core update, and if you have them, you also need to update RedLogic and/or InfiniTubes.
Immibis Core 59.1.0:
- Microblock API update.
- Microblock API update.
- Fixed dislocators not showing their output side correctly.
TubeStuff is called TubeStuff because it was originally meant to be an addon for RP2's tubes (i.e. it has extra tube stuff, like tube-compatible autocrafters). It doesn't have tubes itself. It still exists because it has some random useful blocks.
Some of them are clones of things from RedPower, but not all. RedLogic and Immibis's Microblocks are pretty obviously clones, and TubeStuff was an "addon", but that's about it.
I'm not particularly interested in cloning all of RedPower just for the sake of having a RedPower clone...
in particular, marble and basalt were useless apart from decoration (they could belong in something like Chisel or Z-Tones though),
rubber was completely useless, indigo dye and gem tools were somewhat useful but out of place in a technical mod.
For item transport, Applied Energistics seems to have taken over everything, with a small amount of Ender IO, Thermal Dynamics or Buildcraft
sometimes to interface AE and machines sometimes. If I cloned RP2 tubes, the only thing people would use them for would be inserting items into barrel-walls without using up channels.
Frames: use Remain In Motion or Funky Locomotion (or Truss if it's still around).
Blutricity: Electrical Age seems to have a similar system (I haven't tried it), but with much more stuff added on.
IIRC, apart from transport, frames, blutricity and computers, the only machines were the block breaker, deployer, assembler and igniter IIRC.
TubeStuff could do with a simple block breaker (that maybe only breaks blocks up to iron pickaxe level, but doesn't require tools).
It already has deployers. Assemblers were advanced deployers; I'm not a fan of adding advanced things like that unless there's a clear need for them.
Igniters were how useful?
Infinitubes teleports items, that's why there are no dropped items or backstuffing. It wouldn't make sense to show items in tubes.
That is all, i talk to you about something like this months ago and you didn't answer me, i have to post it now here because i wan't to make you understand how
long we can reach doing this, just give me the "Ok dude, do it", and'll start to port your mods that Replace RP2 parts into 1 jar, changing some stuff, adding proper
world gen, changing some textures.
It's not like you need my permission.
Install Immibis Core.
Install Java 7 or later (so Java 8).
These aren't tile entities, so they won't work at all. I did try making microblocks work on non-tile-entities at one point, but Minecraft really hates
non-matching blocks and tile entities.
Trying to make Immibis's Microblocks work on FMP blocks will probably just result in headaches. I don't recommend it.
But if you really want to, you could try:
<br>blockClass: +codechicken.multipart.BlockMultipart<br>tileEntityClass: +codechicken.multipart.TileMultipart<br>
No guarantees. I'm not even 100% sure about those class names.
(Note that all FMP "blocks" are actually one type of block, so this applies to all of them or none)
Added to the default config... and I ended up rewriting about a third of the mod because of this over the last 3 days (Not because I needed to to add these, but because I realised how some things could be improved)
<br>blockClass: +crazypants.enderio.conduit.BlockConduitBundle<br>tileEntityClass: +crazypants.enderio.conduit.TileConduitBundle<br>
I couldn't test EnderIO at the moment.
Do they still work after being moved by frames?
Do other chunk loaders have the same issue?
Funky Locomotion (like every frame mod I'm aware of) destroys the blocks (and replaces them with "moving block" blocks) and then re-adds them when the move finishes. That means if your only chunk-loader is moving, you have no chunk loaders. That's unless there's something happening that I don't know about.
(If they still work after being moved, then as a workaround, you could have two, and move them at different times)
I don't know. Are you using OptiFine? That tends to break things.
If you're stuck on a server with the previous version, it's just a visual bug. They still work, if they have the requirements (power via a transpressurizer if it's enabled in the config). Conduits should connect to the output side, but you'll have to look in the GUI to see which side that is, and you won't be able to see the connection.
[15:17:30] [Client thread/ERROR] [FML/]: Exception caught during firing event cpw.mods.[email protected]4e26ab15:
at mods.immibis.core.BlockMetaPair.hashCode(BlockMetaPair.java:27) ~[BlockMetaPair.class:?]
at java.util.HashMap.hash(Unknown Source) ~[?:1.7.0_45]
at java.util.HashMap.put(Unknown Source) ~[?:1.7.0_45]
at mods.immibis.microblocks.recipes.RecipeHorizontalCut.addMap(RecipeHorizontalCut.java:20) ~[RecipeHorizontalCut.class:?]
at mods.immibis.microblocks.MicroblockSystem.registerParts(MicroblockSystem.java:481) ~[MicroblockSystem.class:?]
at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:465) ~[MicroblockSystem.class:?]
at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:404) ~[MicroblockSystem.class:?]
at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:408) ~[MicroblockSystem.class:?]
at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:412) ~[MicroblockSystem.class:?]
at mods.immibis.microblocks.MicroblockSystem.recreatePartTypes(MicroblockSystem.java:119) ~[MicroblockSystem.class:?]
I downgraded two versions and it worked. I'm using this mod with Immibis Core (latest version) and Redlogic (latest version)
I have no idea why that might happen, but the new version works for me. Maybe try that?
No. Tell your players to install Java 8. Doesn't the launcher even offer to install Java 8 for you now?
Okay. Thermal Dynamics support is now included in the default configuration. (Not all of the classes were necessary)
No idea what caused it? See if the new version fixed it. If not, report back.
Fixed in latest version of Simple Recycling.
I have created a Bungee server along with my modpack. I am currently running the 1.7.10 recent version of both Immibis-core and Immibis-microblocks.
We have the option of not using a Hub server however it's something I would rather not do. So if there is an available fix for this any help would be greatly appreciated!
What do I need to reproduce this?
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