• 0

    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!

    Apparently Forestry Ethanol does not work on 1.9.4 version of the mod. Also, now that IC2 has a 1.9.4 version it would be nice to have the IC2 support back on.

    Posted in: Minecraft Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51

    Sorry if someone has talked about this already. But does the Farming Lamps have any benefit with regards to farming or it's just their name?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Hunger Overhaul
    Hello. Thanks for the amazing mod. I'm playing on a server with your mod and they have the configs set for plants to take twice as much to grow without sunlight. For the regards of that what is considered sunlight? Only direct exposure with clear sky above or it's related to the light coming from the sun on the block (the sl value on the f3 menu). If the latter, them which is the value necessary to not get the penalty?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)


    Alright so there is definitely something weird going on when it comes to the Magical Wood. When using enchanted books, Extra Utilities calculates the number of Magical Woods you'll get based on the total of enchants. However, with Dragon API and Rotary Craft installed (v4 and v3) the recipe will always only yield one. I don't know why this happens, but could it be the way you use the crafting handler to craft things with more than 64 items? I don't know, all conspiracy theory at this point.

    Could you send me a list of mods you have? Because i think i have that problem too. I can't test right now but i remember finding it weird that both Efficience I and V were only giving a single piece of magical wood.
    Posted in: Minecraft Mods
  • 2

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Zaphinine»
    A few suggestions for RWG in the next version

    • More customization. I love the way the mountains and stuff generate, but I dislike how Cobblestone and Clay is used in them, A way to turn this off would be very nice
    • Equator system. A set block distance as a radius in the config to create an equator of hot biomes would be a great addition! For example, the config is set to have a radius of 5000 blocks, meaning the world is going to be 10,000 x 10,000. In the middle there are hot biomes, and top and bottom there are cold biomes.
    • Ocean Border (and radius). An ocean border and radius would also be nice. I could use this feature in sync with a world bordering teleport system to make the world feel non-infinite but still very large. The radius would determine the general block size of the land mass from the center. Fuzziness and other features will still effect the edges so that they aren't completely round or circles -- this would be very nice.
    That's all I hate for now! I love the way this mod looks and can't wait to see later versions of it!

    Personally i think the most important thing of all is to implement all the missing vanilla biomes or equivalents to them, after that fixing the bugs with BoP compatibility, those options are cool but we must remember that some mods actually ask for specific biomes and we end up depending on mods like RFTools or Mystcraft for those.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    They don't support RotaryCraft and when i asked about it on their thread the author said he has no plans of doing so.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Turn on debugging (in the DragonAPI config).

    I turned it on. It looks like this was the only line related to it:


    [21:04:04] [Client thread/INFO]: ROTARYCRAFT: Added extract entry Atlarus to ingotAtlarus with rarity RARE (1 ores found from [oreAtlarus])
    [21:04:04] [Client thread/INFO]: ROTARYCRAFT: Added extract entry Adamantine to ingotAdamantine with rarity RARE (1 ores found from [oreAdamantine])


    Also, when i try to shift click or drag the ore into the Extractor i get a chat message saying somethink like "Mod Ore: Null" or something similar. Sorry i didn't get that message.

    Here is a link to the full log if you want to take a look at it. There is another ore i had added but i already removed it since it depended on OreDictionary entries added by MineTweaker to work.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Reika, i'm not sure if you saw my earlier post. I was trying to use RotaryCraft_CustomExtracts.cfg to add some ores from Metallurgy. I can see on the console that the recipe and items are successfully created when i start the game and the items appear on NEI but there is no recipe for them and the ore won't go on the extractor. Below the two lines i have on my RotaryCraft_CustomExtracts.cfg:

    Atlarus, RARE, Ingot, ingotAtlarus, 0xffffff, 0x73cc12, null, oreAtlarus
    Adamantine, RARE, Ingot, ingotAdamantine, 0x593d40, 0x402c2f, null, oreAdamantine



    Also, something unrelated but still concerning RotaryCraft_CustomExtracts.cfg, since it runs them pretty early on the startup it does not take into account MineTweaker scripts adding more items to the OreDictionary.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from DeMordrey»

    I am GUESSING going by old terrain modification mods from ted80, that you will not need to reset the world but like in vanilla you will most likely have huge edges between old and newly generated chunks and i also expect your rivers to suddenly stop.

    So basically: You won't need to reset the world but you will want to :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I've been trying to add some Metallurgy Ores to the Extractor using the cfg file for that, it does creates items in-game like the flakes, solutions, ingots and etc but there is no recipe to make them and i can't add the ore on the extractor.

    Below the lines i've added to the cfg file:

    Atlarus, RARE, Ingot, ingotAtlarus, 0xffffff, 0x73cc12, null, oreAtlarus<br>Adamantine, RARE, Ingot, ingotAdamantine, 0x593d40, 0x402c2f, null, oreAdamantine

    And two unrelated notes:

    1 - it seems the OreDict check done for the custom recipes happens before MineTweaker scripts are run. I was again trying to see if i could add a recipe for the Underground Biomes' ore variants to be processed on the Extractor but since i had to add them to the OreDict using MineTweaker it's not working.

    2 - I also noticed that the "Native Ore" types are only modded types, there are no vanilla ores. Is that intended?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from econbrony»

    Is there a way to turn off the warning glow that you get as of the newest version of chromaticraft when approaching a pylon? We broke a couple pylons that were in the way of our builds, but now we have to deal the constant glow whenever were at that building even though the structure is gone. There are multiple pylons in the way a future planned builds that will need to be removed as well so were really hoping we can turn that off that warning glow or block it some how.

    For me just closing Minecraft and opening it again got rid of the glow.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    The glowing part cannot be broken in survival. This is mainly to prevent irreversible griefing on servers.

    Ok, guess i'll go into Creative for a moment to break it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Ok... I went to break the Pylon i was talking about before and i just found out that i have no idea about how to break it. I've broken a good piece of structure below the energy beacon but it's still there and i don't seen to be able to break it with a pick. What should i do?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Two quick questions about Pylons from ChromatiCraft:

    1 - Besides losing the pylon, is there any disadvantage to breaking one?
    2 - If a pylon is surrounded by blocks will it be able to shoot through them?
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Quote from Zeno410»

    It's working with this version and the following config:

    # Configuration file

    block {
    I:"Igneous Brick ID:"=202
    I:"Igneous Cobblestone ID:"=200
    I:"Igneous Stone Brick Slab ID (full):"=206
    I:"Igneous Stone Brick Slab ID (half):"=205
    I:"Igneous Stone Cobblestone Slab ID (full):"=220
    I:"Igneous Stone Cobblestone Slab ID (half):"=219
    I:"Igneous Stone ID:"=209
    I:"Igneous Stone Slab ID (full):"=216
    I:"Igneous Stone Slab ID (half):"=215
    I:"Lignite Item ID:"=5500
    I:"Metamorphic Brick ID:"=203
    I:"Metamorphic Cobblestone ID:"=201
    I:"Metamorphic Stone Brick Slab ID (full):"=208
    I:"Metamorphic Stone Brick Slab ID (half):"=207
    I:"Metamorphic Stone Cobblestone Slab ID (full):"=222
    I:"Metamorphic Stone Cobblestone Slab ID (half):"=221
    I:"Metamorphic Stone ID:"=210
    I:"Metamorphic Stone Slab ID (full):"=218
    I:"Metamorphic Stone Slab ID (half):"=217
    I:"Sedimentary Stone ID:"=211
    I:"Sedimentary Stone Slab ID (full):"=224
    I:"Sedimentary Stone Slab ID (half):"=223
    I:"Universal Biomes Button ID:"=214
    I:"Universal Biomes Stairs ID:"=212
    I:"Universal Biomes Wall ID:"=213
    }


    general {
    # Crash rather than try to get by when encountering problems
    B:CrashOnProblems=false

    # Use different seeds in different dimensions
    B:DimensionSpecificSeeds=false

    # (for worlds created pre-1.7) Force IDs to config values
    B:ForceConfigIds=false

    # Avoid jarring strata transitions
    B:HarmoniousStrata=false

    # Impose UB stone on other mods specially programmed for (currently Highlands)
    B:ImposeUBStone=true

    # Change stones during chunk generation
    B:InChunkGeneration=true

    # Replace village gravel with brick
    B:ReplaceVillageGravel=false

    # Convert ores to have Underground Biomes stone backgrounds
    B:UBifyOres=false

    # Provide Buttons for non-brick Underground Biomes blocks
    B:UndergroundBiomesButtons=false

    # Provide Stairs for Underground Biomes blocks
    B:UndergroundBiomesStairs=true

    # Provide Walls for Underground Biomes blocks
    B:UndergroundBiomesWalls=true

    # Warning: exponential
    I:biomeSize=3

    # UB brick hardness is this multiple of UB stone
    D:brickHardnessMultiplier=1.0

    # Clear the world var in BiomeGenBase for recursive generation
    B:clearVarsForRecursiveGeneration=false

    # UB cobble hardness is this multiple of UB stone
    D:cobbleHardnessMultiplier=1.3333333

    # Comma-separated list of dimension IDs, used only if include list is *
    S:excludeDimensionIDs=-1,1

    # Highest block to generated UB stone for
    I:generateHeight=256

    # Increase to make stone longer to mine. Normal is 1.5
    D:hardnessModifier=1.5

    # Comma-separated list of dimension to only use old decoration-phase generation, used only if inclusion list is *
    S:inChunkDimensionExclusions=-1,1

    # Comma-separated list of dimension IDs to allow new chunk-phase decoration, put * to use exclusion list
    S:inChunkDimensionInclusions=0

    # Comma-separated list of dimension IDs, put * to use exclude list
    S:includeDimensionIDs=*
    B:newGeneration=true

    # Modify all recipes to include Underground Biomes blocks
    B:oreDictifyStone=true

    # Swap vanilla cobble and slabs with Underground Biomes where appropriate, plus some village changes
    B:replaceCobblestone=true

    # Increase to make stone more resistant to explosions. Normal is 6.0
    D:resistanceModifier=6.0

    # True if Underground Biomes is supposed to replace stones
    B:undergroundBiomesActive=true

    # Will cause sharp biome transitions if changed while playing the same world
    B:vanillaStoneBiomes=false

    # 0 = none; 1 = one rock; 2 = with redstone; 3 = 2x2 stone, lose 3; 4 = 2x2 stone
    I:vanillaStoneCrafting=4
    }


    item {
    I:fossilPiece=5501
    }

    Post your config if that version doesn't fix it.

    I have version is 1.7.2-test37, i think i got it from a post by yourself earlier on this topic. I can't test right now but that is the config i have:
    # Configuration file

    block {
    I:"Igneous Brick ID:"=202
    I:"Igneous Cobblestone ID:"=200
    I:"Igneous Stone Brick Slab ID (full):"=206
    I:"Igneous Stone Brick Slab ID (half):"=205
    I:"Igneous Stone Cobblestone Slab ID (full):"=220
    I:"Igneous Stone Cobblestone Slab ID (half):"=219
    I:"Igneous Stone ID:"=209
    I:"Igneous Stone Slab ID (full):"=216
    I:"Igneous Stone Slab ID (half):"=215
    I:"Lignite Item ID:"=5500
    I:"Metamorphic Brick ID:"=203
    I:"Metamorphic Cobblestone ID:"=201
    I:"Metamorphic Stone Brick Slab ID (full):"=208
    I:"Metamorphic Stone Brick Slab ID (half):"=207
    I:"Metamorphic Stone Cobblestone Slab ID (full):"=222
    I:"Metamorphic Stone Cobblestone Slab ID (half):"=221
    I:"Metamorphic Stone ID:"=210
    I:"Metamorphic Stone Slab ID (full):"=218
    I:"Metamorphic Stone Slab ID (half):"=217
    I:"Sedimentary Stone ID:"=211
    I:"Sedimentary Stone Slab ID (full):"=224
    I:"Sedimentary Stone Slab ID (half):"=223
    I:"Universal Biomes Button ID:"=214
    I:"Universal Biomes Stairs ID:"=212
    I:"Universal Biomes Wall ID:"=213
    }


    general {
    # Crash rather than try to get by when encountering problems
    B:CrashOnProblems=false

    # Use different seeds in different dimensions
    B:DimensionSpecificSeeds=false

    # (for worlds created pre-1.7) Force IDs to config values
    B:ForceConfigIds=false

    # Avoid jarring strata transitions
    B:HarmoniousStrata=false

    # Impose UB stone on other mods specially programmed for (currently Highlands)
    B:ImposeUBStone=true

    # Change stones during chunk generation
    B:InChunkGeneration=false

    # Replace village gravel with brick
    B:ReplaceVillageGravel=false

    # Convert ores to have Underground Biomes stone backgrounds
    B:UBifyOres=false

    # Provide Buttons for non-brick Underground Biomes blocks
    B:UndergroundBiomesButtons=true

    # Provide Stairs for Underground Biomes blocks
    B:UndergroundBiomesStairs=true

    # Provide Walls for Underground Biomes blocks
    B:UndergroundBiomesWalls=true

    # Warning: exponential
    I:biomeSize=4

    # UB brick hardness is this multiple of UB stone
    D:brickHardnessMultiplier=1.0

    # Clear the world var in BiomeGenBase for recursive generation
    B:clearVarsForRecursiveGeneration=false

    # UB cobble hardness is this multiple of UB stone
    D:cobbleHardnessMultiplier=1.3333333

    # Comma-separated list of dimension IDs, used only if include list is *
    S:excludeDimensionIDs=-1,1

    # Highest block to generated UB stone for
    I:generateHeight=256

    # Increase to make stone longer to mine. Normal is 1.5
    D:hardnessModifier=1.5

    # Comma-separated list of dimension to only use old decoration-phase generation, used only if inclusion list is *
    S:inChunkDimensionExclusions=-1,1

    # Comma-separated list of dimension IDs to allow new chunk-phase decoration, put * to use exclusion list
    S:inChunkDimensionInclusions=0

    # Comma-separated list of dimension IDs, put * to use exclude list
    S:includeDimensionIDs=*

    # Run generation as late as possible (slower but more compatible). Needs inChunk on
    B:newGeneration=false

    # Modify all recipes to include Underground Biomes blocks
    B:oreDictifyStone=true

    # Swap vanilla cobble and slabs with Underground Biomes where appropriate, plus some village changes
    B:replaceCobblestone=true

    # Increase to make stone more resistant to explosions. Normal is 6.0
    D:resistanceModifier=6.0

    # True if Underground Biomes is supposed to replace stones
    B:undergroundBiomesActive=true

    # Will cause sharp biome transitions if changed while playing the same world
    B:vanillaStoneBiomes=false

    # 0 = none; 1 = one rock; 2 = with redstone; 3 = 2x2 stone, lose 3; 4 = 2x2 stone
    I:vanillaStoneCrafting=4
    }


    item {
    I:fossilPiece=5501
    }

    Posted in: Minecraft Mods
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