• 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Ah, nice to know where I screwed up. I'll try and go back tonight and fix/add in what I need to for a more accurate review. And yes, does seem to generate the world slower than default world-gen on my computer, both in a heavily modified game, and in my test instance with just CC, Journeymap, NEI, and WAILA. Also, it grew noticeably worse in a BOP world, but unsure if that's due to some kind of issue, or just that there is more things going on, and that I wasn't using Fastcraft for those tests.


    Edit: Sometime's it's wonderful doing written articles. I've added another map and text pointing out the climate size options, fixed the screw-up with default naming, and tweaked the line about sub-biomes a bit, so the article should be all fixed.

    Posted in: Minecraft Mods
  • 2

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Hey, I just finished with an article for Climate Control, here's the link if you'd like to check it out.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Code_Gear»

    I Agree with Doge. Also, I'm only playing on LOTR 21.3,so idk what's new. Is there an actual Mt Doom, as in a giant Volcano, and not just a place on the map? I'd kinda like see if you could add like new fanmade races or something like that if you can, Mevans


    There actually is a Mount Doom, as well as an Erebor. Neither of these have any construction work done on them though. Erebor is just a single massive mountain, and Mount Doom is similar, though there is a nice crater full of lava at the top.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Dioric»

    Hello Mevans.

    I and a team are building Lord of the rings structures with your mod in the Middle Earth dimension.

    And we had a little question. Since we started on version 23 we were wondering if we could update the mod on the server or not.

    We ask this since we dont know how the terrain will work out since their have bin terrain changes in the new version of the mod.

    Will we get weird chunks in unloaded places or will it just be fine and can we update?

    Anyway thanks.


    -Celedrin


    Well, I'm not Mevans, but I can give you a bit of a rule of thumb with updating the mod. Generally, anything that is already loaded won't be changed, and the mod will update to new versions without bugging out or anything. You will likely see some odd terrain when areas you've explored in the old patch and areas created in the new patch meet, but otherwise it is probably safe to upgrade to 24. But even though there's a good chance that will be the only problem, you should still make a copy of your world before updating, just to be safe.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from Xav926»

    Is ther gonna be a tauredain army???


    Yes. There's going to be about four more Harad civilizations, each with their own army, as well as whatever gets placed in the East, and a handful of western peoples that have yet to be added.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Foliage
    Quote from apoclaydon»

    ok so im using OptiFine_1.7.10_HD_U_C1 which i beleive is the latest and apart from writing every mod down is there an easier way to make a mod list theres almost 200 of them?


    edit

    ive tried without optifine/fastcraft/better fps and still get same issue


    Erm, that looks completely identical to an optifine bug I used to get, so I feel compelled ask a really simple question. There are no instances of Optifine in your mods or Jarmods folder, correct? Assuming that that's not the issue though, are there any other graphics or system-enhancing mods installed?

    As for making a mod-list, I don't know of a normal way, but you can set to mod folder to full screen, set it to show by "small icons" or "list", hit the "Print Screen" button on your keyboard, and paste that into paint. On my computer that gives a screenshot of a bit over 200 mods, though the number may change based on some of your comp's settings.

    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    Hey, I've been enjoying Enhanced Biomes for a while, so decided to do an examination of it. Here's the link.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from thatblockgame»

    Thanks for the responses, TeronRedoran!


    I think your responses for A-D pave the way for me to feel comfortable launching the mod so that my kids can start playing and not worry that I did something horribly wrong while installing the mod.


    I'm not sure what AT Launcher is, I've never heard of that before, but that's not saying much since I'm new to the whole mod thing anyway. It's probably something very basic for most members here, but I've just spent a good part of the day just figuring out what Forge is, how to install it, and how to install the LOTR mod and don't remember reading anything about an AT Launcher.


    I'll look into the AT Launcher and your response to E for keeping LOTR mod saves separate from regular game saves too, but for now I'll just let the kids start playing the mod via the MC launcher that is described in the Mods FAQ and this thread. Otherwise they'll be waiting forever for me to figure everything out again, LOL. For now a lot of your response to E went over my head but it almost sounded like what I was asking about creating a separate duplicate minecraft folder dedicated to the LOTR mod for the regular MC Launcher and just saving all the LOTR saves in that folder, separate from the saves for the regular game.


    Thanks,

    Michael


    Basically what AT Launcher is is a launcher program you can download and run Minecraft through, similar to the original launcher. It's kind of similar to Feed The Beast and Technic, which are two other popular fan-made launchers, and can download entire mod-packs with just a few clicks. What I use it for, and what you would probably find it best for, is setting up multiple Minecraft installations that do not share each other's save files, mod folders, resource packs, or anything, and easily selecting between them from the main launcher window.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from mercury19»

    So I have a glitch sort of thing. None of the armor with alternate models is loading properly, like the dol-amroth armor or helmet for example. It's all being squished down onto the original armor model. I thought this was a result of using Smart Moving, but it turns out that the problem persists when I remove that mod. Anyone else have this issue, or have a fix of some sort? I was messing with Smart Moving earlier today to try and solve a different problem, and the armor rendered properly, but it stopped soon after.



    Any help is appreciated. Thanks, m19


    A screenshot of your issue would be helpful for determining the issue. Also check if you removed Smart Moving's dependencies/optionals, Player API Core and Render Player API Core/Enhancer.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from arthahar»

    Bug with recipe Dolomite Brick Stairs:If I use Dolomite Bricks for stairs recipe then I get Shale Brick Stairs instead Dolomite Brick Stairs.

    Use latest EB version.


    [added]

    Also mining by pickaxe Dolomite Brick Slab drop Cobbled Dolomite Slab.


    All brick stairs seem bugged to turn into something different. As for cobblestone stairs, most work correctly, but have an extra recipe showing in NEI that lets bricks turn into a different type of cobbled stair. . .

    Posted in: Minecraft Mods
  • 1

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Update 34.3
    Quote from thatblockgame»

    Hi, all.


    New to mods here and am trying to install my first mod, the LORT one which my kids have been asking for.


    I think I did everything but just wanted to confirm that I did everything correctly before I launched it (and potentially do something wrong, like ruin all my kids' saved worlds). If a more experienced member here could let me know if what I did (below) looks OK and there is nothing egregiously wrong, I'd be most grateful.


    What I did:

    1. I downloaded and installed the client for Forge from http://files.minecraftforge.net/

    2. At first I downloaded Forge 11.14.3.1450 for MC 1.8, but then saw the posts here that the LOTR mod doesn't work with MC 1.8 yet, so I went back and downloaded and installed Forge 10.13.4.1448 (for MC 1.7.10) instead. Both of these are now in my "versions folder in my minecraft folder.

    3. I downloaded the LOTR mode (current version 24.4) from the link in the OP.

    4. I created a "mods" folder in my minecraft folder and dragged and dropped the downloaded LOTR mod .jar file into it.

    5. In the MC laucher I created a new profile (named LOTR Mod) that has "release 1.7.10-Forge10.13.4.1448-1.7.10" selected under the "Use version" menu.

    6. I will tell my kids to select this profile whenever they want to play the LOTR mod.


    Is that all, or did I miss anything?


    Also, I read at the end of the Mods FAQ thread that you shouldn't use saved worlds created in newer versions of MC in older versions of MC. The profile that my kids usually use to play MC is set to use the latest version by default, so most of their current saves were made in version 1.8. So I just wanted to clarify and ask a few things:


    a. We shouldn't open any of their saved worlds (made in v1.8) in the LOTR mod.


    b. If we save worlds in v1.7.10 of regular MC (i.e. not using the LOTR mod), can we open and use those using the LOTR mod (since they were made using the same version of MC)?


    c. I'm assuming any more recent version of MC or a LOTR mod can open and play saved worlds from older versions of MC. So, if in the future the LOTR mod gets updated to work with MC v1.8, then would saved worlds created in MC 1.8 then be able to be opened and played using the updated LOTR mod?


    d. Can we open and play worlds saved using the LOTR mod in regular MC (1.7.10 or 1.8)? I'm assuming you would then just be a regular MC character and all the other characters would be regular MC characters and not LOTR ones, but would it even open in the regular, non-mod MC game? And would it show the world/map properly?


    **e. Is there a way to make it so that only the LOTR saves show when playing the LOTR mod, and only the regular saves show when playing the regular unmodded MC?


    I'm just worried that my kids will accidentally open the wrong world when playing the LOTR mod (1.7.10) or the regular game (1.8) and then that world becomes irreparably damaged by accident because they opened the wrong save by accident. I was thinking of possibly just duplicating my entire minecraft folder and renaming the copy something like LOTRminecraft and then in the profile just change the game directory for the LOTR Mod profile to the new LOTRminecraft folder, and keep the regular "minecraft" game dir path for the profile for the regular game. That way the regular game and LOTR mod profiles will each have their separate minecraft folders with their own separate "save" subfolders and there would be less danger of potentially opening the wrong saved worlds by accident and damaging the files. Or am I being too worried over something that isn't a big deal?


    I was just worried by the last paragraph that bilde2910 posted in the Mod FAQ thread:


    Warning: Do not play worlds you created in a newer version of Minecraft when you play an old version. Doing this will cause serious problems and may result in unfixable damage to your entire map. This will cause you to permanently lose all your work. Playing newer Minecraft version maps in older versions of Minecraft may also cause the game to crash.


    Any help would be most appreciated!


    Thanks in advance!

    Michael


    I generally use AT Launcher, and haven't messed with Minecraft's normal launcher since 1.6.4, but I'll answer what I can.

    A. Yes, do not open 1.8 worlds in 1.7.10

    B. It should be fine to run LOTR mod on an older 1.7.10 world.

    C. Almost certainly. There is a small chance of any update of Minecraft or any mod breaking the world, so you should backup your save before you try, but everything is likely to work without any problems.

    D. If the LOTR mod is not installed, the LOTR assets will not be there. And since the Middle-Earth Dimension won't be there, you will be unlikely to be able to run any saves from that dimension. No maps or anything will be there. It might be possible to "clean" a save that had the LOTR mod installed, but I can't confirm if that would work, particularly if you take out Forge, and any part of the Middle-Earth Dimension would be removed.

    E. Not that I know of, though this might be different in the main launcher. My suggestion is to use AT Launcher and just create another Minecraft instance for LOTR. All you need to do is download the launcher, tell it to install vanilla Minecraft, install the latest version of forge to the new folder, and toss any mods you want to run into that instance's mod folder. Any saves in that instance will not mix with the saved games from normal Minecraft or any other AT Launcher instances, so once set up you can just launch Minecraft normally to access the default game, or start it through AT launcher when using a modded playthrough. If you want to port the saves from 1.7.10 into the new folder, just go into your Minecraft folder, copy the save folder, and paste it into the base folder for the new instance.

    Anyways, hope that helps.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from devinvaughn»

    I must ask something from you, because I cant find ANY OF THESE anywhere... crafting recipes for the localized weather mod


    I can't think of the recipes off the top of my head, but install Not Enough Items and WAILA, then look up the name of the mod in game. It should pull up all of the items in it, and you can hold your mouse over them and press the R key to see the recipe.

    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from DMCareGaming»

    The tag for the mod says 1.6.4.


    Also, anyone know how to set it to where only certain biomes will spawn? I'm getting a bunch of mods together centered around desert survival. And that's all kind of ruined when you can go to the rainforest instead. I want it to be where all that can spawn is rivers, deserts, savannas, and possibly mesas


    The current version is for 1.7.10, it's just the forum tag that hasn't been updated. And to have a desert world, my suggestion is to use Climate Control, possibly with Biomes O plenty installed alongside. It takes a bit to set up, but you can basically disable any biomes that you don't want, choose how much ocean you'd like, the amount of each type of climates in the world, zone size, and a lot more. I think you can also set it so that you have massive stretches of deserts or whatever in place of the ocean, and so make "oasis" biome clusters if you want.

    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)


    You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent.


    I kind of like these ideas, though perhaps keep oak trees as apple-droppers. Then make cherry trees drop cherries at about the same rate and power as apples(or perhaps less power, but higher rate). As for the doors and buttons, more variety there won't do anything to take away from vanilla, and will add more options for the player.

    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from scorpion462»

    Does this mod have support with Pam's Harvestcraft? Like soda and juice restoring thirst and burgers and sandwicheshs restoring hunger?


    It's been a bit since I messed with it, but I think you can manually edit most items to restore thirst, even if they do not do so by default.

    Posted in: Minecraft Mods
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