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    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    How does this pack compare to Beyond Reality?


    I'm a huge fan of Beyond Reality due to it's amazing level of challenge... We this pack challenge me in the same way?

    Posted in: Mod Packs
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from euphoria4949

    Ok well to increase and decrease all light sources, you need to:

    Open "composite.fsh" with Notepad++,
    Locate line "2224"
    All light sources start from there. Increasing the numbers will obviously increase the brightness and decreasing will lower it.



    Hi The13thRonin, yes you are correct that this has been covered on this thread many times before. But if you had looked more carefully you would have seen that "Not" everyone's question was ignored! I alone have answered a few people when they have brought up this issue, and I know other members have answered people on this subject as well!
    The reason why some questions get either overlooked or ignored is simple because of the amount of questions that get posted on this thread, also if people can not be bothered to try and help themselves by reading descriptions or just doing a quick 30 second search, then many peoples opinion is, why should I/we help.

    Yes, there is an issue with many mods that implement new blocks and/or items. It can be caused by 1 of 2 problems.
    1# - The new block/item has no maps, therefore the shader core mod doesn't know how to project light and shadows onto said block/item, causing a flickering or glowing effect.
    2# - Z-Fighting. Caused by the creator of the mod that implements the new block/item designing said block/item with 2 or more layers on the same Z axis.

    Either way, there is only one fix..... The creator of the mod that implements the new block/item needs to add support for shaders by adding Maps, or tweaking the design so multiple layers do not share the same coordinates.

    Regards,
    ~euphoria


    Sorry I didn't mean to come across as an ­.

    This makes me sad... I like both SEUS and Thermal Expansion.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    SEUS shaders are causing issues with Thermal Expansion blocks. Certain Thermal Expansion blocks such as the pulveriser flash white all over...

    I've noticed I'm not the first person to bring this issue up and that the other people were ignored.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    All of a sudden SEUS is causing Minecraft to do weird things with shadows... If I'm underground the sun still casts a shadow through the dirt and rock and when I'm running under trees outside the shadows will 'flicker'. Turning Shadow frustum on fixes the issue but drops my FPS by ~10-15 which puts me into the realms of unplayable FPS...

    I have a GTX780 and the latest driver .88 so I know that's not the issue...

    Anyone experienced anything similar? If I could fix it without having Shadow frustum on that'd be great.
    Posted in: Minecraft Mods
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    posted a message on Modders please note
    Quote from jobromedia
    Copyrighting your mods is pretty simple. You just add the © sign, and that's pretty much there's to it.


    If you're willing to fight an expensive and protracted legal battle which can cost over $350 an hour in legal fees then sure... 'simple'. Assuming that someone steals your work you still need to prove in court that you are the original creator of the work and not them which unless you have registered your trademark with the government is not an easy thing to do from a legal standpoint. Even sending someone a cease and desist letter is going to cost you at best $150-300 in legal fees. At the end of the day what it comes down to is can you be bothered wasting obscene amounts of time and money to assert ownership of something which is non-commercial anyway. The smart answer is no.
    Posted in: Mods Discussion
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    posted a message on Last person in 1.4_01! And I can gladly say I'm not missing anything.
    1.8.1

    I think it's pretty funny that everyone updated to V1.0... Ooohhh Mooshrooms, how will I ever live without Mooshrooms?

    Oh wait that's right... I have the cubic chunk mod installed and my height-map is 4000 not 256.

    Also hunger was a great addition to Minecraft.

    Good additions:
    - Pistons
    - Hunger

    Bad additions:
    - Useless NPCs
    - Useless experience bar
    - Broken swamps
    - The 'end'

    I will admit, after 1.7.3 more bad additions started to get added than good but the hunger bar is definitely a GOOD addition.
    Posted in: Survival Mode
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    posted a message on What do you think of the ending?
    I've never heard of anyone playing Minecraft to 'get to the ending'.

    I've never heard of anyone complaining that Minecraft has no ending.

    Minecraft owes its popularity almost entirely to its non-linearity.

    Yep... Good work there Notch adding a totally unnecessary ending :rolleyes:.

    Minecraft development over the last six months just entirely smacks of either "we have no ideas left" or "we just couldn't give a crap anymore". Unpaid modders come out with all this really great stuff like waterwheels and new water shaders and increased height-maps and good new mobs and more blocks and NPC villages that don't look like poop and what do we get from V1? We get Mooshrooms and an 'ending'... Righttt... :dry.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Is there a far look mod for the experimental version?
    Posted in: Mapping and Modding Tutorials
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    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from MineCrak

    Ok, hmm. Did you include the "net" folder in what you told MCPatcher to install for Cubic Chunks? Could you possibly post a pic of your MCPatcher window here?

    And did the number of files listed in MCPatcher for each mod match the number shown in my MCPatcher pic?


    I got it working. The version of modloader you were linking to seemed to be causing me problems. I replaced it with an older version with a different file size (61kb as opposed to 64 I think?) and it works now.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from MineCrak

    Thank you so much for including such detailed info! There is another patch for CC 1.5.3 Test 5 that fixes a Piston bug in my CC Downloads section. But that's not the problem.

    You deleted the META-INF folder yourself then used MCPatcher. When using MCPatcher you need to leave the clean minecraft.jar file alone and let MCPatcher take care of the META-INF folder. You only do the META-INF manually if you are installing all of the mods manually. This is the only reason I can think of for why this would have happened. Also; I'm assuming you are using Windows? Macs must deal with META-INF slightly differently.

    Good luck! And please let me know if this change makes it all work for you. I will add the bit about the "META-INF" folder & MCPatcher to my tutorial.


    I have tried it without removing the META-INF folder and it still crashes to blackscreen.

    I am using windows.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [Worlds] How to have Higher & Deeper Worlds
    Quote from MineCrak

    Alright; Regarding whether or not HD Textures still work with the Current version of Cubic Chunks using MCPatcher:

    tl;dr = It Works Great!! :biggrin.gif:


    I used:

    The newest version of MCPatcher: 2.2.1
    + the following mods in the following order:
    Modloader 1.8.1 -> Forge 1.1.1 -> Cubic Chunks 1.5.3x5 T5 Test 5

    And as per my original instructions I placed the HD Textures item last in the selections.

    Picture of my MCPatcher window *:

    * Your filenames will look a little different as I tend to rename my downloads a little. :wink.gif:



    When adding the mods there were a couple of gotchas that might trip someone up:

    Just click OK for the modloader & forge windows and don't change anything in them; however; Cubic Chunks as of 1.5.3 Test 5 is no longer directly inside of the .zip, it's in a sub-folder named "ToAddToMinecraft.jar". When the Cubic Chunks window opens, select that folder name then click OK.

    The patching went fine, just click ok to all of the "conflicts" listed for these three mods as they are planned overwrites and not conflicts, so long as you add them in that order.

    Here is my Texture Selector screen after selecting a 64x texture:



    Here is an in-game screenshot with that texture active in a Cubic World:

    Seed: mcp
    Terrain: CC 1.5.3 Test 5 Default
    Texture: 64x LB Photo Realism for MC b1.8.1




    I will update my OP guide some with this info later. Technically my guide is still accurate and will work.

    ** MCPatcher currently automatically operates on the .minecraft folder that is in the default location, regardless of what folder you put MCPatcher into.
    - This means that people, like me, who use multiple .minecraft folders in another location cannot directly use MCPatcher in alternate locations. I had to do my test in my default folder...


    I did this and all I got was a black screen... Exact steps I took:

    - Fresh 1.8.1 install.
    - Deleted META-INF folder in Minecraft.jar.
    - Opened MCPatcher.
    - Added Modloader 1.8.1, Forge 1.1.1 and CC (and yes I'm selecting the correct folder inside the CC zip) (in that order), had fonts at the very back of the list.
    - Ran the patcher.
    - Attempted to run game.
    - Blackscreen.

    Help?

    ARGHHHH... I've tried everything... Why isn't this working?

    Does it 100% work with those files?
    Posted in: Mapping and Modding Tutorials
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    posted a message on [API] Minecraft Forge
    I got errors. Here's my code:

    package net.minecraft.src;
    import java.util.Random;
    
    public class BlockCopper extends Block implements ITextureProvider{
        public String getTextureFile() {
            return "/net/minecraft/src/mytextures.png";
        }
    }	
    
    {
            public BlockCopper(int i, int j)
            {
                super(i,j,Material.iron);
            }
    
            public int idDropped(int i, Random random)
            {
                return mod_block.BlockCopper.blockID;
            }
    }


    And

    package net.minecraft.src;
    import java.util.Random;
     
    public class mod_block extends BaseMod
    {
        public static final Block BlockoreCopper = new BlockOre(110, 0).setHardness(3F).setResistance(5F).setBlockName("BlockoreCopper");
     
        public static final Block BlockCopper = new BlockOreStorage(111, 0).setHardness(3F).setResistance(10F).setBlockName("blockCopper");
     
            public mod_block()
            {
            ModLoader.RegisterBlock(BlockoreCopper);
            ModLoader.AddName(BlockoreCopper, "Copper Ore");
     
            ModLoader.RegisterBlock(BlockCopper);                        
            ModLoader.AddName(BlockCopper, "Copper Block");
     
            ModLoader.AddRecipe(new ItemStack(BlockCopper, 1), new Object []{
                 "***", "***", "***", Character.valueOf('*'), BlockoreCopper
            });
            }
           
            public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
            {
                    for (int i=0; i < 25; i++)
                    {
                            int randPosX = chunkX + rand.nextInt(16);
                            int randPosY = rand.nextInt(64);
                            int randPosZ = chunkZ + rand.nextInt(16);
                            (new WorldGenMinable(BlockoreCopper.blockID, 50)).generate(world, rand, randPosX, randPosY, randPosZ);
                    }
            }
     
            public String Version()
            {
                    return "3.14159265";
            }
    }


    There's another for the ore but it's the same as the copper block.

    What did I do wrong?
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from pigalot

    ok 1st off read the mcp tuts as you are supost to use JDK 6.
    Second why in the name of god would you install client mods on the server?
    if you can do the basics of installing a mod maybe making your own is a bit complex for you. not trying to be insulting but really if you cant work that sort of thing out you wount even be able to fix the minor easy errors that crop up during the patching proccess (forges patchs tend to be made with older versions of MCP as its updated almost daily so some function names need to be updated)


    Ok I got it working... For the singleplayer at least. That's all I wanted anyway. Now how do I use the new item allocation/sprite allocation system? Do I have to reference it with my code?
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from pigalot

    ok 1st off read the mcp tuts as you are supost to use JDK 6.
    Second why in the name of god would you install client mods on the server?
    if you can do the basics of installing a mod maybe making your own is a bit complex for you. not trying to be insulting but really if you cant work that sort of thing out you wount even be able to fix the minor easy errors that crop up during the patching proccess (forges patchs tend to be made with older versions of MCP as its updated almost daily so some function names need to be updated)


    Ok I got it working... For the singleplayer at least. That's all I wanted anyway. Now how do I use the new item allocation/sprite allocation system? Do I have to reference it with my code?
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from pigalot

    ok well i have written a short tutorial. just the instalation part for now i will start a seperate thread and post the rest at some other point.

    Forge Tutorial

    Workspace Setup
    1.Download needed files
    MCP
    Forge
    Modloader
    Modloader MP

    2.Install Modloader and Modloader MP and Copy the modded jars into the MCP jars folder
    (if you don’t know what I'm talking about go read a MCP tutorial)

    3.Run updatemcp.bat

    4.Run install.cmd in the forge folder

    5. Set up your workspace as any of the MCP tutorial suggests for your IDE.


    Start Coding
    1. Fix any bugs that have cropped up during the forge install process (I had 9)


    That doesn't explain a whole lot! Do we install both the client and server SMP files? Does the client file go into the server.jar or the minecraft.jar, in what order? These are the things a proper tutorial would need.

    I deleted and reacquired my java platform incase it was corrupt. Fingers crossed.

    EDIT: Patch is STILL failing and I still get the errors.

    I'm using Java Platform 7. If someone could help me manually fix the errors I could maybe get it to work?
    Posted in: Minecraft Mods
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