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

    I've got one of those oddball questions that I really don't feel like ingame testing for likely hours or digging through code to find out. Would it be technically possible to IN SINGLE PLAYER add ChromatiCraft TIERED (as well as not tiered actually :-p) worldgen to Ex Nihilo via the use of Mod/MineTweaker? Seeds, sifting, whatever? I'm probably going to play the upcoming Infinity Evolved Expert Mode Skyblock Edition from FTB, but I want to add your mods, and I rather like the Chomic Magics. I can probably do RotaryCraft just fine, and ReactorCraft doesn't have any sensitive registry items I'm aware of. I'm aware it's immersion breaking. This is for personal use only, I'm going to be using MystCraft or RFTools to get one-off things like structure progress, and probably a basically blank age exclusively for pylon power. I want this to be as pure a skyblock experience as I can muster. If I had more time, I would totally make a skyblock addon exclusively for CrC to add interesting methods of obtaining the worldgen in early game for progression, and then in a slow/rare but automateable way for endgame (I'm looking at you rock flowers :-p).

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

    It's a biome map command actually :-)

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410»

    The spawn map is around 0,0. It generates before the spawn has been determined. That seems like a long way to go for a medium continent, though, even at 20.


    If it's late enough that climates have been assigned, you get 1-4 (the climate value).


    Yes, it'll rescue to a Mushroom Island. I can probably fix that.


    Climate zones are off.
    B:"Random Biomes"=true
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Probably the berries, and that's vanilla behavior. Shears have dropped the drops and the leaves for many major versions at this point.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    Connected Texture Map actually

    Posted in: Minecraft Mods
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    posted a message on ZZZZZ Custom Configs 2 - Create your own recipes using XML files!
    Quote from grumblerbear»

    Hi, Ganymedes! Thanks you for it's mod.


    I have industrial craft 2 exp cell (IC2:itemFluidCell), but it can storage fluids, it's data maybe in nbt tags. Anyway, how i can use it's item ONLY with water and return empty to inventory after craft?


    You would need to write your own custom crafting handler, the default minecraft one and even the Ore Dictionary ones added by forge can't handle NBT data on items. Writing a crafting handler is not easy.

    Though you may be able to add an item to an ore dictionary tag and have THAT be NBT sensitive... I honestly wouldn't know off the top of my head, I've never tried.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Physicist»

    Condensed Ores. That's a crapton of ore. Does it change the average number of ore per chunk, or just aggregate them into larger-but-rarer veins?


    It's basically COFH Core's worldgen module, only more tuned to what the Dev server needed... and with a config style that was a bit more flexible and didn't make us annoyed to use. It has a few more options in some places and a few less in others.

    What we used it for was vanilla style generation, with larger sizes and rarer occurences. Making caving a bit nicer, automated mining a bit less nice, and speculative mining a bit more fun when you find an ore... without going to CoG style "Find a billion ore when you find any", nor making it sparse enough that people are unlikely to find needed ores in their territory (the server uses TerritoryZone, and has typical "no uglification of the overworld" rules).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Haggle1996»

    I saw that in the change log...just waiting for it to appear somewhere; curseforge or your google site. :D

    http://i.imgur.com/ELtJwWR.png
    http://i.imgur.com/hK9iVCS.png
    http://i.imgur.com/1lGwP5c.png
    http://i.imgur.com/5TXt5nq.png
    http://i.imgur.com/nQhUOxc.png

    Here's some screenshots of it in action while you wait
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod

    PLEASE mirror to curse so this quits happening?

    Posted in: Minecraft Mods
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    posted a message on Ex Astris Rebirth (Mod Compatability for your SkyBlock)

    Would it be possible to mirror the mod on CurseForge?

    Curse Voice keeps being a complete and utter DERP about Ex Astris and it's beginning to drive me batty.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CapnJackH»

    I'm making a mod involving world generation, chemistry, and mineral processing and I wanted to add hsla steel. I know there is the issue that other mod's steels aren't up to par with hsla, but my mod would make steel even harder to produce than RoC. So I'm curious what "grade" RoC hsla steel is presumed to be? So I could have the proper ratios of alloying elements to make my steel compatible with yours.


    HSLA steels vary from other steels in that they are not made to meet a specific chemical composition but rather to specific mechanical properties.

    From The Other Wiki :-p

    As for you Reika, I think he might want the SAE grade you intended for your steel.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    Well it'll be a block change, yeah? Doesn't forge backup your world when those happen?

    At that point you should simply be able to make a special mod for transitioning... et voila!

    Also 1.8 forge is... not a pretty idea. At this point I think we need to hunker down and use 1.7.10 as the Long Term version of MC. If a killer feature or engine overhaul come along that outweigh the stupid, we might manage to shift again... but the combo of the long wait and then the utter disaster of 1.8 Forge means we might have finally frozen to 1.7 for mods.

    You could also simply make Gany's Mods 2 with a transition mod and a HUGE warning sign, so that people are less inclined to try a direct upgrade.

    Posted in: Minecraft Mods
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    posted a message on Et Futurum - Brings the future to now!

    It's more likely that any support/integration is designed around Gany's <DimNameHere> than Et Futurum, so I personally would suggest disabling any overlap in EF.

    You could also use mIDasGold on old worlds on a per-user basis.

    How specifically DOES the forge block renaming work, and could you implement a converter... much like Mojang did for that structure update in... erm... 1.6>1.7 where you just travel near all the complex state blocks you want to keep, and everything else will just convert? Obviously you're going to get the people that will convert from right before you implement this to right after you decide it's not needed anymore (This is software we're talking about here, never underestimate the ability of your users to break things :-p), but are there any barriers to that being possible and practical?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from dfgsfa»

    translate mods to 1.8


    Not happening. Blame Mojang for breaking things worse than usual for silly reasons and Forge for making it MUCH worse.

    1.8 is basically dead for mods, tell new modders to release for 1.7. There is nothing from 1.8 that hasn't already been brought to 1.7 with a mod (or 15), and 1.9 content is doing the same thing now. Unless something major comes along that the modders HAVE to have? I think 1.7.10 might be the only version of MC worth playing modded on for quite some time.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Nick_777ab2»

    just telling you about the problem with the DCMA(or DMCA?) takedown (don't start an argument ok?) the takedown was not voted on by the devs of minecraft, a dev just randomly went as you can call it "rouge" and took it all down. There were even devs working on some of the projects with the project devs. Most minecraft Devs did not want the DCMA(or DMCA?) takedown, and the one who did want it, did it. The projects had complete and total support from The minecraft community, and Devs, well most of them.

    Enjoy your minecrafting!

    -Nick


    Eh, I could care less what alphabet soup my... less than stellar... government decided to use when making that — let's go with "controversial" — piece of legislature. Incidentally "minecraft devs" is a bit misleading (most of the developers of Bukkit, MCPC+, Cauldron, Forge, and/or kcauldron don't work for/on MC), as for the bukkit dev he didn't really go rogue. He was rather upset that he was working for Mojang under false pretenses, and hence "took" his code "back". Seeing as how he wrote a significant chunk of bukkit's code? Bukkit went down. What I'm wondering is how in the heck kcauldron manages to do anything because a major required part of bukkit's codebase is now illegal to have... all the W guy (I can't remember his name) has to do is issue a takedown to cauldron if it's using his code.

    Also a large number of the devs of bukkit left as a result of the events that caused copyright-guy to take down bukkit, not the actual takedown, and others were merely alerted to the situation by the takedown and still left because of the situation.

    Apparently it's using sponge for 1.8, or that was bukkit... or something? Which is why I asked the question, this entire kerfluffle is confusing and convoluted, and nobody is giving straight answers. If Sponge is working for 1.7, and kcauldron is using sponge? Great! That means good things. If it's still using bukkit, that's bad, and if that bukkit hasn't had all the copyrighted code from Copyright Guy re-written then that's both bad AND illegal.

    It was not something up for vote, important people were mislead, and when they found out? It was not pretty for the project. Things like that are why honesty is important; nobody likes being lied to.

    Posted in: Minecraft Mods
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