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    posted a message on [1.13.2] Dynamic Lights - portable and moving lightsources
    Quote from traso»

    1.12 was just released and obviously 1.11 doesn't work in 1.12 oh god
    be more patient

    Yeah, what could possibly have given them the idea that they could download it for 1.12? Entitled kids these days not reading anything when they want a mod updated...
    Quote from AtomicStryker»

    Available for 1.12, may or may not have lighting update issues

    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Glad to help!

    Made some good progress toward an initial release of Tech so far. Had to put it off for awhile in order to maintain my status as "not homeless" but finally had some time today to work on modding. Today I made players that link through Star Fissures actually fall to Overworld spawn like they should. It's part of some content that I've split off from Ages of Mystcraft into its own server-side mod called Linking Tweaks. Thread is on the Mystcraft forums since it's not released yet. (Can't release until the next version of Mystcraft, I rely on some recent API changes.)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    That's vanilla Mystcraft behavior since 0.10.4.00. Autoselection was broken in 0.10.0.00 with the release of modifiers, and 0.10.4.00 fixed it, including allowing modifiers to be autoselected.

    You can use modifiers to change the base material of a terrain, by writing a terrain material and/or a sea material before the terrain. Terrain materials are listed on the wiki. Everything in the table labeled "Terrains" is a valid material. (This is something that the base mod should definitely improve. That should come when the focus turns to in-game information to help players not have to look at the wiki all the time.)

    Biome and ore generation checks for specific materials before doing anything, usually stone. So Stone is the default terrain material for the Overworld, and Water is the default sea for the Overworld.

    Meaning that Stone Block + Water Block + Standard Terrain should work as you'd expect. Remember that Stone Block and Water Block are modifying Standard Terrain, and modifiers go before the thing they modify.

    EDIT: Ninja'd!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Private pack? Go for it. :)

    EDIT: Woah. Wait a minute. You do not get permission from me to distribute Mystcraft, you need to get that from XCompWiz here.

    Once you have permission from xcw you're free to include Ages of Mystcraft, but they are separate mods.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][Forge]UnDeath! [v1.01][1.11.2] Coming soon
    We were actually discussing this idea on the Mystcraft forums just over a week ago.... This is really good timing, I'll bookmark this for the next time I actually play Minecraft. :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Glad it's working for you without needing a bugfix. :)

    I'll look into sending configs on server connect but it's low on my list right now, I want to finish the new features in Tech I've been working on and get Journals and the beginning of Tech released. Been put off too long....
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from alittlebird

    Hi, I'm having a minor graphical issue with the AoM pages:

    Inventory view (shows tooltip):


    Writing desk view (no tooltip available):


    This occurs in both pre5 and in 0.0.1.00. Not all AoM pages are affected, but only AoM pages are affected. If you need a more complete list of affected pages, I can try to provide one for you.

    This looks like the issue xcw was talking to you about on the Mystcraft forums, as this is what would happen if these symbols weren't registered properly after existing in a world previously. I'll talk to xcw and see what can be done about it.

    Is there a pattern to the blocks in question? Are they all Material Modifiers? (Material Modifiers will start with "ModMat_" like in the image.) If not what other symbols are displaying this behavior?

    Would you mind pastebinning the AoM symbol config from both client and server?

    Is this a world that existed with an older version of Mystcraft and AoM? Specifically.... let me look.... pre2 or pre3 of AoM? There were some config file changes after those two versions.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Due to an overzealous security script on binarymage, I'm locked out for the time being until the owner logs on and bails me out. :(

    In the meantime, here's an update to the new Mystcraft for 1.6.2. Not much changed, but the environment is much nicer for me to work in now, I can use Mystcraft, NEI, and the Myst NEI plugin inside of Eclipse, and I'm using a new buildscript based on xcw's buildscript for Mystcraft. I still need to set it up to update my documentation and run tests though.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Finally updated, I do apologize for the many delays. Let me know about any issues you encounter and I will take a look as soon as possible.

    Now that I've released I can work on cleaning up my codebase and working on unreleased features. I'd love to get AoM - Journals out, a mod that will add new book types with (hopefully) better GUIs, and will add written journals to treasure generation. The journals themselves will likely be of the Myst style, but with information, tips, and tricks about Mystcraft subtly taught to players reading them. Other inspirations are Skyrim and other Elder Scrolls written books, and System Shock/Bioshock audio diaries.

    EDIT: Just updated to 1.6.2 and everything works, I'm too tired to test right now but I should be able to push an update for 1.6.2 as soon as Mystcraft releases. Also can I just say that I miss MultiMC?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Heh, that's amusing.

    It's due to AoM not being updated yet, so the Mystcraft API I package with my mod doesn't match the one in the actual mod. Specifically, it's missing the grammar parts. :P

    I've nearly finished updating, I had some weird issues that were due to me doing stupid things, those are all fixed now. The only thing left is to come up with, you guessed it, grammar rules! It shouldn't take very long, I just need to catch a break long enough to do it where my brain is capable of more than running around aimlessly in Skyrim or GTA.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    From my thread on the Mystcraft forums:

    Quote from Veovis Muad »
    I believe I've tracked down all the conflicts I'm having in my mod, I had forgotten all the block modifiers added in Mystcraft and have had to build to test after each removal. I've also made an API request that would allow me to gracefully recover from a conflict, if accepted into 0.10.6.00 or a later release it should make things a bit easier for me in this area.

    If I didn't have to build each time I wanted to test, this would have taken me a lot less time, as that was enough to convince me to procrastinate and work on more important things or play video games. :\ I've put in another API request that would allow me to run Mystcraft from within Eclipse, so that should further improve my workflow if it is accepted.


    I do apologize for the long wait.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from painter73

    That's weird. Did you change any biome IDs in the config file? I would check your config file for Bop and make sure, Outback should be ID 221 and nether biomes should all be in the 60's. If not I would delete the config file and let it regenerate a new one upon start-up.

    http://pastebin.com/T7QGwDBH

    Don't believe I've changed much, I added the BoP biomes to the overworld generator in case I forget to set the world to the custom worldtype, and that's about it. The biomes seem to have different ids than what you listed however.

    Resetting the config file worked, but I don't remember ever changing it. And I don't want to reset the biome ids on an existing world, players have been playing here for about three or four days and they're pretty invested already.

    Sounds like the ids are hardcoded, should be a pretty easy fix hopefully. Took me a minute to find the Github as the link in the OP is out of date, I'm glancing through to see if it's an easy fix. Must say, I'm happy to see protected vars in classes designed for inheritance and things like that, it seems like a nice clean codebase. :)
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    While hosting a server for some friends, I had the Nether generate with the Outback rather than any of the added Nether biomes. Ended up with water, grass, and quicksand in addition to top layers of dirt and sand, and even some melons growing down there.

    Running with no other biome adding mods. Nether was generated while the server was a simple LAN server on 1.5.2. Mods installed are:
    Jarmods:
    - Forge 734
    - Player API

    Coremods:
    - Treecapitator
    - CCC
    - Dynamic Lights
    - Not Enough Items

    Mods:
    - bspkrsCore
    - Project Bench
    - Biomes O' Plenty 0.5.5
    - GraveStone
    - NEIPlugins
    - Obsidiplates
    - Railcraft
    - Smart Moving

    Let me know if you need versions for any of the other mods.


    On another note, one of the players on the server was rather upset when she couldn't put Biomes O Plenty flowers in vanilla's flowerpots. Is that planned for future releases?
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    Quote from JRoush

    Update: I have resolved my computer troubles for the time being, so everything is more or less back to normal.

    It's been about 2 months since I did any serious work on the mod. I haven't been idle in the meantime, and I'd like to wrap up what I'm doing now before jumping back into COG. I was also in the middle of a config parser overhaul when everything went down, so I'm afraid it will take me some time to tie up the loose ends and get out a useable update for MC 1.5.

    I appreciate everyones patience, and my thanks to Keybounce for answering a lot of questions over the last few weeks.


    Glad to hear you've got things taken care of!

    EDIT: What's the best option for removing biome restrictions on clouds and veins without destroying balance? I'm helping set up a server running Biomes O Plenty and I don't believe the default configs support it, and the iron and gold clouds being limited to specific biomes will be an issue I think.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Nearly done, but some of the block modifiers with metadata are giving me trouble, they seem to be all stuck on the same identifier. I don't want to release like this where users might lose some symbols.

    Sorry for the wait. :(
    Posted in: Minecraft Mods
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