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    posted a message on Timeless Technician: Tech Centered, Semi-hardcore, Combat oriented "quest" Modpack

    *pokes thread* modpack update last night with some mod updates, a few removals, but a couple of additions. Along with some quest changes and prestige expansion. Check it out on the twitch/curse. :D also, better caves for deepdark. had totally forgot about that.

    Posted in: Mod Packs
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    posted a message on Timeless Technician: Tech Centered, Semi-hardcore, Combat oriented "quest" Modpack

    I can't speak for others, but I do notice that some of the larger packs have properly processed/drawn pictures/logos probably done by the more artistically inclined using whatever it is they work their magic with.


    As far as pictures and icons etc for my packs for this and my previous pack transcendence go, I use a mixture of ingame renders, screenshots, setup scenes and stuff. Such as in this case it is items on greenscreen blocks and transparent item frames then screenshotted and given transparency, some picture editing software to overlay them together, then made a logo with a nice font and color gradient from an online website. something like cooltext etc. and then I put them all together with transparency or on black background etc to make the logo as you see it

    The little golden flash was put in place by what is actually a "laser eye filter meme generator" which had a selection of different light shots etc meant for doing those memes with glowing eyes. Yup.


    Savvy? :P

    Posted in: Mod Packs
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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Ivorus can you give me some pointers on reducing how deadly recurrent complex is to a server in 1.12.2? On the client it usually causes some hiccups but it generally catches up and I attribute a lot of my lag to running at the edge of full ram, but time and time again I'm having it just cause my server to crap itself and freeze causing a restart as if going, "nope, I'm done". and the whole log is just covered in cascading world gen logs from you.


    Like, I noticed the lightweight mode. what kind of stuff does that stop to make it light? I'd like to have the big structures spawning occasionally cause they're big cool and fancy and good for exploration. Same with structures being replaced in villages it seems. But I'm guessing a lot of the lag is from the density of the scattered features with the occasional cascade causing even more of them to show up.


    Is there anything you can do about making the mod less cascadey? or atleast some considerations on how to tweak it down to still have nice things in the places that count, but not as many chain reacting cascades that break the server into laggy little bits. :V

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»

    We've almost finished BOP support in 1.8 and are working towards full compatibility in time for Sunday's release.

    And yes, BOP will still require BiomeTweaker in order to generate BOP biomes - however, we're updating the example tweaks for BOP in 1.8, so you won't have to fiddle around too much to get up and running.
    .


    I see. so, BOP support for whatever people decide to enable with biometweaker and there'll be some example biometweaker files to use to get it rolling? Neato, that'll do. :)

    I'm guessing you meant RTG will still require biometweaker in order to generate BOP biomes. :P


    Quote from srs_bsns»

    Here's an example of a single biome world made with BoP Mountain and UBC (click for full size):


    Wow, awesome. I'm looking forward to giving this a whirl for first time in a 1.8.9 pack. Climbing those mountains with smart moving or flying through the valleys with archimedes ships sounds like it's gonna be great fun. :D
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from renadi»

    Certainly not the gravity spell I want at all, all it does is make the projectile drop, used to be there was a AOE dig spell that once placed would dig down practically to bedrock with one cast.

    any configuration I can find only digs ONE layer of blocks. +1 for each duration modifier.


    I suspect that is a mixture of projectile zone area of effect gravity or something along those lines. try that. since gravity modifying AoE is meant to make the aoe hug the terrain below it. so that could be it. causing every pulse of the zone to dig down 1 layer of blocks.

    Posted in: Minecraft Mods
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    posted a message on New Biospheres Mod!

    So... brainslug. You coming back to work on this sometime? :V I want you to fix your generation so we don't get clipped off biospheres and half height maps so I can make a massive underground biospheres world that doesn't only encompass half the area. :< Tried to do it on my server with my modpack testing group and yeah, big biospheres, bigger than around 60 = too big and they get lopped off. so as nice as having space above is, all the building and aura nodes end up generating on the surface where they can spawn above 128 and so theres nothing left in the spheres underground. >_>


    I did get some pretty amazing sky shots though.



    Posted in: WIP Mods
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    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]
    Quote from Katrix»

    Is it just me or does the newest update crash on server?


    Quote from mrbysco»

    Its not just you.


    yes, it does crash the server. something about some color variable or something on the new umbrella thing. :V so I'm still using the older version cause I use it on a server for my modpack. >_>

    Posted in: Minecraft Mods
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    posted a message on Touhou Items Mod [Version 2.90.1] [June 4/2016] [Check the 32nd Page]

    is that the one up item? that'd be about right. good to know. :D

    Posted in: Minecraft Mods
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    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»

    I like the idea of custom floating villages; I will have to add that to the feature tracker! Very neat idea!


    And of course it need to check to make sure the structure generation starts in a biosphere (that's a problem I'm having with mine generation right now -- it kinda goes nuts! -- but again, I have some ideas on fixing it.)

    What I don't get is -- what do you mean by they "have to start attached to biospheres but can be found coming off from them"? -- like the village could start on the edge of a biosphere and then head out into the void? -- Like you want the village to be able to break through the glass, or what? -- I think the (regular) villages should probably not be allowed to come off from the sphere.

    Also, what do you mean by "so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying" -- is this another mod -- or something else?


    Like the floating villages would start on a biosphere so you can get on and off them but then the floating versions will be able to edge off the biosphere into the void and be magical floating ones. While normal ones would always be limited to being inside the biospheres.


    stuff floating in the void is exactly what it sounds like. Witchery seems to force it's structures to generate regardless of what it's doing which results in strawmen structures, witch circles and hobgoblin huts just floating on massive dirt pillars in the sky between the biospheres cause they generated off the world and so it just makes a pillar for it to spawn on.

    Posted in: WIP Mods
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    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»

    Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).


    Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.


    ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.

    Posted in: WIP Mods
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