I *would* update, but like I said, The LOTR Mod is still exclusive to 1.7.10 and there are a lot of items and blocks in there that are incredibly useful and I haven't been able to find in any other mod.
Right, I'm not much of a coder, but I'm going to see what I can do with what's on the Github.
Hmmm. The version listed in the build.gradle is "1.7.10-0.001-AREDTEST" but the block class is "BlueBlock." I'm not sure if what's in the code here will apply to any light source or just the block added by the mod. Seriously, I *really* want this to be a thing and it seems much less invasive than Albedo. (Besides Albedo being for 1.12 and I'm still on 1.7.10 because of The LOTR Mod.) Is there *anyone* here who could lend a hand to this project?
This looks amazing. Great way to take a look inside some mods and figure out how they work. (There's only so much you can learn from tutorials.)
In theory, anyway. When I try to deobfuscate any mods, I end up with a bunch of files that contain nothing but this:
// INTERNAL ERROR //
No idea why. The jars and zip files I input are good. Output is straightforward enough. I'm using the correct version of Minecraft. Unless I have to manually download the mappings somewhere?
Dagnabbit! I was looking at the Colored Lights Core github and found a link here. Now this is abandoned, too? And before it even got a release? Is there *any* way to get different light sources to produce different colors in 1.7.10 while using the 1558 Forge build?
The mod's been dropped?! Oh man, and I was going to ask about updating to a newer Forge version. I'm still using 1.7.10 because several mods I like haven't updated past that. Thing is, I'm using the 1558 Forge build and I'm pretty sure rolling back to an older version would break some of those mods. The original post says this doesn't work with builds newer than 1339. Is there *any* chance of getting it to work with 1558?
So I picked up this mod called Music Choices, which not only lets you play a lot more music than what comes with the vanilla game, but also lets you configure when it's played. Thing is, some of the choices require knowing what the entity IDs are. This isn't quite such a problem with the vanilla entities, but I've got a few mods that add creatures to the game.
I tried using TellMe to dump a list of entities, but I'm not at all convinced that it's accurate. For one thing, all the entity IDs are capitalized whereas the online lists of vanilla Minecraft entities are lowercase.
I've tried searching online for a solution, but all I've found is stuff about numerical IDs or how to register entities when making a mod.
I'm using 1.7.10 Minecraft, too, which probably isn't helping. But most of the mods I like haven't updated since this version, so I'm kinda stuck.
Isn't that only in the special dimension though? I haven't seen anything in the overworld yet myself.
That's kind of the problem. I've tried getting LotR mobs to spawn in the normal Overworld with absolutely no success. Less than no success, in fact, considering how often the game refused to load with my various config edits.
Somewhat related, but tangentially, I noticed on the wiki that fruit is harvested by breaking the leaves. Do the leaves grow back at some point or does harvesting simply result in a bare trunk? If the latter, I have to question the efficacy of this system.
Honestly, I've had exactly *zero* luck getting LotR mobs to spawn in the Overworld using JAS, so if that's your primary reason for using it, I'd look somewhere else. Plus, there are a bunch of gameplay changes that you may or may not want depending on what other mods are in your pack, especially the enchanting system. Then there's the fact that LotR is practically a mod pack in an of itself. There's new stones, ores, trees with custom wood, crops, quests, an entire biome system separate from vanilla, NPC factions... Good grief, it's almost a separate game.
Not that you can't have other mods in addition to LotR. I've got almost 50 running.
So *this* is what's causing the white-grey water! I don't exactly mind, but I am a little perplexed. See, from the forum and the FAQ, this is apparently supposed to only be an issue if other mods don't implement the waterColorMultiplier function properly for containers. That's not what I'm seeing.
*All* the water is white-grey with no variation between biomes. Doesn't matter if the water generated naturally or if I added it. Doesn't matter if it's in a hole in the ground or a container. I don't think that's supposed to happen.
I'm using 1.7.10 because that's the latest version that most of the mods I use have been updated for. What I want is all in the title, so a little background.
I've already tried Bibliocraft. It's *huge* and adds a lot of seemingly useless tools that clutter up ID space.
I tried Grim's Fancy Pack. I can't sit in the chairs.
I tried Jammy's Furniture Mod. None of the furniture comes in stone varieties.
And Mr. Crayfish's Furniture mod uses bark and cobblestone textures in the worst places. Seriously, who would want to sit in this chair?
Apparently, the textures are taken from the current resource pack, but I'd like to change these textures without turning all my trees into planks. Is this possible? Or is there another furniture mod out there that I haven't tried? I'm open to suggestions. Especially any that allow for more Medieval-themed homes.
I'm ba~ack. And I've got another problem. So I have this large cavern that I'm turning into an underground city. It's well lit, but slimes keep spawning all over the place. They've also been giving me a lot of trouble on the surface.
I tried setting the "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax" to 0-4-0-4 for all but swamps, since I'm not in a swamp, but they still keep spawning.
I tried messing with spawn tags in the entity handler config, like so:
They *keep spawning.* What the heck? Am I supposed to set the Spawn Tags to "AND"?
Edit: I think I made a mistake with the despawn tags. Keep getting mixed up whether these things are 'if' or 'unless.' Anyway, this is what my spawn tags currently look like. They're *still* spawning.
This should mean that they only spawn if the block directly below them is gravel, if the block below and two to the south-east is lava, and if it can't see the sky, right? But they've been spawning well away from lava on *dirt.* What gives?
Edit 2: How did part of a spreadsheet end up as an attachment? Whatever, just another crazy thing to add to the list.
I got so frustrated at the slimes continuing to spawn in my base no matter what I did with the spawn tags, I set:
Dur. Thanks, Syndicate25. I think I've got it working now. And sorry it took so long to respond. Access to my computer has been somewhat sporadic of late.
0
Good to know.
I *would* update, but like I said, The LOTR Mod is still exclusive to 1.7.10 and there are a lot of items and blocks in there that are incredibly useful and I haven't been able to find in any other mod.
0
Right, I'm not much of a coder, but I'm going to see what I can do with what's on the Github.
Hmmm. The version listed in the build.gradle is "1.7.10-0.001-AREDTEST" but the block class is "BlueBlock." I'm not sure if what's in the code here will apply to any light source or just the block added by the mod. Seriously, I *really* want this to be a thing and it seems much less invasive than Albedo. (Besides Albedo being for 1.12 and I'm still on 1.7.10 because of The LOTR Mod.) Is there *anyone* here who could lend a hand to this project?
0
This looks amazing. Great way to take a look inside some mods and figure out how they work. (There's only so much you can learn from tutorials.)
In theory, anyway. When I try to deobfuscate any mods, I end up with a bunch of files that contain nothing but this:
No idea why. The jars and zip files I input are good. Output is straightforward enough. I'm using the correct version of Minecraft. Unless I have to manually download the mappings somewhere?
0
Dagnabbit! I was looking at the Colored Lights Core github and found a link here. Now this is abandoned, too? And before it even got a release? Is there *any* way to get different light sources to produce different colors in 1.7.10 while using the 1558 Forge build?
0
The mod's been dropped?! Oh man, and I was going to ask about updating to a newer Forge version. I'm still using 1.7.10 because several mods I like haven't updated past that. Thing is, I'm using the 1558 Forge build and I'm pretty sure rolling back to an older version would break some of those mods. The original post says this doesn't work with builds newer than 1339. Is there *any* chance of getting it to work with 1558?
0
So I picked up this mod called Music Choices, which not only lets you play a lot more music than what comes with the vanilla game, but also lets you configure when it's played. Thing is, some of the choices require knowing what the entity IDs are. This isn't quite such a problem with the vanilla entities, but I've got a few mods that add creatures to the game.
I tried using TellMe to dump a list of entities, but I'm not at all convinced that it's accurate. For one thing, all the entity IDs are capitalized whereas the online lists of vanilla Minecraft entities are lowercase.
I've tried searching online for a solution, but all I've found is stuff about numerical IDs or how to register entities when making a mod.
I'm using 1.7.10 Minecraft, too, which probably isn't helping. But most of the mods I like haven't updated since this version, so I'm kinda stuck.
Any suggestions? Help?
0
Really? Can you share your config files?
0
That's kind of the problem. I've tried getting LotR mobs to spawn in the normal Overworld with absolutely no success. Less than no success, in fact, considering how often the game refused to load with my various config edits.
Somewhat related, but tangentially, I noticed on the wiki that fruit is harvested by breaking the leaves. Do the leaves grow back at some point or does harvesting simply result in a bare trunk? If the latter, I have to question the efficacy of this system.
0
Honestly, I've had exactly *zero* luck getting LotR mobs to spawn in the Overworld using JAS, so if that's your primary reason for using it, I'd look somewhere else. Plus, there are a bunch of gameplay changes that you may or may not want depending on what other mods are in your pack, especially the enchanting system. Then there's the fact that LotR is practically a mod pack in an of itself. There's new stones, ores, trees with custom wood, crops, quests, an entire biome system separate from vanilla, NPC factions... Good grief, it's almost a separate game.
Not that you can't have other mods in addition to LotR. I've got almost 50 running.
0
So *this* is what's causing the white-grey water! I don't exactly mind, but I am a little perplexed. See, from the forum and the FAQ, this is apparently supposed to only be an issue if other mods don't implement the waterColorMultiplier function properly for containers. That's not what I'm seeing.
*All* the water is white-grey with no variation between biomes. Doesn't matter if the water generated naturally or if I added it. Doesn't matter if it's in a hole in the ground or a container. I don't think that's supposed to happen.
0
I think you missed the part about needing it to work in 1.7.10.
0
I'm using 1.7.10 because that's the latest version that most of the mods I use have been updated for. What I want is all in the title, so a little background.
I've already tried Bibliocraft. It's *huge* and adds a lot of seemingly useless tools that clutter up ID space.
I tried Grim's Fancy Pack. I can't sit in the chairs.
I tried Jammy's Furniture Mod. None of the furniture comes in stone varieties.
And Mr. Crayfish's Furniture mod uses bark and cobblestone textures in the worst places. Seriously, who would want to sit in this chair?
Apparently, the textures are taken from the current resource pack, but I'd like to change these textures without turning all my trees into planks. Is this possible? Or is there another furniture mod out there that I haven't tried? I'm open to suggestions. Especially any that allow for more Medieval-themed homes.
0
I'm ba~ack. And I've got another problem. So I have this large cavern that I'm turning into an underground city. It's well lit, but slimes keep spawning all over the place. They've also been giving me a lot of trouble on the surface.
I tried setting the "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax" to 0-4-0-4 for all but swamps, since I'm not in a swamp, but they still keep spawning.
I tried messing with spawn tags in the entity handler config, like so:
They *keep spawning.* What the heck? Am I supposed to set the Spawn Tags to "AND"?
Edit: I think I made a mistake with the despawn tags. Keep getting mixed up whether these things are 'if' or 'unless.' Anyway, this is what my spawn tags currently look like. They're *still* spawning.
This should mean that they only spawn if the block directly below them is gravel, if the block below and two to the south-east is lava, and if it can't see the sky, right? But they've been spawning well away from lava on *dirt.* What gives?
Edit 2: How did part of a spreadsheet end up as an attachment? Whatever, just another crazy thing to add to the list.
I got so frustrated at the slimes continuing to spawn in my base no matter what I did with the spawn tags, I set:
They're *still spawning.*
Something's broken.
0
Dur. Thanks, Syndicate25. I think I've got it working now. And sorry it took so long to respond. Access to my computer has been somewhat sporadic of late.
0
Okay... I was not expecting that. How do I grant permission to see a document? My sister and I have always just sent each other links.
Edit: I think this should work. The whole folder.