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    posted a message on Continuum Shaderpack

    hey Continuum Shader team,


    one of you are working on Pulchra Revisited, i am quite looking forward to that new resource pack in future.. I will SUPPORT YOU for that hard work with a new resource pack! XD LET ME Know when its done, maybe you could pm me to let me know!

    Posted in: Minecraft Mods
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    posted a message on [CASE CLOSED]An Alternative Bukkit/Cauldron for 1.10.2
    Quote from Veriity»

    So, if this plugin is as good as it reads on the wiki; it's Essentials, Group manager, World Edit, Votifier, Admin Shop (Vault), chat manager, and world guard. Tho.. World guard looks to be reaaaaalllllly Complicated. Web site says it should be 1.10 soon. So, hopefully, soon. Or, Just update KCauldron so I can run a proper server.


    !Ver.


    i see. that kcauldron is now in a new website.. but i have to say i dont see any website saying about 1.10.2.. is it alright if i get the link so i can read the website?
    world guard is not exactly complicated. its just a feature that you can use at a time.. but essential is very complicated because it has many features other than world guard. thats my opinion.
    Posted in: Discussion
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from Keybounce»

    I am sorry, I am not able to understand most of what you say here.

    The last bit -- 4HeadTiger did the original mod, and his proof of concept is on the first page.
    I took that, and did some work on it, and my fork is on curse.
    4Head is working on a rewrite that supports real multi-threading, and makes full use of your (puffed-up) cores (*).

    The area affected by the mod is in the config file; you can make it a certain range around a person, rather than relying on it being loaded chunks.

    (*): "Puffed-up Cores" is a song by Acapella science. The "cores" here is stellar cores, not CPU cores.

    I apologized for not writing a good explanation, so it can't be helped that you won't able to understand what i am saying.. I dont know how to explain what i am trying to say it.. i am usually bad at explaining. and alright.. i understand that you would reply on a certain range around a person rather than using loaded chunks.. that answered my questions...

    and well what i tried to explained is a difference between loaded chunks and a certain range within a person/player... no need to explain further.. my question was answered.. so nvm about my explanation.
    Posted in: WIP Mods
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    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!

    if thats true, i hate that is the case.. but the fact is that this resource pack haven't updated to 1.10 or 1.11 yet..

    Posted in: Resource Packs
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    posted a message on Minecraft Land Generator
    Quote from neinome»

    Did you read them? I mean, the first clearly states the objective, and both the versions of MLG and minecraft_server. Though I never specified "vanilla," I would have thought that to be assumed when no mods were mentioned.


    My point in the posts is to point out issues that I encountered with using the program. The generation is happening just fine, I confirmed that with the use of the uNmINeD mapping program. Just as stated there seems to be a problem when generating areas between 15k x 15k and 21k x 21k where the server has a lot of trouble functioning. After 22k x 22k the trouble seems to have gone away.

    My aim is to see if the trouble has been seen elsewhere, while giving as much detail about how I've been troubleshooting it so that if someone were to have it later, they would have help.


    In my first attempt i went from a world of 6k x 6k straight to 20k x 20k. As I learned that the program is smart about generating terrain, I decided to try again, making the increases sequential. I started at 2k x 2k in steps of 1k up to 15k which generated in the described 4-10 second range. However, as soon as I got to generating 15k x 15k, the server slowed way down to 50-70 second generations. This behaviour continued until 22k where it picked back up to 4-10 seconds.


    This came with another behaviour that made using MLG on windows (at least win7 x64) nearly impossible between 15k and 22k: the phantom level.dat not found IOException that Java threw between server runs. Which is why I switched to Linux to complete the task in the first place. And though the problem still existed in the Linux environment, it was much more rare, and resulted in level.dat actually being destroyed.


    It could be that minecraft_server 1.11 has a problem with worlds in the range of 225M-441M blocks. It could be a problem with MLG that the devs might like to know about. I certainly liked it when people told me about bugs with CreativeMode+. It could be both, but no one will know if no one reports it.


    oh that explain everything... i see the problem.. well the key is that i would like to know which version is it.. then i can use that version to see if i had the same problem as you do have... between 15K and 22K... i had no problem up to 8K so far.

    i would have to make assumption where you were using minecraft 1.11 version. please let me know if i am correct. and thats good question.. thats why "investigation / examination " exist where people have to look at what causing such event that you are describing. and i apologize for the fact where i thought you must have made a mistake somewhere in step by step.. that was my assumption.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    Quote from neinome»

    To whom are you addressing? 1455, 1456, or 1457/8?

    1457 and 1458
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator

    What are you trying to do?


    creating a pregenerated land in what minecraft version?


    the way you describe your problem, it sound like your step by step is not all correct. if you wanted to use minecraft 1.10.2 or are you trying to use a modded minecraft 1.7.10 or 1.10.2 to pregenerate lands in server..


    please let me know if you want to know the correct steps.

    Posted in: Minecraft Tools
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    posted a message on Railcraft 9.2.2.0

    Can you make Railcraft work with Traincraft in Minecraft 1.7.10.


    signals and boxes with Traincraft's tracks.


    that would be appreciated by a lot of people in server.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    hmm if i increase base biome height, does that also make ocean more deep than usually?

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    is there a way i can config the setting to change how deep is the deepocean and ocean as well?

    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

    do RTG has the setting where i can config how deep is the ocean or the deep ocean.


    if not, i would like to request that feature to be add into the RTG mod.

    Posted in: Minecraft Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]
    Quote from Keybounce»

    Catching up.


    Not possible, sorry. There is not a difference between block 9 in the ocean, and block 9 placed by a bucket.


    That is 4Head's original version of this mod.
    If you want my fork, go to https://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and


    really? its not possible? if you wanted to make ocean or 9 blocks by buckets or river... to where a person (a player) is standing.. if you are planning to make the area to be affected by your mod with a radius (my guess would be 100 block or more) as far as we could see. it could depends on video setting we have settled up to see how far we can see.. in my case, i have 16 chunk (far).. so the area where i am standing with a radius of 16 chunk would be affected by your mod..


    is this correct? if i am wrong.. please let me know. i am quite wondering how are you going to make this mod would render these water and lava in the area that any player would play. especially in a server where there will be multiplayer which can give the server a load of rendering.. which is the problem. so sometime you may have to consider the limitation to help reduce the load of rendering on server... server are not easy... but a client / singeplayer world is another thing. but i read your information on curse that i can see that its rendering.. up to 9-11 blocks water / lava to be affected by your mod..


    well. i thought that the download link i have provided is from your first page.. guess your link is better than mine.. can't be help. I didn't know your mod was on curse.

    Posted in: WIP Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    hello guys,


    Can anyone tell me how do i add resource packs to the Dynmap where it dont have data on mods like Biome O' Plenty... I looked at the map of dynmap i made with a pre-generated land.. i can tell that there are many blocks that look like its "air" block and some are black (so they are missing the resource pack or data, but not sure which one i need to use)


    Edit

    never mind about this post.


    do anyone know how to fix the problem where dynmap is not rendering Biomes O' Plenty? I checked inside Dynmap's renderdata to see if BOP is there. and it is.. but it is not working.

    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    Hello, i am new to this mod.. and i noticed something weird..


    i was just learning how to use item pipe (logistical Transporter) .. And when i put either iron or dirt in the chest connected to another chest (you get the idea. so i can see it rotating while its moving through the pipe from Point A to Point B... is that a bug.. or is it something i can stop within config


    when there are 1 item in pipe.. it rotates slowly.. but if there are 64 items in pipes.. it rotates really fast...


    What i would like to know is it possible to stop the rotating.


    edit: oh yes.. one more thing to add the version of this mod i am using is for 1.10.2 and latest version is 9.2.0.294

    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018

    Nuchaz,


    if you haven't checked your github about your problem with Bibliocraft's bug with forge.. you may want to check there in github, few guys posted a few posts talking about the issue that you are stuck at updating bibliocraft to 1.10.2.. just giving you a head up.

    Posted in: Minecraft Mods
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