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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Is this actually supposed to work with 1.7.10? I know the OP says so... The mod seems to be loading fine but F6 doesn't show a GUI and after installing, practically nothing is spawning. Using Opis, I can see that there are no hostile mobs spawning at all, vanilla or MoC. Looking at config files it looks like there might be a problem with Custom Mob Spawner... to me it looks like nothing is actually set up to spawn. Any help would be appreciated, I've loved this mod in the past, but I haven't had a whole lot of luck getting it to work with 1.7.10.

    Thank you,

    -- Matthew
    Posted in: Minecraft Mods
  • 1

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Thanks so much for the reply. I'm so lost without those waypoints! Thanks again for this awesome mod; it really is the best mapping mod out there and you just keep making it better!

    -- Matthew
    Posted in: Minecraft Mods
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    posted a message on Hostile Mobs not spawning after uninstalling Mo' Creatures
    Thank you SO MUCH! I've been searching for days on this issue and could find the answer no where else. The "gamerule" fix worked PERFECTLY!

    Serious Thanks!

    -- Matthew
    Posted in: Java Edition Support
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    I'm sorry if this is already posted, but is there a method for importing my waypoints from version 4? I hoped they'd just be loaded automatically, but no dice. Are there instructions for this somewhere? Thank you,

    Edit: Thanks in advance; I figured out how to copy the waypoints from the old folder to the new one. I am curious though, was this supposed to happen automatically? I'm wondering if I did something wrong...

    Thanks,

    -- Matthew
    Posted in: Minecraft Mods
  • 1

    posted a message on Direwolf20's Modded Lets Play series
    Hi All, I don't know if it's been posted, and I don't know if Direwolf really reads these, but I can tell him why his NEI searches are slow or just plain don't work when using the @MOD filter. First he needs to update to version 1.5.5 of Waila. The mod author added some NEI filtering code that's not quite right yet. I discussed this with the author via a bug report. After updating, there's a config option that needs to be set. In the "general" section, right about line 14 there needs to be this:

    B:waila.cfg.newfilters=false

    This will disable his new filter code and dramatically speed up the NEI @MOD filter. Based on what ProfMobius said, I don't think the problem with directly with his code, but with some interaction between his and what ChickenBones has written in NEI. Other than that, I don't know much more about the root cause of the issue.

    I sure hope this helps. Keep up the great work Direwolf. I love your videos and look forward to each one. Take care!

    -- Matthew
    Posted in: Let's Plays
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from McyD

    Wow, that looks cool.

    edit: oh, just had a thought, what about radioactive creepers, that irradiate an area when they explode?


    I'll second this idea. Would be way cool if creepers could be irradiated by this stuff then in turn explode to spead more. I see a whole 'clean up' tech tree being needed.

    Edit: oh well, i read that Reika didn't care for this much. Maybe someone else could make their own nuke-creeper mod instead. =)

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

    How dense can people be?


    Do you really want an answer to that? In my personal experience, I haven't yet found a limit.

    -- M.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Chao4163

    Using DragonAPI version 1.6v4b alongside Thaumcraft 4.0.4c
    Forge Versions Tested: 9.11.1.952 -- 9.11.1.946 -- 9.11.1.942

    Minecraft Crashing on Launch (The game is unplayable.)
    http://pastebin.com/7K6KjgEu

    Using otherwise unmodded Minecraft installation.
    Forge 0 Log File:
    http://pastebin.com/uak7D28Q

    Apparently deleting the 'thaumcraft' folder inside DragonAPI creates a form of fix.


    That will work if you want to continue to use the older version, but the current version is 1.6 v5b. You'll find links a few pages back. The links in the Original Post appear to point to an older version.

    -- M.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Korok

    So today i decided to finally say goodbye to 1.5.2 and take a look at all those new mods for 1.6. Project Red included. But then my problems started. Well not problems per say, you cannot call a problem something that you cannot see. Let me explain: i have downloaded latest forge (9.11.1.952) and all of my favorite mods (80+) and when i created my first test world to play around with my new toys i found to my surprise that i cannot see any of the PR wires and gates. After about an hour of testing i figuret that the problem is in forge and PR. Would not be a problem to roll back to a older forge (9.11.0.898) version but that also prevents me form using some of my favorite mods for 1.6 or atleast certain features of those mods.
    Rith now im using Project Red only for marble and basalt bricks (thank you!). If anyone encountered the same problem and found a solution please help a brother out. If theres no solution im stuck with vanilla redstone.


    I'd recommend staying with the latest recommended forge: 9.11.1.916. I've encountered various very minor issues with a number of mods with anything newer.

    I'd also recommend looking for an ID conflict with the ID used for Forge Multipart. It's in the config file named "multipart.cfg" It's just one ID. I've found that when there is a conflict with that ID its not reported in the log files like it probably should be. When there's a conflict with that ID it basically makes it so you cannot place any multipart related items into the world, this includes the wires and gates.

    Hope this helps,

    -- M.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] DrZhark's MagicCarpet Mod v1.2
    Quote from iAdam____

    Is there a config file? I can't find one anywhere.


    I'd like the answer to this one as well... I cannot seem to find a config for this and I'm having an ID conflict...

    thanks,

    -- M.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from m2pt5

    Your DragonAPI causes a crash when used with the latest version of Thaumcraft due to containing an old version of the Thaumcraft API. Deleting the Thaumcraft folder from inside the DragonAPI zip works for me as a fix, so I know that's the problem.


    What's the nature of the crash? I'm using the latest Thaumcraft (4.04c) and latest of Reika's mods and I haven't experienced a crash yet...

    Thanks,

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

    Strange. Must be some combination of my gazillion mods. Sigh. The cost of living on the bleeding edge. :)

    On that note, there's something (unrelated to Rotarycraft, I'm sure) that near-instantly combines items together in my inventory. I have no idea what's doing it... some new feature of NEI or NEI-plugins maybe. Oh well, I'll figure it out eventually... maybe.


    That's Gregtech. There's a config option to turn it off in the gregtech config file.

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

    OK. Tell me when you find the culprit.

    Also, I am almost ready for a new release, which will this time include SpiderPet.

    For now, though:



    Excellent looking, cannot wait! Thanks,

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

    That said, I am all too aware of the fact that power transfer is inherently cumbersome, especially in complex paths.
    Unfortunately, I cannot think of a solution. Seeing as I design around realism, and there needs to be some sort of mechanical linkage, shafts might remain the only way to transport power.


    I'm just starting to learn about modding so I'm not too sure how difficult this would be, but could you implement a kind of "long-shaft"? Something you craft as two parts (A and B ), then place in the world in a line on direct axis, no diagonals, once both are placed they'd then be connected by a continuous shaft between the two points. You'd want to limit the maximum length, probably no more than 10 meters. I think that would at least help with getting the shaft power between points without having to craft an actual shaft for every block traversed... what do you think?

    -- M.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from taronish

    You're welcome. Regarding the ear-splitting... I also find the engine noises bothersome, so I strongly recommend the Muffler block if you have Extra Utilities installed (which is a great mod). With that placed next to the hydro engines, I can work down there without going nuts. :)


    Excellent idea. I do have that mod installed and have used those blocks to muffle my animal farms, I just didn't think about it for the engines for some reason. thanks!

    -- M.
    Posted in: Minecraft Mods
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