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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Can someone help me figure out the config? I have a few questions...

    1. How do I add blocks to the grab list (and where)?

    2. Is there any config on which tornado type (F1,F2,F3, etc.) picks up what block? If so, how do I alter it? (If it's complicated)

    3. Is there a way to set the tornado's aim if I want it to aim at me generally, and not directly?


    Basically, I want to know how (and if) I can set up the config file for tornadoes and tropical storms to pick up wood logs and cobblestone, if not able to configurate it for F3/C3+, without turning on the old grab list (I want to keep the surface damage of grass, not for it carve through the landscape. Also I want tornadoes to aim near me.


    In version 1.7.10 at least, there are two places to edit configurations. Either in the in-game GUI, or in the config file. In the in-game GUI, click the Advanced button and then go to page 3. There are settings here to change the grab rules based on their difficulty to mine with a diamond axe. It isn't a matter of specifying specific blocks to be picked up.

    So for 1) RefinedGrabRules turned to false. (Tornadoes will not tear up ground if this is true. All they do is remove the grass off of the dirt and strip the trees of their leaves (and remove wood planks from houses you built). Then you specify the blocks you want to be able to be grabbed with the grablist.

    Number 3) also is in page 3 as well. There is a setting for Aim At Player Angle Variance. It is set at 5 degrees by default. That means that the tornado aims within 5 degrees of you. Set that number higher if you want tornadoes to pass by you more often.

    Number 2 does not exist (as far as I know). I do think that would be a cool idea (have an F5 remove whole trees and stone) while an F0 or F1 just strips trees of their leaves. That IS a feature that I feel should be put in. This way tornadoes actually are more destructive the higher the category the storm (as in real life).
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    The first thing I think of is that RUINSTRIGGER Command Blocks can be surprisingly finicky. I could spawn into a world with a Ruin near the build point and it kicks into action (generating "@:Object summoned successfully" messages and such) before my view of the starting terrain even resolves. Or, I can find one of my RUINSTRIGGER Command Block stacks piled up, unresponsive, and I basically have to do a Hokey-Pokey dance around the column of blocks before -- BOOM! -- suddenly and without warning, they all start executing, and next thing I know, I'm right smack in the middle of a newly-spawned Cursed Village, being mobbed by zombies. I haven't quite figured out the rhyme or reason why sometimes RUINSTRIGGER kicks in quickly, and sometimes very, very belatedly.

    I'm wondering if some of that has to deal with the complexity of the structure or objects generated in with the command blocks. I would assume that complicated command block commands would require more time to process and generate (like whole biuldings). However, I've noticed that my color temples have actually managed to generate fine. They aren't obscenely large or complex (mainly a small descent into a trapped room that starts on fire as soon as you enter it (and some spawners). But I'm sure if I had structures that generated using multiple command blocks daisy chained together or something, it would probably take significantly longer to load them all.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from cap811»

    Is there any known incompatibility with Forge server 1614 (1.7.10)? Ruins is generating structures awesomely, but command blocks with RUINSTRIGGER are not executing. Command blocks are enabled in server.properties... is it possible that another mod could cause an issue ONLY with RUINSTRIGGER? Everything else works fine and in going through the logs I couldn't find any output that indicated a conflict. I tried RTFMing as much as I could before posting but I can't find any references other than to Cauldron, which I'm definitely not running. Any pointers are MUCH appreciated, I love this mod.


    One of the ruins I created was a Brewer's Hut. It spawns it two villagers named Nukpana and Valo (gender neutral and mystic sounding names :P ) with custom trades. I could not for the life of me get them to work with RUINSTRIGGER and with Ruins at all. I had almost given up. Then I came up with an idea that worked. I made it so the the command block functioned properly without being generated in the Ruin. Once I got the command block to spawn my villagers and function as it was supposed to, I THEN added it into the structure I built for them, and parsed it with the in-game template parser. Works like a charm. Perhaps that is something that might be worth trying out.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    When using IInventory is there any way to get it to pick between different types of blocks? I've got a mod for adding tons of records and I'm trying to get a chest to randomly pick between albums only in a certain genre.



    I know when I did something like this (tried making Nether Huts that
    would act as safe zones with different items in the chests), I found it
    to work better to create multiple chests and give them a chance to spawn
    in the same rule number.


    E.g.


    rule15=0,100,IInventory;minecraft:chest;RECORD1#1#0#0+RECORD2#1#0#1-2,IInventory:minecraft:chest;RECORD3#1#0#0+RECORD10#1#0#1-2


    In
    a case like this, you can chain multiple chests into one long rule and
    everyone gets an equal chance of spawning. Now, if you wanted one to be
    more likely to appear than another, you would just duplicate that chest
    over and over again. Having 10 different chests spawn within the same
    rule would each have a 10% chance of spawning. This is the only sure
    fire way I know of to do this within Ruins mod.

    Posted in: Minecraft Mods
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    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Quote from noswanson1982»

    I have an issue. Not a terribly big deal, but kind of a nuisance. I notice that with the controller configurations I put in, any buttons I change aren't being saved. So, everytime I start Minecraft, I have to go back into the Controls and re-enter my button configurations again. Is there a simple work-around or fix for this?


    I figured I should elaborate on this further. It isn't ALL of the controls that aren't saving. The ones that get defaulted in work like a charm. It is any additional ones I add that don't get saved. It seems that it is mainly the Voxelmap controls that are handled by the Joypad mod that aren't saving at all. Is this an issue with Voxelmap, or an issue on your end?
    Posted in: Minecraft Mods
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    posted a message on More Enchantments version 1.3- Now for 1.8

    I have the 1.3.2 version of More Enchantments for 1.7.10. As of right now, Greenwood is still not working. As soon as you unequip the armor, get hit, or do anything that updates the damage value attached to the equipment, it resets back to where it was before you started healing it. I know that the person behind the Crimson tools in the Power Gems mod successfully pulled off a way to heal tools.

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from noswanson1982»

    I have a few questions.


    1) How do you change between different configs to load. Is it the BASIC one that gets loaded when you do "loadconfig?"

    2) A few years back there was talk of a GUI in the works... is that still going to happen?

    3) How or why would anyone use "saveconfig" when all of the settings are adjusted and tweaked in the config files?


    We can disregard question 1, since I already figured out the answer. However, an even more interesting question that I have NOT seen an answer to has presented itself...

    Does JAS have any type of tag or method to detect events such as a "Blood Moon" from like the "Random Things" mod. For something like that, would I have to set the spawning rates really high on the Monster Creature type when light levels are extremely low (like light level 0 or 1) and sky() is true?
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    THAT is a cool idea. :o Then I wouldn't have to listen to that siren blare. :P

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Some of the mods require use of the cheat commands to work properly. Waypoints in Voxelmap, for instance, use the /tp command to teleport you.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Are these custom made structures? Or are these the ones that came with it? If you edited .tml files to generate the spawners in, then find the file (probably in the generic folder). Make sure the rule containing the spawner is something like this:


    rule8=0,100,MobSpawner:Zombie


    (Basically make sure that a colon and a valid mob name appears afterwards. (Not sure on case sensitivity on this one, but you might want to make sure that the case is correct and everything.

    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!

    Would be kind of cool to have a contest of some sort for people to create texture packs for Biomes O Plenty. :o I'm sure some realistic texture packs would look amazing if combined with this mod. :o I definitely would love to see more texture packs that are Biomes O Plenty compatible instead of just sticking with the default texture pack because it meshes well with what I have. :P

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Another cool suggestion for other weather events are ones that can trigger snow in biomes like the plains, etc. Weather events like blizzards become a possibility. (Or just maybe blizzards in winter biomes and torrential downpours in others.) Bonus points for localized flooding in low lying areas. :D

    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements

    Disabling the weather machine would also result in the disruptor either A) requiring an alternative recipe or B) being the other block that becomes disabled. Although I do agree, giving the survivor character the ability to create tornadoes without cheating is a little too much power, especially in a server situation. :P I know I personally like the disruptor (just with a small active range around my property) to protect any house I put a lot of work into building.

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    I have a few questions.


    1) How do you change between different configs to load. Is it the BASIC one that gets loaded when you do "loadconfig?"

    2) A few years back there was talk of a GUI in the works... is that still going to happen?

    3) How or why would anyone use "saveconfig" when all of the settings are adjusted and tweaked in the config files?

    Posted in: Minecraft Mods
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    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]

    I posted this after I updated it, and it still continued to do it.

    Posted in: Minecraft Mods
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