• 2

    posted a message on Any good mods for a survival world 1.12.2

    I love the Localized Weather and Stormfronts mod. It puts tornadoes and hurricanes into Minecraft.

    Posted in: Discussion
  • 1

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    I am reporting a glitch for Millénaire version 6.0.2 for Minecraft 1.7.10. I am currently playing a modpack with Millinare in it, and everything in Millinare seems to be working fine when I first generate a world. But there seems to be an issue when I go to another dimension and I return back to the overworld. When I go to the nether for example, and I return back to the overworld, the villagers won't leave their household. They will just stay in there and they will still be completing their task. I had a villager chopping wood, and he was inside his house. This glitch is extremely weird. If you want to experience what I am saying, I am going to post the link to the modpack down below so you can see for yourself. This is a pretty big modpack, but I do not know if this is a conflict with another mod or if it is Millénaire itself.


    https://www.technicpack.net/modpack/ericks-insane-adventure-pack.1186950


    This is actually an old issue. It is an issue that happens whenever your Millenaire village gets unloaded. One solution that worked for me back then was to have a chunk loader present around the village. That way the chunks stay loaded and everything functions correctly. As soon as you unload the chunk, you despawn the people. Loading the chunk back in causes the people to be respawned, and attempting to get them to resume their previous behavior causes them to get stuck.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from xorange»

    Hey all,


    I'm having an issue that I hope someone might be able to help me with.

    I'm trying to run Ruins along with Arcana RPG on a 1.7.10 server, and the combination is causing a problem with Ruins.

    Ruins-1.7.10.jar & Arcana RPG 1.6.2-1.7.10.jar with Forge Mod Loader version 7.99.40.1614 for Minecraft 1.7.10

    Ruins.txt is default. This problem only occurs with Arcana RPG. If I remove Arcana, Ruins functions properly.

    I've been hunting and hunting for a way to fix it.

    I realize this is old MC, old versions of the mods, and there's little support for Arcana RPG, but I'd really like to determine if there's a way to fix this.

    Has anyone else come across this issue??

    Thanks in advance!


    ruins_log.txt follows:

    There was a problem loading the file: SunkenShip-v2.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: SunkenShip-v3.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: shipwreck.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleThroneWood.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleTreePlatform_edit.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleTreePlatform.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    Loading excluded list from: /var/games/minecraft/servers/Modded_Survival/TestWorld
    No exclusions found for this world.
    
    Loading options from: /var/games/minecraft/servers/Modded_Survival/TestWorld
    tries_per_chunk_normal = 6
    chance_to_spawn_normal = 10.0
    templateInstancesMinDistance = 256.0
    anyRuinsMinDistance = 64.0
    Ruins mod loaded successfully for world ./TestWorld, template files: 26


    One thing I noticed is that Arcana RPG adds in its own structures. If it alters the way the game renders chunks, it may affect the abilities of other mods (like Ruins Mod) to generate stuctures. Ruins mod works well with a mod like Millenaire, for example, because Millenaire generates the structures post render (like they appear dynamically during game play. With Ruins, they are generated in a manner more akin to how villages are generated, so they are already in the world when you load the chunk. If Arcana RPG does that the same way, there may be a conflict causing Ruins to not function correctly. I wouldn't know of any solutions as I have never played with the Arcana RPG mod myself or done any experimentation with it, but I'm wondering if that is what is going on. If THAT is what is going on, however, there may be no way to make them work well together. If it is something else, then I'm not sure what.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Tarx819»

    I have a problem:


    I have set preserve_plants=1


    But my structures still destroy trees and other foliage when they spawn in, leaving unnatural looking half-cut trees all around them.


    Is there any way to make the mod ignore the air blocks so that trees and plants can generate over and onto the structure?


    Try changing the 0s into a rule for preserveBlock. That way it will leave the blocks that were there alone. See if that helps.


    So, if you have a rule1=preserveBlock,100 somewhere, change the 0 into 1 in the layers control. Leave the air blocks specifically for areas that must be open and cleared out.

    Posted in: Minecraft Mods
  • 1

    posted a message on How do you build your base?

    Starting out, I get the basics... wool and wood for a bed. I also make a pickaxe, shovel, axe, mine some stone, bore a hole in a wall, and craft a crafting table and a furnace. I may mine from this spot, or I may relocate. Once I find a place where I want to build a house, then I gather the resources I need and store them in chests at the base until I need them. I will build a house that eventually houses everything I need as my main headquarters. Right now I have a two story, large house, with a very tall smeltery (I use Tinkers Construct) built into it. Usually if I plan on traveling long distances, I'll either bring the bed with me and sleep when it gets dark, or craft another bed from more wool & wood I gather along the way (along with a crafting table to craft it).

    Posted in: Survival Mode
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Phorcis- which version of Minecraft do you have? Customizing loot tables is possible in 1.9 and above. In 1.7.10 at least, there was a mod called Custom Loot Chest that allowed you to do that. Otherwise, you can use the Ruins template Parser and have a chest loaded with stuff you want.

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from dirt_sword»
    I love the Custom Chest Loot mod for adding modded items to blacksmith, dungeon, mineshaft, etc. chests. The only problem I've encountered is that I can not get an item to have a custom name. I see

    in the wiki: http://fathertoast.wikia.com/wiki/Custom_Chest_Loot
    that it is possible but I can't figure out the formatting. I've even checked my formatting with a JSON format checker and it looks fine. But minecraft crashes due to an incorrectly formatted dungeonChest.json config file. Could anyone show me the right way?


    Here's an example from the JSON file of an item I would like to add a custom name to (works fine as is but want to add the custom name to this):


    {
    "weight": 8,
    "id": "liquidenchanting:harming_wooden_sword",
    "enchant": 1,
    "enchant_chance": 1,
    "damage": 40,
    "min": 1,
    "max": 1
    }


    Thanks.

    Minecraft 1.7.10

    Forge 1614
    CustomChestLoot-1.7.10-2.0.0


    {
    "weight": 8,
    "id": "liquidenchanting:harming_wooden_sword",
    "enchant": 1,
    "enchant_chance": 1,
    "damage": 40,
    "min": 1,
    "max": 1,
    "functions": [
    {
    "function": "name",
    "value": "CUSTOM_NAME_HERE
    }
    ]
    }
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I am having an issue. I am using 1.10.2 and I have a problem with my dispensers not honoring the correct rotation.



    # Created by Ruins mod version 15.3 Ingame Parser
    # authoring Player: noswanson1982

    weight=1
    embed_into_distance=23
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava,ice
    dimensions=28,13,21
    allowable_overhang=0
    max_leveling=2
    leveling_buffer=-1
    preserve_water=0
    preserve_lava=0

    rule1=0,100,preserveBlock
    rule2=0,100,minecraft:wool-11
    rule3=0,100,minecraft:stone-0
    rule4=0,100,minecraft:ice-0
    rule5=0,100,minecraft:planks-2
    rule6=0,100,IInventory;minecraft:dispenser;minecraft:flint_and_steel#1#0#0-3
    rule7=0,100,minecraft:netherrack-0
    rule8=0,100,MobSpawner:Zombie
    rule9=0,100,minecraft:tripwire-4
    rule10=0,100,minecraft:tripwire_hook-5
    rule11=0,100,minecraft:tripwire_hook-7
    rule12=2,100,minecraft:torch-1
    rule13=2,100,minecraft:torch-3
    rule14=2,100,minecraft:torch-4
    rule15=0,100,IInventory;minecraft:chest;minecraft:diamond#9#0#0+minecraft:dye#9#4#1+minecraft:ender_pearl#4#0#2+minecraft:potion#{Potion:\"minecraft:water\"}#0#3+minecraft:water_bucket#1#0#4+minecraft:ice#5#0#5-2
    rule16=2,100,minecraft:torch-2
    rule17=0,100,minecraft:bedrock-0
    rule18=0,100,minecraft:lava-0
    rule19=0,100,minecraft:stone_brick_stairs-2
    rule20=0,100,minecraft:stone_brick_stairs-3

    layer
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer

    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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    endlayer

    layer
    2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1
    2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1
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    2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1
    endlayer

    layer
    2,5,2,5,2,5,2,5,2,5,2,5,2,5,2,5,2,2,2,1,1
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    It is supposed to face the nether rack and shoot a flint and steel onto it triggering a fire trap when the player enters the room. However, it keeps spawning the dispenser facing into the tripwire hook causing nothing to happen. Is this a problem with the way it gets spawned in, or is there a workaround?

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!

    I came up with an idea or two for Mob Properties (if you take ideas).


    I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).


    Another cool idea: Mob Skins. :D Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.


    One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.


    Thanks for these mods, I feel I have more control in how I play the game. :D

    Posted in: Minecraft Mods
  • 2

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

    So, so far, a few ideas have come up that would be good for further development.


    1) Variable destructibility based on storm strength (category 5 storms should cause A LOT more destruction than a category 0 storm). Maybe as a bonus make the storms able to be customized as well. (An individual blacklist/whitelist for each tornado (or a universal for all). But I feel a category 5 storm should be able to completely flatten a house (regardless of whether it is made of cobblestone or not). A category 0 storm should maybe strip the leaves off of the trees, etc.


    2) Make the weather sensors variable. For instance, have a setting or a toggle on the weather sensors so they can either A) detect tornados, or B) detect cyclones. This way people can set up separate alerts for different storms.


    3) Hurricanes flood coasts. Same should happen in Minecraft (if doable).


    4) Possible incorporation of the seasons mod, api, or your own. :) But it would be cool to actually have seasons (and storms applicable to each season as well). Tornadoes (at least where I live) are a late spring - summer occurrence and it would be nice to see some of that implemented into this.


    5) Models done up for the anemometer and wind vane.


    Again, no rush. I'm pretty happy with the mod and it is one of my essentials. Just figured I'd add to the feature development. :D

    Posted in: Minecraft Mods
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