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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    Currently Thutmose is finishing up re-arranging/recoding parts of the mod on 1.12 and once that is done he plans to backport those changes to 1.11 and I think he also said 1.10. So give it another few days because any bugs would have changed and/or gotten fixed since then.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    Try quitting out of minecraft and going back in. For some reason that fixed alot of the texture problems for me.
    some of the textures from what ive been told dont fit the models after Thutmose got pokecube working for 1.8.8 and its something that will be fixed hopefully in the near future.

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    I have a question that i cant seem to find an answer to.

    What do i have to change to get the sky in the end not to be so bright it makes going there hurt my eyes lol.

    Im using both 10.1 ultra and 10.2 preview 1 ultra.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from PikachuExtreme»

    0.0.0.0.5? Seriously, numbers get low enough.


    Well its because its just barebones... alot of things will probably end up crashing some blocks if you place dont are invisible somethings just dont spawn. Its the start for 1.8 which is alot of work due to many things mojang has changed. Thutmose likes to put alot of public alpha tests out for those people that like to help bug test able to give him input or crash logs.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from seanvanpelt2»

    I can't figure out how to disable Pokemon from spawning in specific biomes. I've tried adding them to "Exclude Biome" with the biome ID number but that doesn't seem to work. My friend and I are making a modpack and we don't want them spawning in other worlds such as the Aether or the Erebus. An option to allow for excluding dimensions would be nice too.


    Also is there a way to change the spawn rate of every Pokemon at once? We have noticed that our world is too full of Pokemon. There is just too many of them.


    The best way to do that is to go into the Pokecube.jar go to assets/pokecube/database and open up the spawndata. That is where you can change which pokemon spawn in which biome or if they spawn during the day or night. Its also where you can change the spawn rates but I personally dont know to much about changing the spawn rates.
    Unfortunatly their is no way to change the rates of every pokemon at once you will have to edit each entry individually.
    Quote from PikachuExtreme»

    I don't appreciate the lack of version numbers for 1.8.


    1.8 is currently in early alpha and very buggy Thutmose hasnt done to much with 1.8 yet because alot of changes need to be made in order to get pokecube working the way it does with 1.7.10 in 1.8
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    My advice I checked out your pack

    add mods in one at a time till you find the problem. When you have a large amount of mods like you do anytime you update things are bound to go wrong due to some mod updating in a way that conflicts with another mod. So if a problem like this occurs and you dont know which mod caused the problem you are gonna have to start at the beginning and add 1 mod at a time to figure it out.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from diszxchat»

    Why Shedinja has one health?


    Shedinja only ever has one health in the games.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    So ive been lurking in the fourms like usual and for the past few days have been trying out many things to see if i can get any crashes based on any server tick exceptions or entity tick exceptions and maybe its because I have a custom built gaming computer but I cant get any crashes like that to occur on my end.

    My 2 cents diszxchat first delete all your crash logs then try to get the crash to happen again if it does it should be the only crash report in your folder and then paste that crash log into a http://pastebin.com/ link. Then give that link to Thutmose so he can get an idea of how to fix it if its something that is actually due to pokecube.

    And this goes for any and all crash reports as soon as a crash happens and you are sure its due to pokecube paste the crash report right away so Thutmose can get it fixed.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Xalis708»

    Pokecube Nuzlocke Randomizer


    How hard would this be? got the idea for a Pokecube version from VIRIfilms.


    A Nuzlocke with pokecube would be hard not to mention a Rancomizer.
    The only way to really make a Nuzlocke work with pokecube is to have a custom map with trainers, "routes", towns/gyms. With those elements it would be possible to do a regular nuzlocke but not necessarily a randomizer (it would be possible but only with heavy usage of command blocks i guess)
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    What version of pokecube are you using? The latest one?

    Ill do some testing on the pokedex sometime today to see if i can get anything that might be of use to Thutmose so he can fix the problem.

    For the being kicked by mega evolving if there are any crash reports at all put them in a pastbin and put them here. Ill do some testing on that as well but if you have any crash reports or any server messages that might help with this it will make it easier for Thutmose to fix it.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    For Mega Evolve the pokemon will only mega evolve when the pokemon has enough happiness. You can check happiness by rightclicking the pokemon with mushroom soup.
    That and most mega models arent in yet so while some pokemon can mega evolve they may not change forme or vanish because there isnt a model yet. (and by vanish i mean the pokemon is still there it will just be invisible till you recall the pokemon back.

    For the pokedex have you tried using your mouse to click the arrows on the side to change the pokedex pages it will cycle though a few different pages and that could be the problem is that you are on the wrong page.

    In terms of trading I have no idea since i havent tried trading in awhile so idk if its broken or not.

    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Golden_Saber»

    hey guys so I made a server , and people have been finding legends but that "doesnt trust you pops up when they use pokecubes ..how do you cath legends?

    Also which pokemon can mega evolve ^-^?


    https://budget.bisecthosting.com/index.php?r=status/9330.png


    For Help with legendaries i refer to you with this video it shows you exactly how to catch the legendaries.
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft
    Quote from Delaroyas»


    Mmm.... weird I was sure Cauldron was Forge on top of Bukkit...



    I see your point, Cauldron may take a lot of RAM if a lot of plugins are installed, but I was able to make the server crash without any active plugins...



    Sorry if you misunderstood me, but they are not MY kids, these are friends of my kid (singular), and they don't always play nice. I don't want to be a Cop so I kneed chest protection and don't what to play taxi so I kneed tpa...

    Anyway this is worth investigating... I will do some benchmarking for minecraft-server 1.7.10, forge-server-1.7.10.13.4.1448 and Cauldron-1.7.10-2.1403.1.54, with or without Pokecube.... I'll post the results.


    Cauldron is technically Forge on top of Bukkit but because its combining 2 platforms that werent ment to be combined it can cause issues. That and it does change quite a bit of code that Forge uses which can cause problems since modders only use forge to mod so when that code changes it can cause unexpected behaviors.

    Cauldron by itself uses more ram then forge naturally. For example forge with 1gig of ram with just pokecube and just standing there it may use 1/3rd of the ram at most. Cauldron same scenario no plugins and its already using half of that gig of ram most of the time.


    Because of the issues that cauldron had with servers and talking to thutmose he actually came up with something that works just as well as those plugins but doesnt require anything more then forge. Thutmose added in commands to claim land and put people into teams. If someone isnt on the team that controls that land then they cant do anything with the blocks in that area. So these commands prevent griefing and what not.

    https://docs.google.com/spreadsheets/d/1dhRbrwb8CN6ZojmuwRKrl6f5kS5mH1Yvn0DnQn4yI6Y/edit#gid=0

    Now for the tpa best thing is the heal tables can act like teleporters. Have a pokemon for example abra that knows teleport. I believe it was shift right click on the heal table with the pokedex and it will save that heal table as a teleport location so you can teleport with the pokemons ability to any of the heal blocks you have shift right clicked on. So if those are the only 2 things you need pokecube already has you covered. =]
    Posted in: Minecraft Mods
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    posted a message on Pokecube - Revival, adding >800 pokemon to minecraft

    The latest one he has up is rc4

    Posted in: Minecraft Mods
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    posted a message on 1.7.10 Public Pokecube Server CLOSED

    It is not yet just got a hold of a server and was about to update this today or tomorrow after i get everything set up again.

    Posted in: PC Servers
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