if i remember and i could be very wrong, there is a line in the BOP config file that lets you gen the biomes without selecting it as a world type. i believe the word 'overworld' is in the line that is changed from false to true. it could be from a different MC version and or different BOP RWG combos. also i don't think the final version of the mod has all the functionality the mod author talked about. please correct me if i am wrong.
the end of the file says you are running out of memory. look at the end where it says Heap. it can be increased with a Java argument but i am looking for it myself right now. good luck.
i have been making a 1.6.4 modpack. for anyone that is interested, i hunted down a working copy of guff core. the AtLauncher has a 1.6.4 modpack called From The Darkness, you can grab guffcore from there. to test it i threw guffcore and minor alchemy 0.7.4 into FTBMonster on the curse launcher. it works fine.
i came across an issue like this it was either waila or one of the waila addons like wayla. it never crashes, blocks take a million years to break, fps is good, ram is fine and processor is fine. also check log file size. if the log is too big for memory it messes things up by slowing things down.
i miss this mod. i started playing in 1.2.3 or .4 and have gotten a lot of mileage out of this mod. one of my favorite versions was actually very buggy. villages would spawn in mystcraft dimensions. nothing worked right but it was really interesting. my best worst spawn, there was the giant hall at spawn and it trapped me in a buildcraft oil spout. i drowned. haha. this is all old issues. ya know, good times. my favorite mod pack with this mod is AMCO, or Args minecraft overhaul. that was awesome.
isn't there a way to post the project LIKE an open source thing on github but allow the author control over what goes on? i am sure i have seen something like this. that way things could be updated and quality can be maintained. at the very least i know there are a bunch of different of different liscenses'. not all are fully open or closed.
could there be a way to require PvP or war forks of this mod to go by a different name so as not to be associated with the Millenaire name? i would never use it but i am all for player freedom.
anyhow, i am in support of anything related to this mod. it adds so much to the game and is better than other npc mods (my opinion).
NEI options button,setting Integration to NEI and using the top center drop list, then shift clicking the mod Little Tiles still causes inventory and item panel items to go invisible.
a while ago, if you didn't restart the client between generations, things would carry over between world generation due to the memory not being clean. i don't know if that is still a thing or not. a theory is you make a world, travel around generating new chunks and filling the memory with new data. that new data, if it is still in memory, could influence the spawn area upon world regeneration.
installed the latest versions from curse. LT1.3.0 and CC 1.6.15
added Just Enough Items (JEI) and Not Enough Items (NEI) nothing else
with NEI as interface control all the items in the interface and player inventory become invisible. it can't be fixed without game restart. and it happens everytime. there is no way for it not to happen. makes your mod unusable.
So it is NEI conflict so far, removing it fixes it except the recipe item icon is invisible.
a small issue. i had a crash saying something about version friendly restrictions or something. the issue was.. i had installed a chicken something for 1.10.2 (storage i think) and it installed the library. i added more chicken stuff and nei and one of the others downloaded a different version of the CodeChickenLib in the mods/1.10.2 folder. so there were two diff versions. i had to manually delete the older version. that stopped the startup crashes.
also FEI is conflicting with the menu buttons, and is redundant as it was made to emulate NEI in the first place. (i forgot to delete it when i got the new NEI) an odd sidenote, switching NEI to the old TMI layout got me around the button issue.
the text bar is and isn't there. since it works invisible my guess is it isn't aligned properly to the screen? anyhow, changing the toolbar owner in the ingame menu options back and forth seems to fix that.
I thought it would be cool for me and the way I play if I could buy power.
I was thinking stores or a craftable store that sells various tiers of tesseract type energy producers that require rent of some sort. not cheap and not free.
for me, this would replace power systems that require killing stuff like Draconic Evolution. i tend to play peaceful maps that are resource poor/empty. i guess you could call my play style seriously casual. i play a lot but i am not into systems that are GregTech level involved or need a degree. i also make maps and a non-creative block for starting energy that requires upkeep would be interesting.
is there a way to change the priority of planks for the carpenter? or something? it is constantly asking for logs and doesn't seem to realize that planks make sticks for tools. so i have to give it logs to make sticks for tools and it turns it into planks instead which it won't convert. i end up making sticks manually to avoid the issue.
since this is different about what i was talking about above i decided not to edit my other post.
OMG the farmer works with Pams Harvest craft seeds. I love you! lol.
also, on superflat worlds the buildings spawn at height 3 consistently so far. head at 4 feet at 3. i like it though.
i wanted to create a one chunk buffer between the edge of the city and a farm. it wouldn't let me. it only put the farm right next to a building or 2 chunks away. not really a bug just aesthetically annoying.
when trying to place farm at night, it wouldn't recognize farmable land even though the chunks were watered and everything.
the farms work initially and then stop after a day or so. things grow but don't get harvested. also i planned out the field with water blocks and then put down half slabs of wood for walking on and it seemed the farmer couldn't 'see' past the slabs so i had to remove them. it could have something to do with the other issue and not the fact it was in an always day dimension.
at the time i wrote the thing about the white blocks the archeology mod wasn't updated. so now i have that.
0
is there a config option to disable the stone nugget drops?
0
the seed is really nice and it works well with large biomes.
0
if i remember and i could be very wrong, there is a line in the BOP config file that lets you gen the biomes without selecting it as a world type. i believe the word 'overworld' is in the line that is changed from false to true. it could be from a different MC version and or different BOP RWG combos. also i don't think the final version of the mod has all the functionality the mod author talked about. please correct me if i am wrong.
0
the end of the file says you are running out of memory. look at the end where it says Heap. it can be increased with a Java argument but i am looking for it myself right now. good luck.
1
i have been making a 1.6.4 modpack. for anyone that is interested, i hunted down a working copy of guff core. the AtLauncher has a 1.6.4 modpack called From The Darkness, you can grab guffcore from there. to test it i threw guffcore and minor alchemy 0.7.4 into FTBMonster on the curse launcher. it works fine.
0
i came across an issue like this it was either waila or one of the waila addons like wayla. it never crashes, blocks take a million years to break, fps is good, ram is fine and processor is fine. also check log file size. if the log is too big for memory it messes things up by slowing things down.
1
i miss this mod. i started playing in 1.2.3 or .4 and have gotten a lot of mileage out of this mod. one of my favorite versions was actually very buggy. villages would spawn in mystcraft dimensions. nothing worked right but it was really interesting. my best worst spawn, there was the giant hall at spawn and it trapped me in a buildcraft oil spout. i drowned. haha. this is all old issues. ya know, good times. my favorite mod pack with this mod is AMCO, or Args minecraft overhaul. that was awesome.
isn't there a way to post the project LIKE an open source thing on github but allow the author control over what goes on? i am sure i have seen something like this. that way things could be updated and quality can be maintained. at the very least i know there are a bunch of different of different liscenses'. not all are fully open or closed.
could there be a way to require PvP or war forks of this mod to go by a different name so as not to be associated with the Millenaire name? i would never use it but i am all for player freedom.
anyhow, i am in support of anything related to this mod. it adds so much to the game and is better than other npc mods (my opinion).
0
hi
creative core 1.6.17
little tiles 1.3.2
JEI 3.14.3.403
NEI 2.1.3.199
NEI options button,setting Integration to NEI and using the top center drop list, then shift clicking the mod Little Tiles still causes inventory and item panel items to go invisible.
thanks
0
a while ago, if you didn't restart the client between generations, things would carry over between world generation due to the memory not being clean. i don't know if that is still a thing or not. a theory is you make a world, travel around generating new chunks and filling the memory with new data. that new data, if it is still in memory, could influence the spawn area upon world regeneration.
0
hi
did a little testing with the 1.10.2
installed the latest versions from curse. LT1.3.0 and CC 1.6.15
added Just Enough Items (JEI) and Not Enough Items (NEI) nothing else
with NEI as interface control all the items in the interface and player inventory become invisible. it can't be fixed without game restart. and it happens everytime. there is no way for it not to happen. makes your mod unusable.
So it is NEI conflict so far, removing it fixes it except the recipe item icon is invisible.
0
a small issue. i had a crash saying something about version friendly restrictions or something. the issue was.. i had installed a chicken something for 1.10.2 (storage i think) and it installed the library. i added more chicken stuff and nei and one of the others downloaded a different version of the CodeChickenLib in the mods/1.10.2 folder. so there were two diff versions. i had to manually delete the older version. that stopped the startup crashes.
also FEI is conflicting with the menu buttons, and is redundant as it was made to emulate NEI in the first place. (i forgot to delete it when i got the new NEI) an odd sidenote, switching NEI to the old TMI layout got me around the button issue.
the text bar is and isn't there. since it works invisible my guess is it isn't aligned properly to the screen? anyhow, changing the toolbar owner in the ingame menu options back and forth seems to fix that.
0
I thought it would be cool for me and the way I play if I could buy power.
I was thinking stores or a craftable store that sells various tiers of tesseract type energy producers that require rent of some sort. not cheap and not free.
for me, this would replace power systems that require killing stuff like Draconic Evolution. i tend to play peaceful maps that are resource poor/empty. i guess you could call my play style seriously casual. i play a lot but i am not into systems that are GregTech level involved or need a degree. i also make maps and a non-creative block for starting energy that requires upkeep would be interesting.
0
is there a way to change the priority of planks for the carpenter? or something? it is constantly asking for logs and doesn't seem to realize that planks make sticks for tools. so i have to give it logs to make sticks for tools and it turns it into planks instead which it won't convert. i end up making sticks manually to avoid the issue.
really looking forward to the new stuff.
0
since this is different about what i was talking about above i decided not to edit my other post.
OMG the farmer works with Pams Harvest craft seeds. I love you! lol.
also, on superflat worlds the buildings spawn at height 3 consistently so far. head at 4 feet at 3. i like it though.
i wanted to create a one chunk buffer between the edge of the city and a farm. it wouldn't let me. it only put the farm right next to a building or 2 chunks away. not really a bug just aesthetically annoying.
when trying to place farm at night, it wouldn't recognize farmable land even though the chunks were watered and everything.
0
the farms work initially and then stop after a day or so. things grow but don't get harvested. also i planned out the field with water blocks and then put down half slabs of wood for walking on and it seemed the farmer couldn't 'see' past the slabs so i had to remove them. it could have something to do with the other issue and not the fact it was in an always day dimension.
at the time i wrote the thing about the white blocks the archeology mod wasn't updated. so now i have that.