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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    a little note here. Redpower marble is not generating. i am pretty sure it is because of this mod but i am not sure. i also don't care. it means i don't have to worry about the problems with RP and Mystcraft ages. so it is an issue with an upside. lol.

    thanks
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    hi, i had a really bizarre crash last night. the crash log was 3mb sooo, not gonna post it here. anyhow, one of the things that happened was your config files for liquidroundup and the forestry one deleted their contents. or rather, they became empty. what was odd was while empty, the file size was not changed. i am going to try and reproduce it so i can post something more than me talking. haha. i was wondering if you had ever encountered such a thing. any insight is welcome. i am using dns tech pack with other things i added. sorry to be so vague.

    thanks.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from MohawkyMagoo

    Are people getting cities and ruins spawning in chunks other than the spawn location?


    no. however the area they are spawning seems larger to me than it was. i turned off the ruins mod though so that might have something to do with it.

    i did notice something odd. in the city locations list, if there are 4 sets of coordinates, they define 4 corners of one city. not 4 cities. the underground cities are not doing that, just the groundlevel ones.

    anyhow, still love this mod!
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    i started some new worlds last night after updating to 32b. the config file has generate veins OFF. i am getting iron ore spam. tons of it. i have a lot of mods but this mod was the only change. it is only iron too. other stuff seems ok.

    on another note. good luck with the textures! i really like this mod a lot.
    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!
    Quote from Leichenengel

    snip

    EDIT:

    I just created a new world and spawned in the ominous woods biome. But it'S not as ominuous as it looks on the picture. no scary mood and no purple grass either...is that an optifine issue or a generation mistake?


    what worked for me, in the optifine mess of options turn on SmoothBiomes
    Posted in: Minecraft Mods
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    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    hi

    i got it to work. jacking up the frequencies doesn't seem to be making a difference. back in 125 the automata were everywhere now...
    what is interesting is the progressions. cities then ruins then walls. from most to least. i had this in 125 and it was due to the order i installed the mod into the jar. i doubt this is relevant though.

    i am not getting the city location file either, or i don't know where to look. i was/am testing with forge 499 and elians material detector (it makes finding caverns easier) and i don't have a minimap at the moment. not using anything else.

    has anyone tried the Casbah configs with this new build? i will try that latter. i used it a few times for laughs. total city spam. might make a good test to see if something isn't working right.

    oh, this is one of my all time favorites. i love anyone working on this mod. thank you.
    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!
    Quote from TDWP_FTW

    Village generation isn't working. I've added in the correct events for Forge to allow villages to generate in certain biomes, but it just doesn't want to work. If worse comes to worst, I'll have to edit the base class that handles what biomes villages can generate in.


    i just remembered something, isn't there a way to set priority for execution? i was having some really strange village stuff happening in another build. parts of buildings would spawn and it looked broken. if you tried to fix stuff with wool instead of whatever, the whatever would appear there. umm place wool get cobble or wood. that tells me the block are not updating right. it could be your villages are spawning but the blocks are not updating so it looks like nothing is there. may be nothing.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    thank you so much for your efforts. i have one request. can you change the way the config file generates?

    umm it never ends up in the config file folder. it never ends up in my minecraft folder. it always ends up in the folder with the bat file I use to start the game, which is no where near minecraft.

    i love this mod.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    thank you so much. i love this mod. i am using it with biomes a plenty, extra biomes, orizon pastels, metallurgy2, unofficial fossil archeology update, xycraft, forestry, and a few other ore generating mods. they all work. (fossil mod spawns block but because of lack of surrounding stone it doesn't act like it normally would). have not tried COG with it yet and i don't think i will try. it would take too much work to integrate properly. i am finding lots of coal, extra rare diamond, the distribution is there, but off. it isn't that big a deal. Mystcraft ages plus Simucraft Miner = plenty o'ore.

    not sure if this is a bug, it doesn't break anything. the low value coal ore that is black, drops a sulfer-ish looking stone block. umm, normal stone with yellow ore bits. (pause...debate...i will leave it.)

    really awesome mod.
    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!
    thank you for this awesome mod. i like to build around villages. i have been keeping an eye out for them. nothing. not normally. i did make a handful of single biome mystcraft ages that were plains and desert. i did find villages in those. they were normal and did include the forestry bee building and the thaumic building.

    my observations about this, out of the 20 or so worlds i have explored (not mystcraft ones), most of the biomes wouldn't spawn because of geometry. either the biome is not flat enough or wide enough. one thing i was wondering, does minecraft restrict villages from spawning on certain blocks? i mean like custom blocks?

    anyhow i installed extrabiomes with this mod and its' villages spawn alright. i am going to try two of the village gen mods to see if they can 'force' spawn villages in your mod areas.

    biome idea? i am a builder. I want a compacted earth biome. no cave, no ravine basically no holes in the ground where i build. cave gen is insane now. if real life was like it we would all fall down :P if it is a sedimentary region you could fill the caves with sand and or clay. that reminds me. in vanilla, villages always spawn over caves and ravines.

    sorry for all the typing, thank you very much for the forge. and thanks again for the mod.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)


    <Substitute block='stone'/>
    <Replaces block='MOD_ORE_ID'/>
    <Substitute>


    <Veins block='MOD_ORE_ID' inherits='PresetLayeredVeins'/>


    thanks. if i change inherits veins to inherits PresetHugeVeins, will that work for the large motherloads?
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    i love this mod.

    i have zero brains for customizing it. OK, zero.01 brains, i can copy paste. what would be super cool is if there was a simple file to enter the mod ore names and numbers and then COG reads the file and applies its magic. i don't mind doing some work, i don't have programmer brain. i have been wanting to try the super rare mega motherload distribution in ssp but i cant figure out how to implement it. and yes, i am that dumb.

    while i am at it, i ignore coal now. it is too rare. not really a problem, it would be nice if there were frequency sliders for individual ores at the world creation thing. why? aside from the obvious, it would allow me to turn off/reduce a few of the ores from metallurgy that lag out my machine. (the six fantasy ores with particle effects, the rest are fine).

    anyhow, i love this mod and i will continue to use it even though i cant really do anything fancy with it.
    Posted in: Minecraft Mods
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    posted a message on AMCO Corruptor Blocks...
    it is from one of the inficraft mods

    flora and soma, i think or infiblocks, one of those two.
    Posted in: Mods Discussion
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from RebelKeith

    I spend hours trying to fix bugs. The whole point of a beta test is to find bugs, if you can't be bothered to report bugs correctly, don't expect much help.


    thank you. for some reason i missed the beta part. part of my issue is this odd interaction does not crash the game so no reports other than what i see.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    hello

    strange problem here and not sure whos thread to put it in. when smelting copper i get fertilizer. the recipe to make bronze includes 2 sticks and 3 tin gears in the shape of an axe. basicly, this mod is interacting with forestry. i looked at the configs and neither mod has overlapping ids. the really odd part, Orizon by mDiyo does the same thing. It spits out bees while I am mining ore.

    i have used forestry in a lot of mod builds including large mod packs and Forestry has never been a problem. but i don't know so i am asking. who should i talk to about this?

    umm m2 201b, forestry 1.5.0 forge 234

    thanks for any advice or info.

    p.s. i am not using the bug tracker because i don't want to register. if that makes me lame, so be it. just thought you would be interested in why people might resist using it.
    Posted in: Minecraft Mods
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