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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from JoeGrizzly

    I only see Forge 1.5.2.r01 and I already have that. I've also regen the confg more then once.

    This is for SMP if this means anything.


    Don't know for the SMP, but Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.5.2.r01) All Releases (Mirror) Dev (Mirror): Taken from the OP. See where it says Dev? That will take you right to the r10 file. Use it to gen a new config.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from JoeGrizzly

    For some reason TreeCapitator only works with some tree's in BoP but not all. Most notably the Fir Tree's.

    Could someone help me out with this as to why they are not working?


    What version of TreeCap are you using? Current (at the time of this post) is r10. Have you deleted or renamed the old TreeCapitator.cfg file and generated a new one on MC start? It would seem that something in the config changed, and starting with a fresh config allows it to work.

    I did note while testing out r10, that sometimes you have to chop a tree manually before TreeCap will recognize its type and take care of the next one. I think it was the Half Dead Oak trees around the Dead Trees, and the second left its leaves behind.


    Quote from DoomTrout

    I hate to ask what sounds to me like a dumb question but, is there any kind of tutorial on how to get Connected Destruction working that's in English? The only one I can manage to find is the German one in the primary post and, while I'm trying to learn German, I cannot understand 99% of what he's saying and I'm completely lost as to what to do.

    When you open the config, you see something that looks like this?


    # Block List, ";" splits blocks and "," splits block ID and metadata. [default: 17;]
    S:blockList=14; 15; 16; 21; 56; 129; 153; 200; 244; 244,1; 245; 248; 249; 249,1; 249,2; 688; 790; 1488; 1488,1; 1488,2; 1488,3; 1488,4; 1488,5; 2001; 2001,1; 2001,2; 2001,3; 2001,4; 2056,1; 2056,2; 2056,3; 2056,4; 2056,5; 2512; 44; 48; 49; 89; 331; 55; 73; 74; 2058,2; 98; 82; 109; 1938,2; 4; 13

    Thats from Blockbreaker, but I think its about the same as Connected Destructions for the most part. To get those numbers, just use NEI ingame to display them, or tell NEI in the Options Panel (lower left corner in inventory screen) to Dump the IDs to a file in the MineCraft Directory. Once you have the numbers you want, just put them in with a ; followed by a space, then the next number.

    If I am wrong. Someone will speak up fairly soon.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from bspkrs

    Fixed in new dev build.


    Thank you Bspkrs, you got it. Had to regen the config after updating, but haven't had a problem since.

    Question about Blockbreaker. Can you put two IDs into one space in the "Breaking" list? Still trying to figure out how to get redstone to break as a clump instead of just the glowing redstone.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2,1.4.4-1.4.5] New Dungeons[V1.8.5][SSP][SMP][Forge]
    Does this mean that there will be an Official version again, now that the code has been resurrected?
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Hate to say it, but the BoP fir trees are still not breaking... not sure how the numbers in the TreeCap Config work, so I don't want to mess with the them. The config is well laid out, just cant figure out the numbers for alot of the enteries.

    Suggestions for things to try? Other info?

    *edit*
    I just deleted the config and generated a new one which worked...until I closed minecraft and changed the B:allowMoreBlocksThanDamage option to true and restarted minecraft. I then changed it back and restarted, but its still not working.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I don't believe there was a Bspkrs Core at that time. The earliest one listed (I believe its the first version) in the Previous releases is [1.4.7]bspkrsCorev1.01.zip.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Thirding the Natura Trees issue. Have yet to get one of those giant redwoods to fall. I just updated a handfull of mods and had to Gen a new world because of BoP, landed in a bunch of Fir trees and they will not TreeCap...

    Using r6 with a freshly generated config file.


    Oh, is there a way to get Blockbreaker to mine both Redstone ore and Glowing Redstone ore at the same time when breaking either? Hitting the Redstone ore will cause it to glow and when it breaks, it leaves behind the rest of the non-glowing Redstone ore from the clump. I added both IDs for them to the config, but that doesn't do much for making them both break at the same time.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    BC works fine with it, just make sure that you don't have any ID conflicts or stuff crashes when you open tabs/chest...

    Sooner or later, I will get fed up and spreadsheet the IDs so I have a permi-map for the Direpack. (Not looking forward to restarting my world when I do, but will have to be done for Xycraft anyways.) And now I know that Block IDs only go up as high as 4095, so that should make things even easier. ^.^ (Anything else I should know that I probably don't?)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Took a little bit, but found the post where Mithion told somebody off for a similar error. The results where the same... ID Conflict. Shifted the spells to 4500 and items right behind them in.

    As far as I can tell, part of the reason for it crashing when opening a chest, was that the chest contained a Buildcraft pipe in it. Go figure.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I keep crashing when opening chests placed by Ars Magica Gen. Crashed again by trying to Axe the offending chest. Got the same crash when trying to talk to the Village Mage... whose name was something like "EntityVillagerMage". (not sure on the name, he didn't spawn in my new world this time.)

    Not sure what to do now... Here's the crash log for the latest Chest opening. Found in a Tree like building.
    http://pastebin.com/TDiWFBRB



    *edit*
    ID conflict, shifted spells and items IDs to 4500+.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] Pig Grinder [Updated]
    Noobuela:

    Installation:
    • Drop it into the mods folder like most other mods.
    • There will be a config file generated in the config folder which will allow you to disable or edit certain effects.
    You don't install it into the minecraft.jar, just the "mods" folder.

    Side Note: You might want to switch from ModLoader to Forge. It seems to be a bit more reliable, and updated frequently.
    Posted in: Minecraft Mods
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    posted a message on RadarBro (GUI Mob/Player Radar)
    It sounds like you will already be adding a way to change the Key Binding for the menu, is there a way to change it from "R" to something else in the meantime? It's a problem as Portalgun uses "R" for Force Closing Portals, and they wont close if the R.B. Menu pops up.

    *edit*

    Nevermind, I am a moron. It can be changed in the Controls section of the Minecraft menus. Sorry for the waste of time I might have caused anyone.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] Pig Grinder [Updated]
    Using Client 1.4.7 with MultiMC launcher.

    Having an issue with the pig dropping between 3 & 7 pork-chops before exploding after changing settings to "grinderYields=0" and "frequency=1".

    I have tried changing freq to 2 and it still explodes (like it should), and setting Yield to 64 and 100, causing it to eject those amounts before exploding, but it still explodes no matter what.

    Am I missing something? Is there a possible incompatibility that I might have missed? Is it a possible mod issue that I should be trying to verify by error log? Help appreciated.
    Posted in: Minecraft Mods
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