I'm looking for a way to automatically run a minetweaker command whenever someone joins the server, or just run it automatically at intervals. For some reason, my scripts just stop loading and stop working, and need to be periodically reloaded to work properly. Maybe I've screwed something else up or am using too many scripts/too much in one script? Not sure, but this seems to be the only workaround I can think of right now.
Is there a way to accomplish this without command blocks?
Can I use something like ACE to do this, and if so, how?
Any other ideas on how to make this work would be welcomed as well.
I don't want to have to run it myself as the only server op.
What is your minecraft version and forge you are using are they the same or no ?
"When I went to install forge to mod it, forge couldn't install because it was missing a bunch of files. So I decided to uninstall and reinstall minecraft. After uninstalling it wont let me reinstall it."
They don't have forge.
The error clearly states: "Game launcher outdated!"
Try downloading the latest launcher from minecraft.net.
I'm trying to use the Mob Properties mod to equip a Zombie with a piece of armor from the Minefantasy2 mod. I can't figure out how to properly format the file to enter the nbt data for the armor I want to use.
Here's the item from running "/mt hand" with CraftTweaker:
If anyone knows how I would enter that properly, please.... let me know. I'm struggling. I've already spent hours on the Wiki, and doing Google searches for anything that might help, but I can't find any examples of equipping a mob with a modded item on spawn with Mob Properties.
The Wiki has this, which may as well be in another language to me, because I don't know what it's trying to say:
item_id
Saves an item's numerical id as a short using its string id. You MUST use this to use mod item ids in nbt with any amount of reliability. name: the string name of the NBT tag. You will not have to specify this for any vanilla item. Default is "id".
Trying to figure out why Monsters and Creatures alike are spawning in the water/ocean. Seems to only be near the shoreline, give or take about 100 blocks away from the first shore block. When I go into the Deep Ocean, I don't encounter any Monsters or Creatures unless they're meant to spawn in the water.
Also, for the most part, water creatures are following the spawn cap, but every now and then I'll still find a "patch" of 50+ dolphins or some other such water creature. I don't play with this file much, mostly just the SpawnListEntries, so I'm not super familiar with how these tags work and what I need to change.
If someone sees what I've done wrong and can help me correct it, that'd be greatly appreciated.
Don't know if you'd be willing to update this mod any further or not. I find that the defenders group up and try to attack stuff that's underground. They just stand on the surface and huddle around in a group on the block that's above said mob underground and don't seem to bother with anything else. Would be better if they could target only things they can actually see.
I'm using a mod to extend the daytime length and left nighttime the default so, daytime lasts 24000 and night is 12000. The problem is, when I sleep, it sets the time to the middle of the day, basically negating the extra daytime I've set. I'm not sure how to work around this.
I tried to go to that specific position but there are no blocks visable on that location its just empty (i think because i didnt go there in the map).
Only other thing I can think of to try is to go into the BoP config and disable the wasteland biome since that's the one that it was having trouble generating.
Also, you may not see anything there but there doesn't have to be blocks present. You can try deleting/recreating the chunk it specifies. Just make sure you back up your world before you do anything with MCEdit.
0
Not sure what format to use for this config.. can anyone offer some assistance please?
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (spruce_door)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (birch_door)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (jungle_door)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (acacia_door)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (dark_oak_door)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! (minefantasy2:bedroll)
[20:47:09] [Client thread/INFO]: [toast.specialAI._SpecialAI:console:59]: [SpecialAI] [WARNING] Missing or invalid block! ()
0
I'm looking for a way to automatically run a minetweaker command whenever someone joins the server, or just run it automatically at intervals. For some reason, my scripts just stop loading and stop working, and need to be periodically reloaded to work properly. Maybe I've screwed something else up or am using too many scripts/too much in one script? Not sure, but this seems to be the only workaround I can think of right now.
Is there a way to accomplish this without command blocks?
Can I use something like ACE to do this, and if so, how?
Any other ideas on how to make this work would be welcomed as well.
I don't want to have to run it myself as the only server op.
0
"When I went to install forge to mod it, forge couldn't install because it was missing a bunch of files. So I decided to uninstall and reinstall minecraft. After uninstalling it wont let me reinstall it."
They don't have forge.
The error clearly states: "Game launcher outdated!"
Try downloading the latest launcher from minecraft.net.
0
Sounds like you're trying to launch the jar file itself, and that's not how you use mods.
My suggestion?
You should probably google these:
"how to install minecraft mods"
and
"how to install forge"
0
Honestly not sure, but you could try removing Optifine and running it again.
Also, what version of Forge are you using?
0
Have you tried redownloading the launcher from minecraft.net instead of using the one you already have?
0
See this:
https://bugs.mojang.com/browse/MC-34749
0
I'm trying to use the Mob Properties mod to equip a Zombie with a piece of armor from the Minefantasy2 mod. I can't figure out how to properly format the file to enter the nbt data for the armor I want to use.
Here's the item from running "/mt hand" with CraftTweaker:
<minefantasy2:standard_splint_boots>.withTag({MF_CustomMaterials:{main_metal:"iron"}})
If anyone knows how I would enter that properly, please.... let me know. I'm struggling. I've already spent hours on the Wiki, and doing Google searches for anything that might help, but I can't find any examples of equipping a mob with a modded item on spawn with Mob Properties.
The Wiki has this, which may as well be in another language to me, because I don't know what it's trying to say:
item_id
Saves an item's numerical id as a short using its string id. You MUST use this to use mod item ids in nbt with any amount of reliability.
name: the string name of the NBT tag. You will not have to specify this for any vanilla item. Default is "id".
value*: the string id of the item.
0
Hopefully a simple silly problem here.
Trying to figure out why Monsters and Creatures alike are spawning in the water/ocean. Seems to only be near the shoreline, give or take about 100 blocks away from the first shore block. When I go into the Deep Ocean, I don't encounter any Monsters or Creatures unless they're meant to spawn in the water.
Also, for the most part, water creatures are following the spawn cap, but every now and then I'll still find a "patch" of 50+ dolphins or some other such water creature. I don't play with this file much, mostly just the SpawnListEntries, so I'm not super familiar with how these tags work and what I need to change.
If someone sees what I've done wrong and can help me correct it, that'd be greatly appreciated.
Here's my CreatureType.cfg.
{
"FILE_VERSION": "2.0",
"TYPES": {
"AMBIENT": {
"Spawn Rate": 100,
"Spawn Cap": 5,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"CREATURE": {
"Spawn Rate": 110,
"Spawn Cap": 25,
"Chunk Spawn Chance": 0.1,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"MONSTER": {
"Spawn Rate": 1,
"Spawn Cap": 70,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "obj.difficulty()==0||!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"OPENSKY": {
"Spawn Rate": 1,
"Spawn Cap": 10,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"UNDERGROUND": {
"Spawn Rate": 1,
"Spawn Cap": 10,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"WATERCREATURE": {
"Spawn Rate": 75,
"Spawn Cap": 8,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "water",
"Iterations Per Chunk": 1,
"Iterations Per Pack": 3,
"Spawn Tag": "!liquid({0,0,0},{0,0,0})||!liquid({0,0,0},{0,-1,0})||normal({0,0,0},{0,1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
}
}
}
0
Don't know if you'd be willing to update this mod any further or not. I find that the defenders group up and try to attack stuff that's underground. They just stand on the surface and huddle around in a group on the block that's above said mob underground and don't seem to bother with anything else. Would be better if they could target only things they can actually see.
0
Was just about to say that, thanks Conor. Known issue with latest builds of Forge. 14.23.4.2765 is the last known working version.
0
Have you changed any configs with Thaumcraft?
0
I'm using a mod to extend the daytime length and left nighttime the default so, daytime lasts 24000 and night is 12000. The problem is, when I sleep, it sets the time to the middle of the day, basically negating the extra daytime I've set. I'm not sure how to work around this.
0
Only other thing I can think of to try is to go into the BoP config and disable the wasteland biome since that's the one that it was having trouble generating.
Also, you may not see anything there but there doesn't have to be blocks present. You can try deleting/recreating the chunk it specifies. Just make sure you back up your world before you do anything with MCEdit.
0
Yes, use MCEdit, but make sure you shut down your server first, and make a copy of the world just in case something goes wrong.