• 0

    posted a message on Direwolf20's Modded Lets Play series

    I made a video on my current DW20 1.10 modpack world progress:



    Probably nothing too exciting in here for those familiar with the mods or with DW20's videos (although I do briefly show off a mod customisation), but I felt like sharing. :) Feedback is welcomed (though I'll probably see it sooner if you comment on the video rather than here).

    Posted in: Let's Plays
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    Something odd I've noticed with this (v5.1.8) in 1.10.2: I placed a Hi Tech Door (the 3-wide one) in my base at a position just above Y=64 and travelled to the Deep Dark. A ghost version of the door (can't be interacted with, but matches the open/closed state of the real door) appears at the same coordinates in that dimension.


    I haven't tested other worlds or door types, so it's possible this is some weird quirk of my world, but it seems like a rendering bug.


    (Placing it above Y=64 just makes it easier to find in the Deep Dark, since that area's mostly open, and it doesn't have the coordinate compression that the Nether has. I haven't tested other dimensions.)

    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    I came across this while looking for a 3-wide sliding door for 1.10. The hi-tech door seems to do that, but also doesn't seem to react to a redstone signal anywhere that I can find. Is that a bug or intended?


    I'm looking for something suitable as a 3-wide elevator door; ideally it should respond only to redstone (like an iron door), but that's not essential. 3-high would be nice but is not essential. Responding to redstone is essential.


    Edit: ok, looks like it does respond to redstone at the bottom middle block only. I can work with that. So never mind ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on Direwolf20's Modded Lets Play series
    Quote from jeffreym23
    Also, I encountered a crashing issue with NEI. If you have the search box set to display items from a particular mod (for example @mod.XyCraft) and delete that search string, it will cause Minecraft to crash, and it will subsequently do so every time you open a GUI in that world. I posted about this issue in the FTB forums and someone suggested deleting the NEI.dat file. The one you want to delete is in your saves folder, NEI/local/[world name]/NEI.dat. This worked, and I was able to open any GUI without a crash.

    Delete how? Because I always use the right-click delete, and I've used the show-mod-items function several times without any issues.
    Posted in: Let's Plays
  • 0

    posted a message on Direwolf20's Modded Lets Play series
    So I was interested in building a similar solar factory to the one on the S4 SMP series, and I have it working as far as making basic solars goes. But I'm curious how the fabricators for the LV, MV, and HV solars are set up. Did Dire ever show those on camera? I've tried looking but as best I can tell they magically appeared somewhere between episode 29 and 30, and there doesn't seem to be any handling of them in the sorting machine or computer system. Are they supposed to just get manually loaded with transformers, or was there some extra off-camera magic?
    Quote from LtKernelPanic

    DW could you please show the symbols you used when you made Digger 2? I seem to have the worst luck making mystcraft ages.

    Upgrade to the latest version of Mystcraft. The one in the latest DW20 pack has a bug that pretty much guarantees any world created will be unstable, even if written correctly.
    Posted in: Let's Plays
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from acecraft

    i have a problem, can you tell me witch aura.dat file to move there are 2, one in the main folder and one in the DIM-1 folder.

    DIM-1 is the Nether. So you only want that one if you want to transfer over the Nether as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    I'm using Thaumcraft 3.0.1c (from the Direwolf20 mod pack) and have encountered some bugs with the trees. (Some of which may be caused by interactions with other mods.)

    I tried chopping down one Silverwood tree manually; I let about half the leaf blocks decay naturally and the other half I used an RP2 sickle on. None of them dropped any saplings (but the next bit of weirdness didn't happen with these).

    Next I tried chopping down a Greatwood tree (which also gave me no saplings), but this had an even weirder problem. With the "Highlight tips shown" option enabled in NEI (which I use because it makes ore identification easier while mining, except for Nikolite), every time I looked at a Greatwood leaf block (ie. pointed the crosshairs at it) it mysteriously converted itself into a Silverwood leaf block (ie. went blue and acquired particle effects). Turning this option off stopped this happening.

    And finally I used a Felling Turtle to chop down a second Silverwood tree (with that NEI option disabled). This turtle was programmed to break all of the leaf blocks (though a few still decayed naturally), and when I looked in its inventory after it was done I discovered two Greatwood saplings. (Which somehow came from the Silverwood tree, of course.)

    So it appears that these trees have quite a bit of an identity crisis. (I did get all the correct type of logs, though.)

    Also speaking of NEI, it lists spawners for the various golems (which I imagine probably wouldn't work properly, so probably ought to be disabled if possible), and these show what appear to be internal ids, such as "entGolemStone". Not sure if this is an NEI or Thaumcraft issue though, as it also appears to affect several other mods (Mystcraft being one of the more amusingly weird ones). Also, I'm not sure if there's a recipe plugin for Thaumcraft yet or not, but it'd be handy for those times that I've left the Thauminomicon somewhere else.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from Pizarro

    Hey there, there's a bug in the mod right now where it seems the portals count themselves as some sort of ticking entity or something like that.

    I get this too, whenever I try to pass an item through a portal sufficiently far away that the chunk has unloaded. It works fine as long as I travel through the portal instead of dropping an item through. I've tried placing a World Anchor (with fuel disabled in the config) but this doesn't seem to help. But I'm not sure how to tell whether the anchor is working or not; the F9/F12 keys don't seem to trigger any particle effects.

    Quote from WildphirezZ
    1. Placing 2 portals at ground level will sometimes land you inside the floor block under where you should land.

    Yes, I've had this one too; again it seems to be more common when travelling to chunks that have probably been unloaded. (Also, sometimes I land 1 block too low, sometimes 2 blocks. Possibly more than 2, it's hard to tell since it's dark and causes suffocation until I jump out.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Different trees, same planks?
    Quote from zombiesniper57 »
    Guys there are limited blocks in minecraft. I do agree that we need 1 more plank type.

    Ah, but the new trunk and wool recolours are done in a way that uses new texture space but not new block ids. Texture space is much easier to extend as needed than block ids. Plank recolours could be done similarly.
    Posted in: Survival Mode
  • 0

    posted a message on Gravel Beaches?
    Yeah, I've had quite a few of those. I hates them, so very much.
    Posted in: Survival Mode
  • 0

    posted a message on Another Mob Grinder question
    Can't spiders jump a two-block trench?
    Posted in: Survival Mode
  • 0

    posted a message on How can Pigmen be prevented from spawning on minecart rail?
    Quote from Draca-Mann »
    Things that can be hacked to have rail on top and don't permit spawn: Leaves, Glass, Stone Stair. (BTW, now we can use bonemeal since Beta1.2 to accelerate tree growth, it would have been a possibility, albeit somewhat unwieldy, to use treetops as a foundation for rail if we could lay track on leaves!)

    I think leaves permit spawning as well, but only when using Fast graphics.

    Quote from theicychameleon »
    Use the get satisfaction and have everyone sig it I guess :smile.gif:. I think it would be reasonable to have *some* way of controlling pigmen spawning, like we can with mobs in the regular world.

    Except squid. They're starting to get quite annoying too.
    Posted in: Survival Mode
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Archanos' post reminded me of something a little surprising I ran into a little while ago:

    I wanted to move some blocks from one side of the room to the other. The trick to do this before was to select, clone, and delete, then move the clone across and paste it. Before doing that, though, I remembered that you'd recently added a "move existing blocks" nudge button, so I thought I'd give that a whirl. Unfortunately, that one seems to obliterate any blocks that the selection moves past on the way. Maybe that could be changed a little so that the movement is only virtual until confirmed (like the clone command)? (The clone & delete trick is easy to forget, and surprising for newbies.)
    Posted in: Minecraft Tools
  • 0

    posted a message on Sandstone Steps?
    Quote from TK »
    Quote from Trinalsis »
    Quote from TK »
    No... i would never even want notch to think about wasting time making either... Notch added sandstone for one particular reason : spider protection
    In case you didn't understand why he hopes it's sarcasm, sandstone doesn't HAVE this function. It never did, neither did sand. As it stands, they can currently climb anything.

    YOU ARE very much compleately and utterly wrong... when beta 1.2 first came out before the beta 1.2_1 Spiders could not (and this can be shown in various different videos) climb sand or sandstone so you can fag off

    Actually, no. I ran some extensive tests on spider climbing in 1.2 and they quite definitely could climb sand and sandstone just fine.
    Posted in: Survival Mode
  • 0

    posted a message on spider climbing?
    Quote from Dasaru »
    Nobody really said it, but I was wondering if this was ok:

    :Notch:
    :cobblestone: :cobblestone:
    :cobblestone: []
    :cobblestone: :cobblestone:
    :cobblestone: :cobblestone:

    I'd rather have an indent than a protruding lip. I think it would look nicer.

    So is this spider safe?

    I have not tested this, but I assume that it is not -- the spider could theoretically climb up to below the indent and then jump up the rest of the way. Whether they would do that or not, I don't know. Certainly it'd be better than a straight wall, but it might not keep you totally safe.


    Quote from Aqualize »
    Ineffective wall before 1.2:
    [Vertical cobble wall]

    Effective strategy after 1.2:
    [Vertical cobble wall with sand at the bottom]

    You have that backwards. Before 1.2 the vertical wall worked just fine (as long as the top was well lit). After 1.2 neither wall is safe. I don't know why people keep saying that sand is safe -- it's demonstrably false. Even cactus isn't safe -- though at least it does hurt them a bit along the way.
    Posted in: Survival Mode
  • To post a comment, please .