New snapshot. Includes Fireworks and books you can enchant a single effect on, which can be used to combine with equipment in the anvil.
But really all you need to know is that there is a firework effect that is crafted with diamonds, to really show the neighbors how excessively rich you are.
I want to build a world that's entirely covered by ocean with clusters of large floating islands. And each cluster being a specific biome or theme. I believe mcedit will let me create a flat world with a few layers of sand and water, and then voxel sniper/world edit will let me create the land masses. What can I use to set the different areas to specific biomes?
Take a look into running Terrain Control mod. It allows you to set biome creation parameters, overall biome size, which biomes spawn next to others, how frequently caves/canyons are created, where buildings spawn if at all (dungeons, towns, etc). You can also change average terrain height, how tall the terrain is, etc. Too many features to really explain in one post. It has a bit of a learning curve, but for the best seamless creation of a map with little work to be done, its the way to go, IMHO.
There is even an option to make specific biomes as islands, so if you get your settings right, you can spawn a large ocean with intermittent biomes as islands. Another option would be to set up a map as just straight ocean, then make smaller maps with the specific island you want and then go back with MC edit and transfer the landmasses over.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
When did they put in the new attack sounds for Endermen? They're fucking terrifying.
I KNOW RIGHT
I was in the old Underdark map exploring LumberIce and came across one of them. Uuuuururrghhh scary
0
MackenzierGold Star Police NinjaLurking... less than usual.Registered Userregular
That video is great, just the attitude of complete acceptance alone.
I've always had a tendancy to build cavernous structures, but now I'm continually worried that I'm going to be playing host to the next Enderman Social.
Steam: Mackenzier
FFRK: 9rRG
0
Fleebhas all of the fleeb juiceRegistered Userregular
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.
On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.
On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.
I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
Darmak on
0
Fleebhas all of the fleeb juiceRegistered Userregular
edited December 2012
I totally missed that, thanks!
Yup, worked. Just changed redrockslab.id to 2242, super easy.
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.
On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.
I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
The crash report tells you which ID is conflicting, then you can change it in the configs.
You'll only get one ID per crash though, so it can get annoying if lots of blocks conflict. I swear I read somewhere that Forge's modloader would change conflicting IDs automatically, but I must have dreamt it.
P.S. TreeCapitator is what you're looking for. There's also another mod that does exactly the same thing, but I can't remember its name. TreeCapitator is the more famous.
Yeah, I know how the crash log works, I was saying I don't know if it pops up if you're doing manual mod installs or if you have to go find and open the crash log yourself.
I did forget to mention that it only shows you one id conflict at a time, so you'd have to change one block id until you got it right, then the next block, then the next, etc.
Or do what I did and change every Mystcraft block all at once just to make sure. :rotate:
0
Fleebhas all of the fleeb juiceRegistered Userregular
Oh, my. Mystcraft is compatible with ExtrabiomesXL, adding new symbols for the new biomes. That's classy, right there.
It doesn't seem to play well with Magic Launcher though, I can't launch a setup with ExtraBiomes without it crashing
It's a conflict between block id's. Look at the error message and it should mention what block is causing the issue, you just go in the .cfg file (found in the config folder in the .minecraft folder) and change it's number and keep trying until all the conflicting id's are resolved. I'd say change the Mystcraft block id's since there's less blocks so it's just easier to mass change them all, I think I changed them from around 4096 to about 4056ish and everything worked fine.
Even with just Extrabiomes enabled, it crashes my game. It's not a conflict with other mods that's the problem.
Are you using the latest version of Forge? If you are, you need to grab the development version of Extra Biomes or else it won't work (and vice-versa if you have the dev version of EBXL without the latest version of Forge)
Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.
On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.
I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
The crash report tells you which ID is conflicting, then you can change it in the configs.
You'll only get one ID per crash though, so it can get annoying if lots of blocks conflict. I swear I read somewhere that Forge's modloader would change conflicting IDs automatically, but I must have dreamt it.
P.S. TreeCapitator is what you're looking for. There's also another mod that does exactly the same thing, but I can't remember its name. TreeCapitator is the more famous.
Yeah had to edit the cfg manually. No biggie because it was just the one conflict. TreeCapitator, that's the one. Danke!
Yeah, I know how the crash log works, I was saying I don't know if it pops up if you're doing manual mod installs or if you have to go find and open the crash log yourself.
A report is displayed when the game crashes, that's what I meant. It displays the log for you.
lu tze on
World's best janitor
0
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
Yup, worked. Just changed redrockslab.id to 2242, super easy.
Yeah, the dev versions of EBXL are conflicting with Mystcraft. The next version (3.6.0), which should be out soon, adheres to some new Forge guidelines for id allocations and should no longer conflict. Specifically:
Changed default blockIds to conform to new Forge partitioning of 4096 blockID space. New defaults are:
Terrain blocks begin at 255 and descend. Currently this consumes ids 255 and 254.
Other blocks begin at 2200 and ascend. Currently 2200 thru 2223 are in use.
Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
I want to build a world that's entirely covered by ocean with clusters of large floating islands. And each cluster being a specific biome or theme. I believe mcedit will let me create a flat world with a few layers of sand and water, and then voxel sniper/world edit will let me create the land masses. What can I use to set the different areas to specific biomes?
Take a look into running Terrain Control mod. It allows you to set biome creation parameters, overall biome size, which biomes spawn next to others, how frequently caves/canyons are created, where buildings spawn if at all (dungeons, towns, etc). You can also change average terrain height, how tall the terrain is, etc. Too many features to really explain in one post. It has a bit of a learning curve, but for the best seamless creation of a map with little work to be done, its the way to go, IMHO.
There is even an option to make specific biomes as islands, so if you get your settings right, you can spawn a large ocean with intermittent biomes as islands. Another option would be to set up a map as just straight ocean, then make smaller maps with the specific island you want and then go back with MC edit and transfer the landmasses over.
That sounds interesting, and I'm going to check it out. But it doesn't sound like it does what I'm looking for. I want to custom build each land mass because every cluster of islands/asteroid things are going to have a unique look to them as well as have a specific biome. And I don't want any other available land except for what I build.
Of course, once I look at it, it may do exactly what I want.
That sounds interesting, and I'm going to check it out. But it doesn't sound like it does what I'm looking for. I want to custom build each land mass because every cluster of islands/asteroid things are going to have a unique look to them as well as have a specific biome. And I don't want any other available land except for what I build.
Of course, once I look at it, it may do exactly what I want.
Well, like I said, you can set the variables for biomes to generate anything from super huge floating continents, an endless ocean with tiny islands, or an infinite desert (i.imgur.com/gr3au.jpg). Personally, I've used it to make custom maps like you've described (large ocean with biome specific islands), using TC to generate assets to add to a map. TC does the bulk of the work once you figure out how to hone in the settings, then its a a matter of transferring it with MCEDIT and blending it into the map.
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.
Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.
I have a netherwart farm in my brewery. I can set you up with most of what you will need to get your brewing operation goin' (although I am hurting for blazerods, goo balls, and spider eyes)
Regarding the current PA server, two questions: Have we found the Stronghold yet? And did someone setup a nether wart farm? I believe it's all been mined out from the nether (at least my trip there found nothing) and was hoping to find a farm to nab some seeds from to start my own for brewing.
I have a netherwart farm in my brewery. I can set you up with most of what you will need to get your brewing operation goin' (although I am hurting for blazerods, goo balls, and spider eyes)
I've already got a brewery stand built and farmed some blaze rods for someone earlier today. I just need the wart really to get that under control.
Posts
But really all you need to know is that there is a firework effect that is crafted with diamonds, to really show the neighbors how excessively rich you are.
Nice.
Wait, we can make Nether brick now? Woo!
And then to add insult to injury, he vanished before I could kill him for his pearl.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Did he steal part of your wall?
The harder the rain, honey, the sweeter the sun.
Take a look into running Terrain Control mod. It allows you to set biome creation parameters, overall biome size, which biomes spawn next to others, how frequently caves/canyons are created, where buildings spawn if at all (dungeons, towns, etc). You can also change average terrain height, how tall the terrain is, etc. Too many features to really explain in one post. It has a bit of a learning curve, but for the best seamless creation of a map with little work to be done, its the way to go, IMHO.
There is even an option to make specific biomes as islands, so if you get your settings right, you can spawn a large ocean with intermittent biomes as islands. Another option would be to set up a map as just straight ocean, then make smaller maps with the specific island you want and then go back with MC edit and transfer the landmasses over.
My wall is thankfully still only temporary cobblestone so no. He was carrying around dirt.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I KNOW RIGHT
I was in the old Underdark map exploring LumberIce and came across one of them. Uuuuururrghhh scary
I've always had a tendancy to build cavernous structures, but now I'm continually worried that I'm going to be playing host to the next Enderman Social.
FFRK: 9rRG
Well, so far I can get Extrabiomes to work using the latest experimental use-at-your-own risk versions of Forge and Extrabiomes. Adding in any other mods tho is an exercise in frustration. It works with Thaumcraft, but as soon as I add Mystcraft it starts crashing. Same with Mo'Creatures. God dammit they need to get modding working right, this is ridiculous.
On another subject, what's the name of the mod that makes trees easier to harvest, where you just have to break one block? I thought it was Forestry, but that does way more than I'm interested in.
I know I mentioned it earlier, to MuddBudd but did you check to make sure it's not block id conflicts? Mystcraft's blocks conflict with some of Extra Biome's blocks and you have to change the id numbers for them or else the game will crash on startup. Remember to scan the crash log (if you're using Magic Launcher and testing before running it should come up automatically, I don't know what happens if you're just doing manual mod installs), and look up in this quote tree to find out how to change the ids.
Yup, worked. Just changed redrockslab.id to 2242, super easy.
You'll only get one ID per crash though, so it can get annoying if lots of blocks conflict. I swear I read somewhere that Forge's modloader would change conflicting IDs automatically, but I must have dreamt it.
P.S. TreeCapitator is what you're looking for. There's also another mod that does exactly the same thing, but I can't remember its name. TreeCapitator is the more famous.
I did forget to mention that it only shows you one id conflict at a time, so you'd have to change one block id until you got it right, then the next block, then the next, etc.
Or do what I did and change every Mystcraft block all at once just to make sure. :rotate:
Yeah had to edit the cfg manually. No biggie because it was just the one conflict. TreeCapitator, that's the one. Danke!
I can live without Extrabiomes.
The harder the rain, honey, the sweeter the sun.
Of course, once I look at it, it may do exactly what I want.
these days I can't stand the sight of steve so whenever I download a new snapshot I replace the default skin with my own
Isn't this usually caused by an authentication issue?
Well, like I said, you can set the variables for biomes to generate anything from super huge floating continents, an endless ocean with tiny islands, or an infinite desert (i.imgur.com/gr3au.jpg). Personally, I've used it to make custom maps like you've described (large ocean with biome specific islands), using TC to generate assets to add to a map. TC does the bulk of the work once you figure out how to hone in the settings, then its a a matter of transferring it with MCEDIT and blending it into the map.
How? Through your minecraft.net profile or is it in the .jar somewhere?
it's a file labled "char" in the mob folder
You'll be prancing around thinking you're a suave ninja viking or something, and everyone else will just be seeing Steve's ugly, gormless mug.
this is a fix for my eyes though
Maybe, I suppose. I'm logging in fine tho, to both the minecraft.net profile and into the client. No errors that I can see.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I have a netherwart farm in my brewery. I can set you up with most of what you will need to get your brewing operation goin' (although I am hurting for blazerods, goo balls, and spider eyes)
Steam
I've already got a brewery stand built and farmed some blaze rods for someone earlier today. I just need the wart really to get that under control.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12