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Everything posted by Targren

  1. Is there actually a way to do that, or do you mean to write a new mod for each little script?
  2. With Cauldron and MCPC+ being effectively dead (not quite sure whether they were the same thing or not), I'm guessing that those setting up a new server have to rely on finding mods to perform the roles that plugins used to. Since I may end up having to set up a new server in the next few days when the one I've been working for goes down, I find myself in that boat. So, since I don't have the time to write new mods myself in four days, I'll ask y'all. Basically, I'm looking for mod replacements for some of the old standard plugins: PreciousStones (land claiming) PermissionsEx CorePro
  3. Yipe. Thought you said you were gonna "fix" the lycanites spawns. Lobbers and Afrits at ground level? That was scary. I also can't seem to get /gamerule keepInventory to work. I've edited the Project Zulu config to turn off the graves but my stuff still goes flying when I snuff it.
  4. Not sure if it's a bug, or someone's just sadistic, but the Pharaoh boss from ProjectZulu is spawning on its own (without placing the summon). In groups of up to 5 or more. In deserts AND in the nether. Pretty brutal.
  5. Hey Skuli, Is there something we can do to fix Waila locally while we wait for the next update? I never realized how spoiled I was until I had to disable it because of the spawner crashes. Also: A possible alternative to "Flesh to leather" (or whatever the rotten flesh smelting mod was called)
  6. Have my mindcrafty-block-shaped babies. This is truly awesome.
  7. Mine often drop down to 0 (hard lock). It generally only lasts for a few seconds to a minute, but it's pretty often. In my case, I think it's ruins.
  8. Those ore elementals suck to a new miner with stone tools... apparently you can spawn a gold elemental from a block of coal ore. That made me dead very fast. I think it might be bspkrscore having a problem with the client, but the console becomes extremely spammy. Over and over and over and over... I was able to fix it by editing config/bspkrsCore.cfg and editing B:showMainMenuMobs=true to B:showMainMenuMobs=false
  9. It's been awhile since I looked at the base code, now that forge has changed its setup so it doesn't include MCP, and my old-man memory isn't what it used to be, so prepare your grains of salt... but I seem to remember, while trying to mellow out the skellies' "machine-gun" upgrade a little bit, that their bow AI had its own class, which could be reassigned on spawn... might have involved reflections... I could be wrong, but I think it took this long for enough of the "core" hexxit mods to get working 1.6.4 versions to bother making a new version.
  10. It is possible, but tricky, to overwrite mob AI without changing the core code. I suspect it may be Better Archery, since it also arms the skeletons with even better bows and potion arrows (like that's what they needed. ) I'll test it out real quick... Confirmed. After disabling BetterArchery, skeletons now happily follow me around corners again instead of standing pat and waiting for me to poke my head out to be ventilated again. With the mod, they DO move, but much more "decisively", so I think it's an "improvement" rather than an unintended bug, even if it does make the damn things far
  11. No idea what you did wrong, but that error means it can't find the mod. Nothing on the mod page says you should put it in the coremods folder, so I'm not sure why you did that. There's no real appreciable difference between getting it to work for client/server these days, since even SSP runs a local "internal server" for some time now.
  12. We wish. That's a fairly common problem (even seems to cross modpacks - something very similar happens in ABT). The current workarounds both use MCEdit: Either: Use MCEdit to move your player away from the corrupted chunk, and don't go back over there. Or Use MCEdit to select and delete the corrupted chunk, and hope that it doesn't re-corrupt when it regenerates. (This is generally only useful if the crash log includes sufficient info to identify the chunk in question - doesn't look like yours did)
  13. You installed the API wrong. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1278132-thebombzens-mods#FAQs
  14. I found a line of 12. Yes, 12. Amen, Brother. So, here's a new one. I had an Ancient Warfare "Lookout Tower" thing disappear on me. Literally. I had just started a new run (seem to be doing that a lot lately!) and wasn't geared up to deal with it, so I waypointed it and kept moving to find wool/a bed. When I found it, I went back, and boom: no tower. Luckily, I happened to be using this run as a test run of my capture software, so I caught the entire run through in video. Relevant parts: Original Discovery: ~5:00 Shocking Return: ~14:15 Audio is NSFW, and not
  15. (Sorry if this is the wrong section: I seem to remember seeing that Platform Pagoda is the place for help on custom modpacks) The relevant mods in the pack are ChocolateQuest/BetterDungeons and Mystcraft - latest 1.6.4 version. I'm trying to make a private modpack for some friends from our ABT server, and I'm hitting a bit of a wall. I'm trying to set up the loot tables for CQ/BD dungeons, but I can't figure out how to add Mystcraft pages - BD chest tables work based on item IDs, but if I add the item ID, I just get a "blank page". Has anyone had any luck with making this work? I'd
  16. Nope, I derped. It is there. I was looking for ChocolateQuest, but after you download it, the name changes back to betterdungeons. XD Curious that I didn't see a single one before my savegame corrupted, though...
  17. I know, I said as much, which is why I thought it was so strange that it wasn't in the updated Hexxit. But if it's already known that there's a compatibility issue or something, then I wasn't gonna bother suggesting it.
  18. Apparently this is what used to be "Better Dungeons" that made Hexxit 1.x so epic. Any particular reason it was omitted, or should I start testing it so I can suggest it?
  19. Scurvy is a nutritional (Vitamin C) deficiency. Not a contagion. And it's still a horrible effect. Immersion is one thing, but making me (the player) nauseated just because I got hit with the status effect in-game is crossing the line.
  20. Yeah, the mod thread said I should have been able to do that. Was never able to make it happen, though.
  21. Gotta say, not really digging the Zelda mod so far. Can't get the mob targeting to work right, even after I fixed the keymapping overlap, and have never seen a single key (but a buttload of locked chests), and secret rooms that only seem to contain even more locked chests. Do like the roguelike dungeons though. I think I'll test M&B and report back. Update: Doesn't look like M&B plays nice with Zelda. Doesn't seem to be an ID collision, it's full-on crash-to-launcher
  22. (Sorry for the double-post but this is a different subject from my last one) Had another crash. This one caused save corruption to the point that the savegame no longer appears in-game. I was eating a carrot when it happened. http://pastebin.com/fnD2kDd2
  23. He has indeed. It's nice to see, even if I'm really not a fan of the new versions with the taint mechanic. From the Thaumcraft thread Not sure if it needs it, personally, though. If anything, I'd suggest something to lower the difficulty for the start of the game rather than another endgame mod. Maybe I just suck, but when the "Goddamned (literal) bats"(AllTheTropes Warning) are constantly killing your fledgling Link-Steve, something might be a little OP. (The electrical ones) And why do Infernal Mob drops suck so hard compared to the old Hexxit. Is very sad.
  24. Sphax put out a texture pack for the old Hexxit. Since this one's brand new and many/most of the mods have changed, you'll probably have to wait a little while.
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