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tunnelrat

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Posts posted by tunnelrat

  1. Done and done!

     

    Haven't touched Railcraft yet... I will make it a point to check it out.  I threw together an EU pipe system.. but, get this... I had to cheat the stuff and then I just threw the components in the trash =/

     

    I've checked the 3.019 config (but I have not modified it), and everything says green light for EU pipe making... but I can't see the recipe at all... the NEI in recipe mode just shows the description... the FTB recipe doesn't work... I am at a loss... am I just an imbecile?  

     

    SS SS SS

    GB RS GB

    SS SS SS

     

    (stone slab, glass block, redstone)

     

    That's correct, isn't it?  Tried it in a vanilla crafting table, Natura, and the workbench backpack... nothin...

     

    I've got your blog bookmarked, I will stay up on it!

  2. I purposely didn't add iron Chests in here because it wasn't in the original, and because Better Storage is in here, and not many packs seem to ever have it, so I didn't want it to get ignored, and I just think the look and feel of Better Storage fits with Hexxit a lot more. There's also the Knapsack and Backpacks, you can store a lot in them and carry them on you!

     

     

    I totally agree about better storage!  It's like 1000% better now that you can shift+click/space+click into lockers and non-full crates now too...

     

    Right now I am trying to figure out why everything in Extra Utilities is craftable except for the pipes hahaha... they are enabled in the config... but no recipe in NEI, and the FTB recipe doesn't work.   My inane rambling about the storage issue above really should have been more focused on the sorting aspect, but deady got me on the right track!

     

    Probably taking another "mental health day" tomorrow to play his hahahahaha... it's soooooo good to be back in Hexxit!

  3. Awesome!  I will check that stuff out!  Forgot all about Extra Utilities. 

    As far as all those vying for the official Hexxit title, to me it should really go to a mod staying close to the original... nothing wrong with some of these other mods in the least, but if they are a massive departure from the original, then they should probably come up with a new name hahahaha... to me, this is really capturing the essence of Hexxit!

     

    I do read the changelogs, I just forgot that M&B and battlegear 2 were the same mod... also didn't actually know that the weapons tab was from that mod... live and learn, not like losing a few items is a big deal in Hexxit haha!

     

    If I can help with anything, testing, wiki stuff, etc... let me know!

  4. Working on updating my server to 3.0.19... been playing for a week or so, and I still haven't even scratched the surface on what all is available... just WOW ...   sincerely, I'm all like :parrot: to play this!  (I'm just now starting to get an idea of how much work you have/are continuing to put into this as well, hat's off to you!)

     

    Just wanted to give a little feedback/kind of discuss my observations in the pack thus far, ask a couple of questions, and share a crash report. 

     

     

    - I was kind of turned  off by the not losing inventory on death thing... until I experienced some rogue-likes and "lived" through a couple blood moons.  Wowsas.  Changed my stance hahaha.

     

    - I am running Dynmap 2.1 and it appears to be working fine so far (overworld, nether, TF rendered so far)

     

    -  The Nether seems a bit tame in comparison to the rest of the pack... back when Hexxit 3.0.0c was in beta (I guess that whole thing got canceled?) it had Lycanites Mobs in it... the nether was over-the-top bonkers ridiculous... but that could have been my config, etc... I dunno.  Compared to even the Overworld (in some places) and especially with the 1 in 5 chance that any given night will be a blood moon, it seems like the Nether is where you go for a breather now hahaha... this isn't necessarily a bad thing at all... the group on my server migrated to the Twilight Forest this time around...  mainly because we've been playing MC on and off for 4 years now and we were standing around going "What the heck are we gonna do that we haven't done before?" and someone brought up TF and away we went.  So as we're building away there, Hexxit starts coming back to me, and I remember that mobs don't spawn here.  At first I started rethinking the idea to build in TF... then I considered the fact that I could either spend 12 hours building fortifications that would withstand the bloodmoon creeper/explosive-arrow-packin skeleton jihad (more on that below) OR I could just start digging in and figuring out what the heck all of these mods I have never seen before did.  So, I guess if someone had never built a Hexxit-base in the nether (I haven't yet, just some odd buildings) then something like Lycanite's would make that prospect more than just a "casual base-build" exercise hahaha,,,,

     

    -  Bloodmoon: So, I kind of touched on the bloodmoon thing above... we had this massive ADHD debacle where we were all like "Hey, let's find a place to live!" when in reality we were running around looting the surrounding landscape with the abandon of drunken Vikings...  So, lo and behold soon everyone is waddling around stuffed to the gills with super important early game stuff like blocks of jasper and division sigils... I guess it's kind of like how raccoons will grab something shiny then never let go... anyway, now the need to find a place is overwhelming so I say screw it and just run off looking for a pre-made structure so we can get started with the mods as quickly as possible...  I take a bed, haul north, find a little cottage thing and bind it up.  I head west, Mr. Blood Moon Rising... (Doors reference anyone? No?  It's cool.)  now, I'd been through like 1 blood moon before... but it was out on a dock, and I had help hahahaha... so this time, I'm like a half click west of where I bound, out in the open.  Awesome.  Stuff starts gettin wacko... (dat light level tho) and BOOM, TWO SCOOPS OF RAISINS!  hell in unleashed upon me from above.  I'm wearing like some ratchet mismatch of busted cardboard and cactus stuff... top of the line, you know, maybe a chain helmet with 18 durability left.  I am quickly overwhelmed... and I am old-school MC alpha good at fighting stuff... hahaha... this approximately battalion-sized force of skeleton whatever/resident evil zombie horde/effing chuck norris telewarp creepers is just taking my lunch money.  All of a sudden, I'm holding a cookie instead of the actually semi decent blade I had previously chosen as my activate item.  Now it's what appears to be a chocolate chip cookie.  That blade?  Oh, that's gone.  Inventory is permanent gridlock.  If I stop to even move one thing and TRY to find the sword in the dark I am done anyway... so I just  tear out of there in a dead sprint east like a 4 year old girl... That's when another perception of mine was shattered in that if you move fast enough you can avoid a lot of spawns at night.  Hahahahahaha... yeah.  So naive.  Not on Crimson Death night, son.  So I run this gauntlet all the way back to the cottage I had previously claimed in the name of Spain, and slam the door behind me.  Whew.  I put a chest down, dump the non-essentials (read: like 80% of the junk I was carrying) have healed up... switched out some armor... I'm feeling pretty good about myself now, and maybe a little childish anger at the golden mongol horde of NO outside the door.  So, because I am so awesome and can't possibly need to stay indoors, ever, regardless of gear, I incredibly foolishly open the door.  I get 2  blocks and they are on me... it was such a goat rodeo I don't know for sure what all was there, but as I spun to face assailants, the colors at the top of the screen are flashing rare/ultra/infernal hahaha... apparently they'd sent their command staff to the front lines to engage... the next thing I know there is an explosion, I'm dead, I click respawn, and pop right back up! Now these cats is gonna PAY! I turn to rush into the fray... oh, HI GUYS! (APPARENTLY that explosion had blown off the front of the house, and now I am looking down into a crater that is absolutely boiling with an absurd amount of ill-will  marching toward me.  No problem, let's do this.  I start getting all Legolas on them... get like one arrow off, HIT! But what's this?  Oh, I'm not drawing a bow back anymore, I'm waving a cookie at these guys now climbing out of the crater like I have a special treat for them.  Awesome.  Rocket creeper comes zooming in and it's like the ending of a Loony Tunes episode... just fade to black... I awake to find myself all the way back to spawn.  I'd literally just had my butt kicked...back...to...spawn... Awesome.  So yeah, Bloodmoons are pretty epic in conjunction with the other mods you've woven together hahahaha!

     

    -  I did reduce meteor frequency 20 to 5, and now I am lowering it to 1.  It's just non-stop... I mean, I have a maxxed out shield so it's going to pick up almost every one of them when I am the only one logged in, but for the damage it does to the landscape otherwise when exploring vs. the overall usefulness of the resources they drop (after early-game anyway) I lowered it accordingly.  I definitely love that mod though.

     

    - After doing a couple rogue-likes I reduced "mystery arrow" in LegendGear BattleGear (edit: got this wrong before, and doesn't matter now, anyway!) 2 from 10% to 1% chance.  It was just non-stop... every skeleton has a 10% chance, default, to have some kind of advanced butt-kickery, we were getting disarmed multiple times every single fight... then having to kill everything, then say "who has my mannyullyn blah blah" and everyone digging through their stuff and playing swap meet I just said okay I'm gonna dial that back a notch.  I bumped flame arrows from 10% to 20% to compensate.

     

    - I've been all over the place in the overworld, and I still haven't seen a Pech from Thaumcraft.  I went in and changed I:magical_forest_biome_weight=5 to 20... will test and see.

     

    -  Morphs seem kind of OP out of the box, so I set  I:canSleepMorphed=0 and I:loseMorphsOnDeath=1  also considering maybe making flight tougher to get next server re-start.

     

    I did have a couple of questions for you as well...(and anyone else who is playing this pack!)

     

    1.  Are there any chunk-loaders in any of these mods, that you know of?  I've tried searching the NEI for all of the ones I know, but no joy.

     

    2.  Any portal/stargate style teleport options available?  Any player-teleportation at all for that matter?  (There was a stargate mod in alpha that used nether portal frames and then signs with specific syntax to create portal networks... it was AWESOME.)

     

    3.  Storage and organization: This is always my Waterloo with Hexxit... going out exploring is awesome... coming back and sorting through 10 large backpacks of loot and putting it all where it needs to go makes my brain cry.  This time around, I've seriously taken to making this like 256 crate loot-deathstar right under the floor of our starter base...  I just dump everything in there that I am not currently working on/isn't some essential resource that needs to go into a chest.  Everything else is fair game, so everyone started pillaging it and then dumping their own stuff into it so now it's like this sick game-within-a-game where there is this chest with 30,000 items in it and each time you open it it's something new... I come by these zombies... just paging through this crate over and over... hahahahahaha... SO... what do you do storage wise? I use reinforced chests/lockers and crates (starting to mess with barrels), but after getting used to some of the stuff you can do in Tekkit... it's tough going back hahahaha... There isn't any magic-power based storage/organization system out there is there? 

     

    4.  I'm still so overwhelmed by the sheer amount of content right now that I am sure I am about as inefficient as it gets... any advice?  Any go-to items from a mod that I should look in to?  I'm pretty familiar with all the mods that were in the last official Hexxit release as well as some from the 3.0 beta... but I am just now getting useful stuff out of Thaumcraft, and in the early stages of Botania... LOVING the Thaumcraft golems... 

     

     

    The only definite/repeatable client crashing bug I have encountered (and again, this was in 3.0.17, so it may be moot at this point, but due to the sheer scale of the pack I wanted to share it just in case - mods installed are Hexxit Revisited + OptiFine 1.7.10 HD B5 + FastCraft 1.19)

    ---- Minecraft Crash Report ----
    // I feel sad now 
    
    Time: 3/1/15 1:19 PM
    Description: Ticking entity
    
    java.lang.ClassCastException: twilightforest.entity.EntitySeekerArrow cannot be cast to net.minecraft.entity.EntityCreature
    	at net.daveyx0.primitivemobs.entity.monster.EntityBrainSlime.func_70097_a(EntityBrainSlime.java:162)
    	at net.minecraft.entity.projectile.EntityArrow.func_70071_h_(SourceFile:270)
    	at twilightforest.entity.EntitySeekerArrow.func_70071_h_(EntitySeekerArrow.java:143)
    	at net.minecraft.world.World.func_72866_a(World.java:2070)
    	at net.minecraft.world.World.func_72870_g(World.java:2034)
    	at net.minecraft.world.World.func_72939_s(World.java:1887)
    	at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1994)
    	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    	at net.minecraft.client.main.Main.main(SourceFile:148)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    	at java.lang.reflect.Method.invoke(Unknown Source)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- Head --
    Stacktrace:
    	at net.daveyx0.primitivemobs.entity.monster.EntityBrainSlime.func_70097_a(EntityBrainSlime.java:162)
    	at net.minecraft.entity.projectile.EntityArrow.func_70071_h_(SourceFile:270)
    	at twilightforest.entity.EntitySeekerArrow.func_70071_h_(EntitySeekerArrow.java:143)
    	at net.minecraft.world.World.func_72866_a(World.java:2070)
    	at net.minecraft.world.World.func_72870_g(World.java:2034)
    
    -- Entity being ticked --
    Details:
    	Entity Type: TwilightForest.tfSeekerArrow (twilightforest.entity.EntitySeekerArrow)
    	Entity ID: 6345312
    	Entity Name: entity.TwilightForest.tfSeekerArrow.name
    	Entity's Exact location: -53.25, 69.89, 459.20
    	Entity's Block location: World: (-54,69,459), Chunk: (at 10,4,11 in -4,28; contains blocks -64,0,448 to -49,255,463), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    	Entity's Momentum: 0.10, 0.06, 0.01
    Stacktrace:
    	at net.minecraft.world.World.func_72939_s(World.java:1887)
    <snip>

    EDIT: Working through getting 3.019 running on our server turned this up:

    ---- Minecraft Crash Report ----
    // Surprise! Haha. Well, this is awkward.
    
    Time: 3/3/15 11:44 AM
    Description: Ticking block entity
    
    java.lang.ClassCastException: com.pam.harvestcraft.TileEntityPamPresser cannot be cast to com.pam.harvestcraft.TileEntityPamApiary
            at com.pam.harvestcraft.BlockPamApiary.func_149749_a(BlockPamApiary.java:45)
            at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:600)
            at net.minecraft.world.World.func_147465_d(World.java:451)
            at net.minecraft.world.World.func_147449_b(World.java:600)
            at com.pam.harvestcraft.BlockPamPresser.updateBlockState(BlockPamPresser.java:61)
            at com.pam.harvestcraft.TileEntityPamPresser.func_145845_h(TileEntityPamPresser.java:143)
            at net.minecraft.world.World.func_72939_s(World.java:1939)
            at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
            at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
            at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
            at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
            at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- Head --
    Stacktrace:
            at com.pam.harvestcraft.BlockPamApiary.func_149749_a(BlockPamApiary.java:45)
            at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:600)
            at net.minecraft.world.World.func_147465_d(World.java:451)
            at net.minecraft.world.World.func_147449_b(World.java:600)
            at com.pam.harvestcraft.BlockPamPresser.updateBlockState(BlockPamPresser.java:61)
            at com.pam.harvestcraft.TileEntityPamPresser.func_145845_h(TileEntityPamPresser.java:143)
    
    -- Block entity being ticked --
    Details:
            Name: PamPresser // com.pam.harvestcraft.TileEntityPamPresser
            Block type: ID #1623 (tile.presser // com.pam.harvestcraft.BlockPamPresser)
            Block data value: 0 / 0x0 / 0b0000
    
    

    I see we've gone from 1.7.10f to 1.7.10g...  I'm going to revert that mod and go pick up our apiaries and see if doing that fixes it.

     

    EDIT AGAIN! (Hey, let's keep this wall of text going, right?!) - I tried rolling Harvestcraft (and associated config) back to 1.7.10f but it still threw that same error.  I decided to stop chemo and just amputate with MCEdit... So, while this is probably just some one-off problem only applicable to some weird circumstance, I did end up only having to remove one presser.

     

    Editcetera: I finally got everything all good to go, but I did notice that the removal of battlegear 2 = the loss of any items you had on the battlegear tab... SO! Just an FYI, if you haven't upgraded yet, take any weapons/shields you want to keep OFF of the M&B Battlegear tab FIRST!

  5. I'm still interested to see where Iskandar takes Hexxit II, but from the gameplay available so far - while it still looks really cool - it seems to be pretty different from just an updated Hexxit (which is kind of what I have been in the mood for).

     

    Thanks for taking the time to put this together!  Going to check it out!

  6. You made a modded glowing glass block and then you... made it a multipart modded glowing glass block? Nice.

     

    It's from Extra Utilities... they are really cool...  it's too bad about the issue.  Not entirely sure what it was, but it was killing clients with complete freeze-ups for 2-3 seconds.

     

    Really nice looking... the windows here had a cross pattern made out of those panels:

     

    https://lh5.googleusercontent.com/pDBbKjYBFizfkr_QMbtOcnUTrR5UrIQgndeCGyrQHQ=w1598-h829-no

  7. One area on our server was getting serious lag spikes, like 2-3 second freezes...

    We finally tracked it down to Glowstone Glass Covers... it may be anything related to the Glowstone Glass block, we're not sure, but it's definitely caused by the Glowstone Glass Covers... ID: 25131:1

     

    Unfortunately, MCEdit sees all Extra Utilities blocks as block ID 1281, so mass removal isn't going to work long term, but I did a mass replace on a backup, and the lag was gone.

  8. Skuli,

     

    I fixed the Lycanites folder capitalization issue on Linux server, copied in the cfgs to the properly named folder and got a much better mob balance. Started seeing vanilla mobs instead of being overrun with Lycanites. I'm still having trouble with chocolate and infernal mobs not dropping any high level loot just basic stuff.

     

    Ahhh... I am running this particular SMP instance on Windows, I wonder if that is why there is a difference.

     

    However, the Nether is almost 100% Lycanites even on my server... 

  9. I've noticed that they don't spawn quite as often. Except Skeletons. They're everywhere. I think it's something to do with Lycanite's.

     

    I'm seeing tons of skeletons (specifically ones with exploding arrows... which I think should drop those arrows on death, imho)

     

    Definitely spiders and zombies, but not quite as often.  Creepers are aplenty as well.

  10. Is there any way to get the amazing Hexxit music (title screen) to play in place of the stock MC stuff?  Love the MC music and all, but I've heard it 10,000 times.

     

    (Edit: I've moved my game from a single-player instance to a localhost server, and the music is all the new stuff!  Is it something with SP that runs the classic music maybe?)

     

    Also, it would appear that while both named "battletowers-1.7.10.jar" the one that ships with 3.0.0c is 1KB smaller than the one from the Battletowers page.

     

    I'm running the larger one, and the loot is still borked, fwiw.

  11. First off, thanks to those of you working on this kickass mod!  I've been hooked on MC since I first played it back in like 2010, played a ton of mods, have run a low-pop server forever... and Hexxit is my favorite!

     

    Anyway, been doing 3.0.0c in SP to see if I can't help with the issues.

     

    Sorry if any of this has already been listed/confirmed, I read this thread, but I may have missed something.  I also wanted to list things out in case it's not a bug or missing mod, and just something I am doing wrong.

     

    Structures: Right now, I am seeing a lot of buildings that aren't spawning the walls.  Battle Towers (especially underground towers), some kind of square building in woodland biomes (?) and also a large cube I found in the desert... it covered a large area, but only had one zombie spawner, one skeleton spawner, and 2 double chests, offset from one another (odd for how large the cube was, I can't identify which mod it's from.)

     

    Mobs: Some peaceful mobs seem to be going crazy and attacking when you get close... Ostriches, some elephants... mobs that I believe were peaceful the last time I played Hexxit anyway.  The game IS extremely challenging, I personally like that though... (my wife tires of the cussing).... it'd be nice if we could radiate difficulty higher the further you went from spawn... maybe increment every kilometer?  That would be awesome!

     

    Items:  Only thing I have had a problem with so far is the "Traveller's" Belt from Tinker's Construct (Item 5251)  when you put it on and hit B to swap bars, it shows you a blank bar, then kind of wigs out... definitely not working as intended.

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