Forum posts

Posted 5 years ago2019-05-07 18:58:58 UTC
in Jack wont launch half life Post #342584
Sounds like a problem with your map, check your compile log for error messages and report any here so we can help you further.
Who's still playing?

I'm about to end my subscription, if anyone wants to take over the world, I need to know very quick.
I just found out about a mod called LittleTiles. Holy balls, this is insane. In my eyes, this is a Chisel & Bits killer, although it is said that both mods can live next to each other.

Check out the trailer:
LittleTiles Trailer
And here's a mod spotlight by Mischief of Mice: https://www.youtube.com/watch?v=Bfg88rRNocA
Posted 5 years ago2019-04-01 13:00:09 UTC
in Biggest HLDM maps Post #342378
Restarted it. Server already has a schedule where it restarts every 48 hours. Server has 6 gb's of memory.
I'm having some problems with an unknown large number of skeletons having spawned in my basement for some inexplicable reason. I can't kill them. They don't do anything. But they make the game lag whenever I look in their direction (even when I can't see them). They are very near where I used to have a spider Powered Spawner, which may or may not be related (I moved it and turned it off for now). If anyone has any ideas of how to get rid of them, please let me know.
I have no clue what is causing that, I'd say the powered spawner might have something to do with it. Keep it offline to see if those skellingtons still show up.
How come I haven't seen you in the game, by the way?
I'm currently playing on a vanilla server. I'll pop in at some point though. :)
The possibilities of Chisels & Bits are endless. Very nice hot tub there, Rim, what else you made? :)
You are added, Potatis.

That's looking good, Rim.
Wait, do you need me to update configs, Rim?
This is the json data I put into 01_thermalfoundation_ores.json:
	"aluminum": {
            "distribution": "uniform",
            "generator": {
                "block": {
                    "name": "thermalfoundation:ore",
                    "metadata": 4
                },
                "material": "stone",
                "cluster-size": 8
            },
            "cluster-count": 4,
            "min-height": 20,
            "max-height": 50,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
}
I didn't actually checked the log for messages, I'll look now.
Nope, no mention of any retrogenning. I did say something about metadata being ignored and will be replaced by the 'properties' field. None of the other ores in that file use metadata so I replaced it, the file looks like this now:
	"aluminum": {
            "distribution": "uniform",
            "generator": {
                "block": {
                   "name": "thermalfoundation:ore",
                    "properties": {
                    	"type:" "aluminum"
                    }
                },
                "material": "stone",
                "cluster-size": 8
            },
            "cluster-count": 4,
            "min-height": 20,
            "max-height": 50,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
}
File is reuploaded and server rebooted. Will look for a retrogen message now.
I have enabled it. Confirm if it worked.
:nuts:

Final attempt. If this fails again, I'm done.

Base Minecraft version: 1.12.2.

Client side modpack files available here

Server IP: 198.20.126.99:25565

Special thanks to Rimrook for his contribution.

Mod list:

<pending>
Posted 5 years ago2019-02-10 15:46:13 UTC
in TWHL Modded Minecraft Server Post #342007
Closing this old thread now, new thread here.
Posted 5 years ago2019-02-05 16:58:00 UTC
in mod icon Post #341973
Ah nice, thanks, that should come in handy even for me. :)
Posted 5 years ago2019-02-03 21:12:53 UTC
in mod icon Post #341948
Right. So how do you save the tga file with the correct origin in Photoshop? Don't tell me I have to get Gimp just for this purpose?
Posted 5 years ago2019-02-03 00:17:58 UTC
in mod icon Post #341937
They probably get their icons from the executable files as icons can be embedded in those.
Posted 5 years ago2019-02-02 19:51:56 UTC
in Slight issue with map compiling (hlrad) Post #341931
That error has nothing to do with scripted_sequences or any point entity for that matter.

Vluzacn says this about the error:

This is actually the warning that is called "mixed face contents" in previous versions.
It is often caused by two planes or two vertexes that almost coincode with each other but leave small gaps (less than 0.1 unit). Open the .map file, not the .rmf file, then go to that coordinates, zoom in and see if there are tiny gaps between lines, like in the picture. If there are, remake the brushes in your .rmf file.
If you still can't fix it, try to convert the brushes to func_details, which will eliminate the "ambiguous leafnode content" warning and minimize its consequence (but it won't fix the gap). If what has the "Ambiguous leafnode content" problem is an entity (such as a func_wall), you can also manually add keyvalue "zhlt_detaillevel" "1" and "zhlt_clipnodedetaillevel" "1" to the entity, so that it takes the advantage of detail brushes.
User posted image
Source

Make sure that when you work with brushes, you have snap-to-grid enabled.
Posted 5 years ago2019-02-02 16:53:51 UTC
in mod icon Post #341926
So I did some experimenting with your icon, but whatever I do, the icon is always rotated 180 degrees in the taskbar and I can't figure out why. Maybe it is a Windows or Steam issue.

Also I think having an actual ico file in your mod folder is unnecessary, unless you want a desktop shortcut of your mod. Otherwise a single tga file is all you need.

I did however figure out that if you create two tga versions of your mod icon, one 16x16 file named 'game' and one 32x32 file named 'game_big', or any name for that matter as long as it has the '_big' suffix added to it's filename, Steam will use the 16x16 icon in the library list and the 32x32 file on the game page (when selected).

I'm out of ideas for now, maybe any one else has a solution?
User posted image
Dang Focalpoint and your oversized icon. :nuts:
Posted 5 years ago2019-02-02 02:32:02 UTC
in mod icon Post #341917
Just out of curiosity, could you send me your tga file so I can see if that rotation happens on my end as well?
Posted 5 years ago2019-02-01 15:22:02 UTC
in mod icon Post #341906
The Valve Dev Wiki says your icon must be an uncompressed 24-bit TGA file, 16x16 pixels in size and you must not include the .tga file extention in your liblist.gam file.

What's weird though, the singleplayer mod Half-Life Echoes uses a 32-bit icon file. It also has the same icon but as an actual icon (.ico file) file.
Focal Point has .ico and tga icon files, both are 32x32 pixels and are 32-bit. What. :nuts:

So it's a little bit unclear what the rules for mod icons are. I've never had my mod icons rotated 180 degrees though. Maybe Paint.net is saving your tga's in a different tga format that Half-Life/Steam can't read correctly. Other than that, I have no clue.
Posted 5 years ago2019-01-31 15:58:46 UTC
in TWHL Modded Minecraft Server Post #341895
If you like designing houses, you'll love the Chisels & Bits mod and the ArchitectureCraft mod.
To give you an idea of the possibilities:

Chisels & Bits house:
User posted image
ArchitectureCraft buildings:
User posted image
Posted 5 years ago2019-01-29 18:35:36 UTC
in TWHL Modded Minecraft Server Post #341887
So where do I place these files?
(I'm in the TWHL Discord channel now)
Posted 5 years ago2019-01-29 16:18:43 UTC
in TWHL Modded Minecraft Server Post #341885
Actually, I'm not including EnderZoo but will include Mekanism Generators.
Posted 5 years ago2019-01-28 16:04:52 UTC
in TWHL Modded Minecraft Server Post #341875
Well, I thought any required dependencies were obvious, what i meant was, for EnderIO there's an addon called EnderZoo and for Mekanism there's Mekanism Generators. Do you think there's any room left for these?
Posted 5 years ago2019-01-28 15:05:32 UTC
in TWHL Modded Minecraft Server Post #341871
Rim, you're saying EnderIO stuff and Mekanism stuff. What stuff? Do you mean addons?
Posted 5 years ago2019-01-27 23:04:01 UTC
in TWHL Modded Minecraft Server Post #341866
We got Archie in da house!

You're welcome to join in and try some modded Minecraft, it's a whole new experience, I tell you. :P
We're just about done picking mods and I'll be setting everything up in the coming days.

Stay tuned.
Posted 5 years ago2019-01-27 18:46:59 UTC
in TWHL Modded Minecraft Server Post #341863
Two more: Industrial Foregoing and Draconic Evolution?
Posted 5 years ago2019-01-27 18:06:31 UTC
in TWHL Modded Minecraft Server Post #341861
We have:

UTILITY MODS:
Vanilla Fix (client mod)
Quick Leaf Decay
Inventory Tweaks (client mod)
Mouse Tweaks (client mod)
Optifine (client mod)
Journey Map (client mod)
Just Enough Items

GAMEPLAY MODS:
Thermal Suite Stuff
Ender IO Stuff
Mekanism Stuff
Ancient Warfare 2
Actually Additions
ProjectE (with a special CFG I have)
Chisel
Chisels and Bits
Extra Bit Manipulation (C&B addon)
Baubles
Baubley Heart Canisters
Better Builders Wands
Tinkers Constructs
Bibliocraft
Extra Utilities 2
OpenBlocks
DarkUtilities
RandomThings
MetalChests
ArchitectureCraft
Applied Energistics 2
Extra Cells 2 (AE addon)
SolarFLuxReborn
FluxNetworks
DankNull
Exchangers
The One Probe

I think that's enough mods.
Posted 5 years ago2019-01-27 15:52:09 UTC
in TWHL Modded Minecraft Server Post #341859
I think I'll go for AE2 with Extra Cells 2 addon.

I've used ArchitectureCraft before on 1.7.10, looks like there's a 1.12.2 port available, might be interesting to have as well for those that like building.

What about Extra Utilities 2, OpenBlocks, DarkUtilities, RandomThings?
Posted 5 years ago2019-01-26 19:34:54 UTC
in TWHL Modded Minecraft Server Post #341851
Does RS offer higher tier storage components above 64k?
With the addon mod Extra Cells 2 for AE2 you get even bigger storage components as well as storage cells for liquids en gas. Does RS have fluid and gas storage cells? If not, then I'd still go for AE2 with Extra Cells 2.

Also definitely want to have SolarFlux, that is some cool stuff. Also Flux Networks for wireless power transfer is very handy to have.

See, already I cannot contain myself.
Posted 5 years ago2019-01-26 18:58:27 UTC
in TWHL Modded Minecraft Server Post #341849
What about a mass storage system with autocrafting like Applied Energistics 2 or Refined Storage (both are the same, but RS doesn't use the whole channels thing. Solokiller, confirm?)

There are some more, but I'm not sure if I'm exceeding the amount of mods we have.
Posted 5 years ago2019-01-26 14:54:45 UTC
in TWHL Modded Minecraft Server Post #341846
It's yay time.
Posted 5 years ago2019-01-26 01:42:37 UTC
in TWHL Modded Minecraft Server Post #341843
Rimrook is right, mods can make the game interesting again. It is true that most mods have a bit of a learning curve which might scare you, However, there are tons of wiki's out there where you can look up information. I'm also very well experienced with most (but definitely not all) mods, so you can always ask me if you get stuck. I think this is half the fun, exploring and experimenting with the new gameplay features that these mods provide.

I don't know about Factorio, but I've seen screenshots of that game and I'm sure MC mods don't get that complicated.

The goal here is to put together a reasonable small/medium sized modpack that shouldn't take to much system resources.

And for fricks sake, remove your santa hat, Rim, geezz. :P
Posted 5 years ago2019-01-24 22:14:07 UTC
in TWHL Modded Minecraft Server Post #341832
Actually... and don't hate me for it, but I'm having second thoughts. There's barely any interest in this server and I feel like pulling the plug. Not sure what to do. I do want to give this another shot and I would like to give you a fair chance to put together something fun to play but when there are close to zero players active, I feel like I'm wasting money.
Posted 5 years ago2019-01-24 02:45:01 UTC
in TWHL Modded Minecraft Server Post #341816
Hey, if you're really not feeling up to it, let me put it together, it's no problem. It's just that I have two other servers that I need to maintain.
Posted 5 years ago2019-01-23 21:55:49 UTC
in TWHL Modded Minecraft Server Post #341811
Sounds good. Not seeing any tech mods in your pack, so you may want to add some (Thermal Suite, EnderIO, Mekanism are pretty much common).
Posted 5 years ago2019-01-21 14:26:39 UTC
in TWHL Modded Minecraft Server Post #341761
250!? Yeah, that's a no go. As much as I would like to try it, this pack most likely won't run at all on other people's computers.
Posted 5 years ago2019-01-21 01:11:05 UTC
in TWHL Modded Minecraft Server Post #341753
I actually heard of SevTech and I have some interest in that. How many mods does that consist of?
Posted 5 years ago2019-01-20 23:33:16 UTC
in TWHL Modded Minecraft Server Post #341750
Having trouble picking mods?
Posted 5 years ago2019-01-20 19:30:59 UTC
in TWHL Modded Minecraft Server Post #341743
Is there a pack that already exists like what you want, like tekkit or FTB or something?
There probably is, but there are so many packs available, I don't even bother looking for one. If you find one that suitable, let me know. Otherwise we continue putting together our own little pack. Keep in mind to keep it reasonably small so more people can try it out without having their computers melt.
Posted 5 years ago2019-01-20 15:13:40 UTC
in TWHL Modded Minecraft Server Post #341739
I... don't know what to do with that information. :nuts:
Posted 5 years ago2019-01-19 22:53:00 UTC
in TWHL Modded Minecraft Server Post #341726
Also, what launcher are we using? If any.
I use the vanilla launcher. Why, does it matter?
Posted 5 years ago2019-01-19 16:59:51 UTC
in TWHL Modded Minecraft Server Post #341718
If you want, feel free to choose some mods and put a small modpack together. That would save me some time. :)
Posted 5 years ago2019-01-18 17:46:49 UTC
in TWHL Modded Minecraft Server Post #341713
Like inventory tweaks, optifine, JEI, fast leaf decay, even vein miner
Yes those are very handy to have.

What else would like? Tech, building, magic type mods?
Posted 5 years ago2019-01-17 16:00:19 UTC
in TWHL Modded Minecraft Server Post #341707
What do you mean by fixes and interface stuff?
Posted 5 years ago2019-01-16 16:30:06 UTC
in TWHL Modded Minecraft Server Post #341696
I'm fine with whatever, if we're going "modded", don't add 500 mods tho xD
I will try to contain myself. :P
Why don’t we figure out which mods are needed utilities and go from there?
We could do that, certainly there are mods that are mandatory for any modpack. For reference sake, here's a list of mods currency running (a screenshot of the mods folder, can't be bother to type them all out in a fancy list):
User posted image


And here's a list of mods of my private server:
User posted image


These screenshots include client side mods.

Maybe we should do a voting system?
How about... 30, 40, 50 mods max?
Should this include utility mods and core/library mods?
Or do we only count mods that provide actual content?
Client side mods don't count toward the maximum number of mods?
Posted 5 years ago2019-01-15 18:48:10 UTC
in TWHL Modded Minecraft Server Post #341675
What would you like to play? Vanilla 1.13.2, Vanilla 1.14 snapshots, or modded 1.12.2?
Asking this to everyone.
Posted 5 years ago2019-01-14 14:45:24 UTC
in TWHL Modded Minecraft Server Post #341649
Good points, Jessie & Urby.
Have you every played mods, Urby? This might bring something new to your Minecrafting experience.
If we decide to go at it one more time, as long as my server subscription is still going, I want to drastically lower the amount of mods running, to make the game running better on those with less powerful machines. Again, we need to decide on which mods and what kind of mods to choose, like tech, nature, magic, building, etc.

Either that, or we try out vanilla 1.13 or even a 1.14 snapshot (may contain bugs).
Is this still going?
Er... yes? You interested?
Posted 5 years ago2019-01-13 16:23:56 UTC
in TWHL Modded Minecraft Server Post #341631
Yeah, at first I wanted only a handful of mods, but you know how it goes, I want this mod, this mod and that one and before you know it, you surpassed your initial number of mods.
I guess we could also start over and remove a bunch of mods. This will be tough as there's a lot of good mods out there.

I also just very recently learned that there's a thing called Fabric out there, which is some kind of alternative or perhaps even a successor to Forge. People already made mods for Fabric for 1.14 snapshots! Snapshots I say. I don't even know how that's possible.

I'm fine with Vanilla as well. I don't think there's an OptiFine release for 1.14 snapshots.

I need more people to give me their opinions before I can even do anything.
Posted 5 years ago2019-01-13 15:18:44 UTC
in TWHL Modded Minecraft Server Post #341629
So I guess modded Minecraft isn't as popular as I was hoping for here at TWHL. So I'm calling it. My server subscription hasn't ended yet, so in a desperate attempt to get the most out of my money, I could switch over to the latest vanilla version of Minecraft, 1.13.2. Or even a 1.14 snapshot version. There some really neat stuff coming to 1.14...

Or not. Then this will be the end of the server.

Suggestions? Ideas?