Showing posts with label mods. Show all posts
Showing posts with label mods. Show all posts

Sunday, May 20, 2012

Is there a mod that removes kingdomless lords?

Question

After you take over every castle and town of a kingdom, often their lords (consisting of a party of 1) end up running around raiding all your villages by themselves. This is annoying because they are super fast since they're by them selves and hard to catch.

Is there a mod that can either wipe out all lords of a kingdom once they lose their last piece of land or make it so you need a minimum number of men before you can raid a village?

Asked by yx.

Answer

Kingdomless lords running around is no longer an issue as of the latest patch. The lords of landless kingdoms will not defect at a much greater rate.

Answered by yx.

Thursday, May 10, 2012

Is there a skyrim mod for hiding a follower's helmet?

Question

I just installed the Mjoll facelift mod and love it. The problem is that I have to remove all helmets from her inventory in other to see her face. Is there a mod out there that hides whichever helmet my follower's wearing?

Asked by Bruce Connor

Answer

There is indeed. You can also select which helmets are hidden so certain followers or NPCs, like guards, can still display theirs.

Answered by Krazer

Monday, April 30, 2012

Mod that makes dropped items stand out?

Question

One thing that annoys me with Oblivion (even though it is realistic) is that when you kill a mob, and they drop their weapon(s), you have a hard time finding them in, say, tall grass. Especially when you're on a hillside (and Cyrodil seems to be very hilly :D), stuff rolls/slides down, landing sometimes quite far from the actual fight.

So: I'd love it if there was a mod that made them stand out. Maybe (to keep it "realistic") having to quest for a special spell. Or does such a spell exist? Either way, something that made them show up, like "Detect Life".

Answer

There are a few spell-based mods that do this.

Detect Life adds a spell that puts a particle effect on items, making them obvious on the ground or behind rocks. It's a "beta" quality release and it's been years since, so it's unlikely to get polished up, but it works. Requires OBSE v0017 or later.

Finders Keepers adds a whole lot of spells for detecting different objects by adding shaders/particle effects. It also has spells that can detect different NPC aspects, such as Vampirism, disposition, etc. Some can be used simultaneously, and some will cancel others—so you can, for example, have Detect Weapons and Detect Keys running simultaneously, but casting Detect Alignment will cancel any other Detect spell. Clearly it's not as convenient as a one-size-fits-all Detect Items spell, but this might feel more "realistic" for some players. As a bonus, though, many of the item-detection spells will reveal things inside chests as well as on the ground. Requires OBSE v0013a or later and the latest official patch.

Some of the big magic overhaul mods may also include item-detection spells, but I haven't found a comprehensive guide to their included spells quite yet.

Answered by SevenSidedDie

Tuesday, April 24, 2012

How to use mods and HD textures at the same time?

Question

I'm using first MCPatcher-2.0.0-beta3 to make HD texture packs work (and it complains if I apply mods first), but as soon as I use TFC's Mod Manager 1.3 beta to even only install one mod (Risugami's ModLoader), the game doesn't get farther than the checking update screen. Any chances to make this work? (I'm running Win7 64bit if it's relevant)

Asked by Zommuter

Answer

I was playing around with this yesterday, actually, because I was having problems.

I manually installed ModLoader by adding the files to minecraft.jar, THEN I ran MCPatcher (I was using 1.2 though) to use an HD texture. (I also applied the GLSL shaders which I had to do last). It should work if you do this!

Answered by Shinrai

Friday, April 20, 2012

MineCrafts' FiniteWater mod: what is counted as “low in mass”?

Question

I've recently installed DJoslin's FiniteWater 5.6 mod but am having a little bit of difficulty with how it works. The site says Any water disconnected from the ocean and low in mass will be finite and react to changes in volume. - what is classed as "low in mass"?

My plan was to block off the section of this river and drain it. I've worked out how the pipes work and the pump needs to be at the end of the pipe section, and it sucks water up as expected but the water level doesn't go down. enter image description here

Do the same thing with a nearby smaller pool and it works fine, with the water being emptied out. enter image description here

And finally, with a bigger (but shallower) pool than before, still no go. enter image description here

I can plonk a "grate" down in a trench I've dug for example 2 and the water floods back in (annoyingly, regardless if there is a Redstone input to it or not) as finite water. Take out the grate and let water come in, that's all infinite water. enter image description here

What is the largest body of water that is "finite" - or do you just need more pumps?

Asked by tombull89

Answer

I asked on the mod creators' forum and got the answer of, by default, the limit is 1024. If you open up your Minecraft folder, go to .minecraft\mods\DJoslin, there is a finite_liquid.txt that can be opened (with, say, notepad) and change the OceanToLakeLimit ; 1024 number to something higher, say, 2048. I've tried 4096 which has worked on my laptop without issues and there is no apparent reason why higher numbers wouldn't work.

I do notice a larger area can be pumped out now.

Answered by tombull89

Wednesday, April 11, 2012

How to properly cool Combustion Engines

Question

I have set up three combustion engines to a quarry, all three of them are cooled by one pipe coming from two pumps.

P - Pump
Q - Quarry
E - EngineP+ +--E
 +-+-EQ
P+ +--E

Sometimes the engines overheat. Should I set up one pump for each engine? This sounds like a bit overhead to me.

Additional question: Where can I find detailed information on how to power machines optimally (eg how many engines do I need to optimally power machine xyz), cooling engines etc.

Asked by fjdumont

Answer

Instead of attaching the engines directly to the quarry, use conductive pipes to pipe engine energy into the quarry. I have a VERY nice setup using plain steam engines powered by coal from a self feeding glowstone dust generating system using equivalent exchange.

You put a wooden conductive pipe above the steam engine with the engine pointed up, then use stone conductive (or gold) pipes to pipe the energy into the quarry. By piping the energy off the engines, you will never run the risk of them overheating if you're using steam engines, and if your combustion engines have water then they'll be fine too.

enter image description here

Answered by Kort Pleco

Tuesday, March 27, 2012

Can Buildcraft's Redstone Engines explode?

Question

Buildcraft's Redstone Engines are slow, but I have always been taught that their one advantage is their inability of explosion. Is this true, or am I secretly in danger if I leave them on too long?

Asked by Unionhawk

Answer

No, redstone engines don't explode in normal conditions (when are connected to something):

Redstone engines ... unlike Combustion engines, will never explode on running hot, except when not powering anything.

Unofficial Buildcraft Wiki

Answered by MyFaJoArCo

Friday, March 16, 2012

Is there a way in the Technic Pack to prevent pipe overflow?

Question

In the Technic Pack, especially with BuildCraft, a common problem I have when setting stuff up is that I end up filling up a machine, and then it starts overflowing if the machine fills up, or is processing another material. Is there any way to prevent this automatically? Or do I just have to manually regulate my redstone engines?

Asked by Unionhawk

Answer

You can use obsidian pipes to redirect the outputs of chests. Take the following test rig:

I have filled the chest with buckets, as a sample:

If you pipe another item into the chest, it will simply pop out of the pipe, like so:

Fortunately, obsidian pipes do not connect to themselves, so you can use this to create a somewhat compact device to channel additional items elsewhere. Here's a possible system:

The iron pipes will keep the items from flowing directly into the new chests, and the obsidian pipes will pull in items that overflow.

You can also use more powerful engines of course, if you want to. This is all just an example.

Answered by Jake King

Sunday, March 11, 2012

Where's the iron in Sea of Flame II?

Question

OrigamiRobot and I are playing through the Sea of Flame II, and we can't find any iron. We got about 15 from the rotten caves, but that's not nearly enough.

Where can we find more iron?

Answer

The iron on the map is under the mossy citadel below the large sky shadow. The citadel is separated in three parts: the main building, the yard and the dungeons below. You pretty much have to clear the top two parts before getting to the dungeon.

Answered by mcregexp

Thursday, March 8, 2012

When using graphics mods such as OptiFine, do I need to patch server or only client?

Question

I found a mod for Minecraft that adds a lot of adjustments and optimizations to the graphics handling, OptiFine.

However, I'm a bit unclear whether I need to patch the server in addition to the client.

Is there a common "knowledge" to this I'm lacking? Such as "yes, you will always have to patch the server"?

If not, does anyone know specifically for this mod, OptiFine, if I need to patch the server as well?

And... if I need to patch the server, does it do anything permanent to my world, such that if I later on decide to remove it, I can still play on the same world without problems?

Answer

You only need to patch the client, as all this does is managing how things are load and displayed.

For communication it just requests more chunks if you want to display more, there is nothing that needs to be changed server side to accomplish that. So, there is no need to patch the server.

Answered by Tom Wijsman

Saturday, March 3, 2012

How can I turn mods on and off with Modloader without uninstalling them?

Question

I keep several different .jar's in my .minecraft folder for different mods. ModA.jar works fine, but when opening ModB.jar, Modloader crashes because it's trying to load Mod A.

How can I tell it to ignore that mod (for now)?

Answer

Inside .minecraft/config, there is a file called Modloader.cfg.

Here's what mine looks like:

#ModLoader Config
#Wed Feb 15 13:42:15 EST 2012
mod_IC2=on
mod_Planes=on
mod_SpawnerGUI=on
mod_MAtmos=on
mod_TooManyItems=on
mod_BuildCraftTransport=on
mod_BuildCraftFactory=on
mod_WW2Guns=on
mod_BuildCraftBuilders=on
mod_mocreatures=off
mod_BuildCraftEnergy=on
mod_TwilightForest=on
grassFix=true
loggingLevel=FINER
mod_MineColony=on
mod_ClayMan=on
mod_BuildCraftCore=on

Yep, it's that simple. Just change on to off and vice versa.

Answered by John the Green

Thursday, March 1, 2012

Does bloom ever destroy resources or improvements?

Question

Bloom is a spell in Fall From Heaven 2 that creates a New Forest. This doesn't immediately remove resources or improvements.

Are conflicting resources or improvements removed if and when the new forest grows into a Forest or Ancient Forest?

Asked by C. Ross

Answer

After a couple hours of testing I can confirm BadP's comment. Neither a new forest growing into forest, nor a forest growing into ancient forest, will destroy any bonuses or improvements. (and it hurt my fps)

To test this I modified a map to have every (legal) resource and terrain combo within range of my cities. I then used workers to improve everything and had high priests of leaves cast bloom. After that I saved the game and let it run for a couple hundred turns until every square had become ancient forest. At this point there were no missing bonuses or improvements. I then loaded the saved game and ran it for a couple hundred turns again, but this time I switched to a different religion from the Fellowship because only Fellowship civs can create certain improvements on top of forests. This had no effect on the results. Again, nothing was destroyed.

TL;DR No.

Answered by Fambida

Monday, February 27, 2012

How can I set up a language filter for Minecraft?

Question

My brother on the east coast recently got my family into Minecraft.

There's only one catch to us really enjoying playing with him on his favorite public server: Foul language.

Several of the players on this server swear casually and this is something I'm not exposing my family to. Right now we're playing on a server I set up on my LAN but would like to play on my brother's server if we can.

How can I set up a language filter for Minecraft?

Asked by Kalamane

Answer

The Question comes down to is it textual language, or spoken? If it's textual then I'm sure it's possible! This mod will solve the issue. That is if you can get the admins on the server to install it.

If it's spoken, I either suggest asking them to play without sound either via minecraft it's self or the client being used. I don't know how to do this though. As a heads up, the two main VoiP (?) services are mumble and teamspeak.

Answered by Pureferret

Sunday, February 26, 2012

Which scripting language does Skyrim use? [closed]

Question

The previous Bethesda titles from the Elder Scrolls series - Morrowind and Oblivion - as well as the games based off Oblivion's engine, Fallout 3 and Fallout: New Vegas, used a custom scripting language internally, usually called "TESScript". A common complaint was that it was very limited, doing basically just enough for the specific game to work, and nothing more (Oblivion's version didn't even have looping statements, for example). This necessitated the development of so-called "script extenders" (MWSE, OBSE, FOSE and NVSE, respectively) to bring this language up to speed.

Did Bethesda take the criticism seriously and implement a different, complete scripting language into Skyrim - and if so, which one?

Asked by Martin Sojka

Answer

The specific details about the scripting language haven't been announced, but they are not using the same scripting language as Oblivion, and have built a completely new language for Skyrim (More on scripting in Skyrim). Supposedly the language is more extensive than the previous one and may be feature complete enough to not require extenders, but that remains to be seen once it has been officially released.

The results from the Skyrim Script Extender project indicate that the old scripting language is still there (see: full command list, including references to VATS and the Pipboy), but also that there's a second, VM-based scripting language called "Papyrus" included. To quote ianpatt from the Skyrim mod forums:

Time to start turning this in to the "Skyrim Internal Technical Research Discussion" thread. This time around, it looks like we have two totally different scripting engines in the game. One is the classic system used in the previous games, it looks almost exactly the same from a very quick lookthrough. Command dump coming shortlyish.

The new one is much more interesting and appears to be called Papyrus or SkyrimVM. We'll probably need to wait for the editor to be released to get any idea about the syntax as the original source code for scripts doesn't appear to be in the .esm (unless they're compressed). However, here's a quick feature rundown from what I can tell. Please take things with a grain of salt for now, this is just a first look.

  • core variable types are float, int, string, and bool
  • arrays of the above are supported natively
  • scripts are interpreted as a list of simpler yet much more powerful set of opcodes
  • if the conditional branch opcodes support negative offsets then loops are trivial to implement (and probably have been)
  • the new system is object-oriented - all scripts are class instances (UnrealScript influence here)
  • compiled scripts are stored as separate files, unpack Misc.bsa and look in the scripts folder
  • classes support inheritance, and there appear to be vm-world classes matching the internal form types
Answered by PseudoCubic

Wednesday, February 22, 2012

Dwarf Fortress Character and Graphics Sets

Question

What are clear, intuitive tile sets that help beginning players understand what all is on the map?

Tiles are spread across two different sets: character sets are the ASCII and graphics sets are the creatures.

Asked by antony.trupe

Answer

Phoebus' Graphic Set comes both packaged with DF and separate.

alt text
Legend
alt text
Dwarves
alt text

Answered by antony.trupe

Tuesday, February 21, 2012

Why is the Gold on Fire?

Question

I've recently been trying to find a Texture-Pack for MineCraft that I'm happy with, and I seem to have run into a problem with some of them. In 3 of the 4 packs I've tried, Gold Blocks don't display correctly. Here's a sample:


It Burns!
Does anyone have any idea why this might be occurring?

For reference, this is the GeruDoku fantasy/adventurer texture pack.

Asked by GnomeSlice

Answer

Minecraft isn't written to support different-resolution textures.

The default Minecraft terrain texture is a 256×256 image with 16×16 tiles in it. The code which animates the animated textures in Minecraft (fire, water, lava, and portals) writes onto specific pixel offsets according to 16×16 tiles, which are wrong for larger textures, so you get small fire/water/portal images occupying other blocks. Presumably the patchers replace the 16× factors with 32×, or whatever fits the actual texture resolution.

The reason the textures mostly work is that the OpenGL 3D API mostly takes coordinates in textures in terms of numbers between 0 and 1, rather than 0 and whatever the pixel size of the image is, so the main rendering doesn't care; only the animated textures, which are actually defined in terms of calculating individual pixels, are affected.

Also, tiles over a certain size (128×128, I think) will crash Minecraft. Below that size, you can still use HD textures and it will work except for the misplaced animations. The animated items will not animate, and (for a 32× pack) these will have animations on them: bricks, gold blocks, Netherrack, and pumpkins.

Answered by Kevin Reid

Friday, February 10, 2012

Can I have too many mods?

Question

I found a lot of mods that make thinks lighter, and add mark and recall, and a basement I like. They are all on Steam, and what I want to know is if I can have too many? Will they all work together? Or should I just leave them alone?

Asked by KnotHeather

Answer

Oblivion and Morrowind where limited to 255 mods, so we could assume that Skyrim have the same limit too. That said, 255 is still a rather high number, so unless you're grabing every mod you find, you should be fine.

As for compatibility, it really depends on the mod ans the load order. Some mod may work without problem, others only in a certain order, and some others just won't work together. It is a case by case problem, so you should carefully read the README of the mods, anc you should try using tools such as Wrye Bash and BOSS to keep them organized.

Answered by Jupotter

Sunday, February 5, 2012

How can I get the Steam overlay on Skyrim, if I am using the SKSE.exe to launch the game?

Question

I am playing Skyrim modded, and would like to have the Steam overlay in the game, so that I can chat with users and such.

I have purchased the game and activated it in Steam, but since I am launching through SKSE.exe, I cannot launch it through Steam. Or, is there a way to do this?

Thanks!

Asked by gameaddict

Answer

On the bottom left of steam there is a button that says 'Add a game' simply click that, select 'none Steam game' and find the 'SKSE.exe' which should be in your root Skyrim directory. Name it whatever you'd like, doesn't matter. When you launch it via Steam it will start Skyrim using SKSE. However all the steam stats will be added to the official Skyrim game in Steam. So everything works as it should!

Answered by DoubleElite

Friday, January 20, 2012

How can I get the data values of blocks added through ModLoader?

Question

I have installed ModLoader and several ModLoader mods (light sensors, shelves, etc). I am also using Zombe's modpack, and am setting up custom build sets.

What I need to know is how I can get the data values of the new items added through ModLoader, so I can add them to my custom build sets.

Answer

The Minecraft Wiki attempts to list known mod block data values here.

However, I enabled Zombe's info mod, which gives you the data value of any block being held (defaults to F12,) and the information was inconsistent with the page above. Using Zombe's info mod, I determined that the data value for the light sensor is 131, which worked when redefining my configurations.

Monday, January 16, 2012

Equivalent Exchange: Adding block IDs from other mods

Question

I am using the Technic pack for Minecraft 1.0.0 and have added Equivalent Exchange. EE is wonderful, and can transmute any vanilla item to any other. However, the blocks added by IndustrialCraft^2, BuildCraft, and other mods aren't available to EE.

Question: Does anyone know of a way to use a config file or other tool to specify the EMC values of non-vanilla blocks and entities?

Answer

There is already an extension to EE, ostensibly included with the default install, to add some things from IC^2; but it is broken.

A patch is floating around the EE Wiki, and after it is applied, it should work perfectly. This patch has since been removed by a moderator, sorry.

Insofar as I can recall, it adds rubber saplings, bronze, tin and copper, and some dusts, to the things that are transmutable.

I don't know that it adds anything from BC, but it does interface with it, so that seems to be intentional.