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dluxcru

New Member
Jul 29, 2019
12
0
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check the configs
Problem is I already looked at the configs. I don't see one in OpenBlocks that's explicitly labeled as "enable graves on death" . Heres the config if you want to look at.
# Configuration file

additional {
# List any mob names you want disabled on the server
S:disableMobNames <
>

# Should player inventories be stored after death (can be later restored with ob_inventory command)
B:dumpDeadPlayersInventories=true
}


blocks {
B:autoanvil=true
B:autoenchantmenttable=true
B:beartrap=true
B:bigbutton=true
B:blockPlacer=true
B:blockbreaker=true
B:cannon=true
B:canvas=true
B:canvasglass=true
B:donationStation=true
B:drawingtable=true
B:elevator=true
B:fan=true
B:flag=true
B:goldenegg=true
B:grave=true
B:guide=true
B:heal=true
B:imaginary=true
B:itemDropper=true
B:ladder=true
B:paintcan=true
B:paintmixer=true
B:path=true
B:projector=true
B:ropeladder=true
B:scaffolding=true
B:sky=true
B:sponge=true
B:sprinkler=true
B:tank=true
B:target=true
B:trophy=true
B:vacuumhopper=true
B:village_highlighter=true
B:xpbottler=true
B:xpdrain=true
B:xpshower=true
}


cartographer {
# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:eek:penblocks_radio (case sensitive)
S:blockBlacklist <
"Natura:Cloud"
>
}


crane {
# Enable magnet turtles
B:addTurtles=true

# Use shift to control crane direction (otherwise, toggle every time)
B:boringMode=true

# Enable collision checking of crane arm
B:doCraneCollisionCheck=false

# Show magnet turtles in creative list
B:showTurtles=true

# Maximal distance from turtle to magnet when deactivating
D:turtleMagnetDeactivateRange=3.0

# Range of magnet CC peripheral
D:turtleMagnetRange=32.0
}


cursor {
# Amount of damage a cursor can take
I:cursorMaxDamage=128
}


debug {
# Show structures found by golden eye
B:goldenEyeDebug=false

# Dump extra amount of data, every time grave is created
B:gravesDebug=false
}


dropblock {
# XP consumed by elevator (total amount = ratio * distance)
D:elevatorXpDrainRatio=0.0

# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
B:ignoreAllBlocks=false

# The elevator will ignore half blocks when counting the blocks it can pass through
B:ignoreHalfBlocks=false

# The elevator will try to pass through blocks that have custom collision boxes
B:irregularBlocksArePassable=true

# The maximum amount of blocks the elevator can pass through before the teleport fails
I:maxPassThrough=4

# The range of the drop block
I:searchDistance=20

# Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
S:specialBlockRules <
>
}


egg {
# Can golden egg pick blocks while hatching (may lead to glitches)
B:pickBlocks=true
}


fan {
# Maximum force applied every tick to entities nearby (linear decay)
D:fanForce=0.05

# Range of fan in blocks
D:fanRange=10.0

# Is fan force controlled by redstone current
B:isRedstoneActivated=true
}


features {
# Explosive enchant can break blocks at level 3
B:explosiveEnchantGrief=true

# Id of explosive enchantment
I:explosiveEnchantmentId=211

# Id of flim flam enchantment
I:flimFlamEnchantmentId=213

# Should every player get info book on first login
B:infoBook=true

# Id of last stand enchantment
I:lastStandEnchantmentId=212

# Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds
S:xpFluidId=xpjuice

# Storage in mB needed to store single XP point
I:xpToLiquidRatio=20
}


glasses {
# 0.0 - no visible change to world, 1.0 - world fully obscured
D:eek:pacity=0.95

# Use texture for obscuring world
B:useTexture=true
}


graves {
# Can grave spawn single block of dirt when it has no block under?
B:canSpawnBase=true

# Try to overwrite blocks with graves if no suitable place is found on first try
B:destructiveGraves=false

# Spawn rate, range: 0..1, default: about 1 per 50s
D:skeletonSpawnRate=0.002

# Size of cube searched for spaces suitable for grave spawning
I:spawnRange=10

# Should grave randomly spawn skeletons
B:spawnSkeletons=true

# Frequency of special action on grave digging, 0..1
D:specialActionFrequency=0.03

# Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
B:storeContents=true

# Should grave try to spawn when player died by falling into void? (false -> legacy behaviour)
B:voidFix=true
}


guide {
# How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
I:redstoneSensitivity=1

# Square of guide maximum render distance
D:renderDistanceSq=65536.0
}


hacks {
# Enable experimental features that may be buggy or broken entirely
B:enableExperimentalFeatures=false
}


imaginary {
# Speed of imaginary blocks fading/appearing
D:fadingSpeed=0.0075

# Number of newly created crayon/pencil uses
D:numberOfUses=10.0
}


items {
B:cartographer=true
B:craneBackpack=true
B:craneControl=true
B:crayonGlasses=true
B:cursor=true
B:devnull=true
B:emptyMap=true
B:filledbucket=true
B:goldenEye=true
B:hangglider=true
B:heightMap=true
B:infoBook=true
B:luggage=true
B:paintBrush=true
B:pedometer=true
B:pencilGlasses=true
B:seriousGlasses=true
B:sleepingBag=true
B:slimalyzer=true
B:sonicglasses=true
B:spongeonastick=true
B:squeegee=true
B:stencil=true
B:tastyClay=true
B:technicolorGlasses=true
}


loot {
B:donationStation=false
B:paintBrush=false
B:sonicGlasses=false
B:stencil=false
B:technicolorGlasses=true
}


magnet {
# Can crane magnet pick block?
B:pickBlocks=true

# Can crane magnet pick entities?
B:pickEntities=true
}


radio {
# Music merchant id (-1 to disable)
I:radioVillagerId=6156

# Should tuned crystals sell records too
B:radioVillagerSellsRecords=true
}


scaffolding {
# The rate at which scaffolding should break. 0 - fastest
I:despawnRate=4
}


sponge {
# Sponge block range (distance from center)
I:spongeRange=3

# SpongeOnAStick use count
I:spongeStickUseCount=256
}


sprinkler {
# 1/chance that crops will be fertilized with bonemeal
I:bonemealFertilizeChance=200

# The range in each cardinal direction that crops will be affected.
I:effectiveRange=4

# 1/chance that crops will be fertilized without bonemeal
I:fertilizeChance=500
}


tanks {
# The amount of buckets each tank can hold
I:bucketsPerTank=16

# Should filled tanks be searchable with creative menu
B:displayAllFluids=true

# Tanks will emit light when they contain a liquid that glows (eg. lava)
B:emitLight=true

# Should tanks try to balance liquid amounts with neighbours
B:tankTicks=true
}


tomfoolery {
# You know, THAT thing! That you shouldn't do in public!
B:doItWhileTyping=false

# Blacklist for effects used by flim-flam enchantment
S:flimFlamBlacklist <
>

# Allow only flimflams that don't cause death (or at least very rarely)
B:safeOnly=false

# Are you serious too?
B:weAreSeriousPeople=true
}


trophy {
# The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000
D:trophyDropChance=0.001
}
A few other random questions on OpenBlocks while we're talking about it: What does Flim Flam do? What's up with the "doItWhileTyping" and the serious people stuff in the configs? and what happened to the Vaccum Hopper? I don't think it appears in NEI anymore, but the config option still labels it as "true".
 

malicious_bloke

Over-Achiever
Jul 28, 2013
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If i'm using a TiCo bow and arrow set and I want looting III, do I need to have the lapis on the bow or the arrows?
 

malicious_bloke

Over-Achiever
Jul 28, 2013
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Arrows.

Looting on the bow means the looting modifier is applied when you kill something while meleeing with the bow
Thanks.

So from that, i'm guessing i'll also want to use redstone on the bow to reduce draw speed and then pile my damage modifiers onto the arrows too?
 
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Type1Ninja

New Member
Jul 29, 2019
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Thanks.

So from that, i'm guessing i'll also want to use redstone on the bow to reduce draw speed and then pile my damage modifiers onto the arrows too?
Alternatively, you COULD put lapis and various damage modifiers on your bow, and then instead of shooting people with it you could just walk up and beat the snot out of 'em, Dwarf Fortress style. :D

(In DF, dwarves refuse to use bows as ranged weapons; they use them as smacking sticks. If you want them to actually shoot things, you need crossbows)
 

Type1Ninja

New Member
Jul 29, 2019
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So ... How do you get server files off of curse? Because there doesn't seem to be a way
The most reliable way with any pack is just to copy and paste the mod and config files (and the scripts, if they exist) to a server directory set up to have the relevant version of forge. Check for any client-side only mods before loading (JourneyMap is a stickler on that one).
 

Evillevi

New Member
Jul 29, 2019
244
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BTW has anyone found a way to use manastorm charge as a power generation system.

Currently I found out that the tnt Flowers does not absorb energy from it, from the mana burst, or from an explosion from the mana burst

Second is that the the mana burst can hit a Mana Pool and not explode, storing mana in it. Lastly there's a range of about 10 blocks last I checked that the Manastorm charge will affect as it's last explosion
 

Ocker

New Member
Jul 29, 2019
441
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Can anyone tell me what this mod is (the frame around the block), it is placed when you shift right click on a block - exactly the same way as you lock a jabba barrel. It seems that it creates a link to another block and the frame comes in different colours. I want to disable it but need to know the mod. (no it is not the frame frame pneumaticraft that is being added - but it looks similar)

upload_2015-7-27_19-4-9.png
 

Ocker

New Member
Jul 29, 2019
441
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0
Botania. Ring of (something). One of the relics.
That rings a bell (no pun intended) - from the roll of the dice, if I remember correctly ... now to work out how to stop it, I hope it was not something that is always on if it is the combination item (3 rings together)

Edit - quick research - It's an issue Vaskii is aware of and is hopefully rectifying soon - the ring of Loki is the culprit - thanks for the help
 
Last edited:

malicious_bloke

Over-Achiever
Jul 28, 2013
2,940
2,706
298
I've noticed that Infinity has FastLeafDecay aswell as Extra Utilities. What else does the FLD mod add that makes it not redundant, since ExU already has instant leaf decay as a config option?
 

Gamefury64

New Member
Jul 29, 2019
406
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I personally dislike FLD cause the thingy that makes floating islands(shard of lupa I think) looks weird when used. But off topic.