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# Vault Hunters FAQ Entries
A backup of the stuff I have contributed to the (Tech) FAQ in the official Vault
Hunters Discord over time.

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# Haste Breakpoints
tl;dr:
* **+21.25**: Negate the “y-level bug” that prevents insta mining non-wooden chests when you change elevation while doing it.
* **+51.25**: Insta mine Vault Ores.
(assuming Haste 3 + Efficiency 5, _not_ including the base speed of 9)
More breakpoints can be found in the <#1066809978817617941> and <https://docs.google.com/spreadsheets/d/1tAN9R3HAhTrVs_0rgOzGBcvJBClYs1QRazd8xQ1XFJ0>.
**Y-Level Bug**
When you are falling/flying/swimming/jumping while mining, your mining speed is reduced by a factor of 5. That is a vanilla Minecraft feature to prevent you e.g. from dying to fall damage while mining straight down faster than you are falling, and to make mining underwater harder.
For non-wooden chests that fortunately means you only need a little bit of extra mining speed to still insta mine. Getting enough mining speed to do the same to Vault Ores is theoretically possible, but not feasible due to the much higher base requirements.
*Required mining speed: +21.25.*
**Insta Mine Vault Ores**
If you are using a Shatterer to mine Vault Ores, it is important that you dont just mine the surrounding stone and leave all the ores floating, making you do a second pass to mine them.
If you have enough mining speed to instantly mine not only the stone / Vault Stone, but also the Vault Ores, you can mine everything in one go.
*Required mining speed: +51.25.*

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# How Does Vault Altar Recipe Scaling Work?
The recipe your altar will require you to fulfil depends on both your level and the amount of crystals you have crafted before.
**Level**
At level 10, 20, 40, 75 and 90 the pool of items the recipe pulls from will change. Each of those levels does not only have their specific items it may require, but also sets the base amount for them.
For example, Cobblestone has a base amount of 14 at level 0, up to 412 at level 90.
**Crystals Crafted**
The more crystals you have already crafted, the more items you will need for each and every altar recipe that follows. The math for scaling is not quite trivial, but hey, here it is:
(as of update 10.0)
**Resource Pool**:
![](images/resource-formula.png) ![](images/resource-graph.png)
**Farmable Pool**:
![](images/farmable-formula.png) ![](images/farmable-graph.png)
**Mob Pool**:
![](images/mob-formula.png) ![](images/mob-graph.png)
**Misc Pool**:
![](images/misc-formula.png) ![](images/misc-graph.png)

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# Connection Issues Troubleshooting
Please check the following list before asking for help in <#953244641518551080>:
## Connection issues checklist:
### Are you getting error messages about missing mods or wrong versions?
- Make sure youre running the same version of the pack as the server.
- Make sure you installed the server using the _server pack files_, see <#1059529187079237722>.
### Do the server logs register your connection attempt?
→ **YES**
- does it show any errors in between the connection attempt and the disconnect?
- does the _client_ log show any errors?
→ **NO**
- Is the server application/port whitelisted in your machines firewall?
- If server is running from a home network:
- Is the port forwarded from the router?
- To the correct local address?
- Are you using the correct address to connect?
- Is it sitting behind Carrier Grade NAT?
### If the client crashes while trying to connect please provide logs
- File named (exactly) `latest.log` in '**logs**' folder
- File named `crash-xxxxxx.txt` in '**crash-reports**' folder (folder may not exist).
### If you are getting timeouts, have you tried adding the “connectivity” mod on
the server side?
<https://legacy.curseforge.com/minecraft/mc-mods/connectivity>

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# How to Enable Commands For a Singleplayer World
There are two ways you can enable “cheats” (which would be better called “commands”, and are in the level file …). One is temporary, one is permanent.
**Temporary:**
Hit `Escape`, click “Open to LAN” and enable commands in the prompt that follows. Do keep in mind that your client will effectively turn into a server, so e.g. you cannot pause the game until you relog.
**Permanently:**
Grab <https://github.com/jaquadro/NBTExplorer/releases>. Run it, and navigate to your instance folder, then open `saves/<your world folder/level.dat`.
Under `Data`, change `allowCommands` to `1` (see screenshot). Save the file,
close NBTExplorer, and start Minecraft. You should now be able to use commands
in the world you have edited.

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# How to Remove Terralith and Accidentally Generated Terrain From a Sky Vaults Server
If you created a Sky Vaults server and didnt follow <#1078348963423461457> properly, or if you update your Sky Vaults server and forget to remove Terralith again, you will find it generating terrain in newly explored chunks. Here is how to get rid of it.
You will need an NBT editor to fix the world settings, and a world editor for removing affected chunks:
<https://github.com/jaquadro/NBTExplorer>
<https://github.com/Querz/mcaselector>
Fixing your world settings:
1. Stop the server and **Create a backup of your servers world**. It will be the `world` folder by default, or whatever you have set as `level-name` in `server.properties`.
2. Remove `Terralith_v<version>.jar` from your servers `mods` folder.
3. Open `<worldname>/level.dat` in NBTExplorer.
4. Expand `Data``WorldGenSettings``dimensions``minecraft:overworld``generator`.
5. Delete `biome_source`.
6. Save the file and exit NBTExplorer.
7. Start the server. Once it is up, stop it again.
8. Repeat step 3 and 4.
9. Set the `type` to `the_vault:sky_vaults`. Change the `type` within `generator`, not a level higher.
10. Make sure that the entry `structure_overrides` exists. If it does not, create a new _list_ entry for it using the button in the toolbar and leave it empty.
11. Expand `Data``WorldGenSettings``dimensions``minecraft:the_nether``generator`. Do **not** delete the `biome_source` entry this time
12. Set `type` to `the_vault:sky_vaults`. Again, under `generator`.
13. Make sure that the entry `structure_overrides` exists. If it does not, create a new _string_ tag for it using the button in the toolbar and set it to `minecraft:nether_complexes`.
14. Save the file and exit NBTExplorer.
15. Make sure the `level-type` in `server.properties` is set to `the_vault:sky_vaults`.
16. Start the server. Once its up, stop it and double check that the settings you applied are still there. If not, you probably forgot to remove Terralith or to set the `level-type` in `server.properties`.
Removing chunks that have generated terrain:
1. Stop the server and **Create a backup of your servers world**. It will be the `world` folder by default, or whatever you have set as `level-name` in `server.properties`.
2. Open your world folder in MCAselector.
3. Select the chunks you want to delete. Make sure you zoom in to target _chunks_ and not _regions_.
4. Click `Selection``Delete Selected Chunks` or press `ctrl + d` to delete the chunks.
5. Save the world and close MCASelector.
6. Start the server. The chunks should be gone, and generate fresh without terrain.
If your _Nether_ has generated with terrain, its probably easiest to remove it entirely instead of going through the steps above for it as well. So unless you have already built something in the Nether you want to keep, simply delete the `<worldname>/DIM-1` folder.

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# How to Reset Corrupted Configuration Files
**For Clients (Singleplayer)**
*If your crash report mentions **`reauth.toml`**, that is not in `config`, but in the top level folder. Just delete it.*
1. Open your instance folder. On Curseforge, click the menu button (3 dots), then click “Open Folder”.
2. Rename the `config` folder and keep it around as a backup.
3. Download the latest mod pack files from <https://www.curseforge.com/minecraft/modpacks/vault-hunters-1-18-2/files>.
4. Open the zip file you just downloaded. Navigate to the `overrides` folder.
5. Copy the `config` directory to your instance folder.
Repairing the profile (Curseforge) or “updating” to the same pack version (Prism) might work as well.
**For Servers**
Do the same thing, just in your server folder instead of your instance folder.

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# How to Reset Corrupted Server Configuration Files
*If your crash report mentions `mekanism` or `mekanism generators` server config files, see <#1092894660952858635> … because mek.*
**For Clients (Singleplayer)**
1. Open your instance folder. On Curseforge, click the menu button (3 dots), then click “Open Folder”.
2. Go to `saves/<your world name>`.
3. Delete the `serverconfig` subfolder.
**For Servers**
1. Stop the server.
2. Open your server folder.
3. Go into the `world` folder. If you changed `level-name` in `server.properties` to something else, go into that respective folder.
4. Delete the `serverconfig` subfolder.
**If that does not solve it**, delete the `defaultconfigs` folder from your
instance/server main folder, replace it with a fresh one from the pack zip or
a new instance, then repeat the steps above.

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# How to Setup Pick Up Notifier
Update 8 added the Pick Up Notifier mod
(<https://www.curseforge.com/minecraft/mc-mods/pick-up-notifier>). The default
configuration will **only** show certain vault mod items **while in a vault**.
**Making It Work With Backpacks**
**_This has been fixed in update 9!_**
You will need to change the mods server configuration file to support showing items being picked up right into a Backpack using a Pickup Upgrade.
You can find the file in `saves/<name>/serverconfig/pickupnotifier/pickupnotifier-server.toml` (playing in singleplayer) or `<world name>/serverconfig/pickupnotifier/pickupnotifier-server.toml` (hosting a server). Change “backpack_compatibility” to `true` or replace it with the attached file.
https://cdn.discordapp.com/attachments/889845714207801344/1084536594335277119/pickupnotifier-server.toml
Stop the server / log out of your world before you change it. I also recommend copying it to `defaultconfigs/pickupnotifier/pickupnotifier-server.toml` so it automatically applies to newly generated worlds.
Do note that the information on the Curseforge page regarding config file
location is, ironically, _outdated_.
**Adding/Removing Items**
Pick Up Notifier displays items based on client side config files. You can have a global one and one for each dimension (e.g. Overworld, Nether, End). Vault Dimensions are generated on the fly, so you will have to make a global configuration for your vault settings, and then dimension-specific ones if you want separate settings for outside of vaults. You can find the settings in `config/pickupnotifier/*.json`. I recommend naming them after the dimension they apply to; the mod ships with files for global (`all.json`) as well as Overworld, Nether and End (named accordingly).
The shipped files will be **overwritten** on **each pack update**. So either you figure something out how to restore them every time, or you need to make your changes in additional files. Priority is alphabetical, descending; if your files are first in the list, they will apply. So basically, create some `0000_<dimension>.json`s.
As to how the dimension configurations work, see
<https://github.com/Fuzss/pickupnotifier#configuration>. You can edit them
“live” while the game is running and do `/pickupnotifier reload` to apply any
changes.
**Visual Setup (Position, Size, …)**
*If you have subtitles turned on, the default positioning of the item display will be __behind__ the subtitles.*
Client side configuration is found in `config/pickupnotifier/pickupnotifier-client.toml`. The file is commented fairly heavily, that should give you the pointers you need.
You can also use the Create config menu (goggles in the ESC menu) or Configured
(<https://www.curseforge.com/minecraft/mc-mods/configured>) to access these
settings from the game.

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# How to Setup a Sky Vaults Server
This guide assumes you already have a Vault Hunters 3ʳᵈ edition server set up and confirmed that it is working. You will also need a working client.
See <#1059529187079237722> if you need help getting a default server up and running.
Generating a Sky Vaults world on a server currently does not work out of the box, so there will be some manual steps involved. Be sure you know where your client and server files are located.
As of **Update 7.7**, the steps below are confirmed working.
If you are running a server through a hosting service, the approach will
generally be the same. Youll just have to find out first how to copy files to
the server folder.
This is for running a “vanilla” Sky Vaults server. _If you want to have separate islands for everyone, see the next message instead_.
1. Temporarily disable Terralith on your Vault Hunters _client_ e.g. by moving it out of your `mods` folder.
2. Generate a world on the client and make sure to set the “World Type” to “Sky Vaults” under “More World Options…”. **Make sure that the spawn is not in an ocean biome**, otherwise you will run into issues later on, e.g. having to move potentially thousands of blocks to find a biome that can spawn passive animals.
3. Client-side thats all you have to do, you can re-enable Terralith now.
4. If your server is running, stop it.
5. Remove the Terralith mod from the server. _You will have to make sure to do this after every pack update_. It is probably wise to have a server update script.
6. Delete or move your existing world from the _server_ folder. It should be called `world` by default, otherwise check your `server.properties` for the `level-name`.
7. Copy the world you generated in step 2 from your client to your server folder. You will find it in `saves`.
8. Rename the copied world to whatever your world was called in step 6.
9. Edit `server.properties` and set `level-type` to `the_vault:sky_vaults`. This is currently not needed, but better be safe than sorry. (Note: The server will probably change this to `the_vault\:sky_vaults`. That is just unnecessary escaping and no reason to panic.)
10. Start the server and make sure there arent any errors that stop it from working.
11. Log into the server. You should find yourself on a lone island in the void.
12. Go into creative mode and fly a couple hundred blocks out to make sure everything is working properly. You should not run into any generated terrain.
Congratulations, you now have a working Sky Vaults server!
Do keep in mind that by default everyone will spawn in on the same island. There
currently is no way to change that without adding extra mods to the pack.
**How to Setup Sky Vaults with Individual Sky Islands Using the Skyblock Builder Mod**
As stated above, there currently is no default way to give everyone (or every team) on a server their own sky block. So you will have to add a mod for it.
**This will change the way the world is generated.** I havent found any issue with it yet, but it might now or after future changes mean that your world behaves slightly differently compared to a “vanilla” Sky Vaults world. The Nether will be a void with structures as usual, the end will only have the central island. Regular Sky Vaults generates a vanilla Minecraft end, but its inaccessible anyway.
**As of 9.0.2, the quest book does not offer Sky Vaults quests on servers set up in this way and will default to the regular quest line (which a) sucks and b) forces you to cheat in a Heart of the Sea for your Alchemy Table).**
You will need:
A working Vault Hunters 3ʳᵈ Edition server.
The Skyblock Builder mod: <https://www.curseforge.com/minecraft/mc-mods/skyblock-builder>.
An NBT editor, e.g. NBTExplorer: <https://github.com/jaquadro/NBTExplorer>.
A structure file for the sky block. The default Sky Vaults island is attached to this message, or you can create your own using structure blocks ingame.
[default.nbt](default.nbt)
1. Stop the server.
2. Add the Skyblock Builder mod to your server. Make sure to re-add it after a pack update. You will also have to install it on the client to be able to play!
3. Remove the Terralith mod from your server. Make sure to do this again after every pack update, too! It is probably wise to have a <#1129822921716662303>.
4. Delete or move your existing world from the _server_ folder. It should be called `world` by default, otherwise check your `server.properties` for the `level-name`.
5. Edit `server.properties` and set `level-type` to `skyblockbuilder:skyblock`. This _is_ necessary, otherwise the commands to manage teams will not work. (Note: The server will probably change this to `skyblockbuilder\:skyblock`. That is just unnecessary escaping and no reason to panic.)
6. Create the folder `config/skyblockbuilder/templates` and copy the attached `default.nbt` there. Or use your custom generated structure, if you have one.
7. Edit `config/skyblockbuilder/common-config.json5`. You should enable `createOwnTeam` and `modifySpawns`, and disable `allowVisits`, `home` and `spawn`. Or copy the attached file into the folder.
8. Start the server to create a new world.
9. Stop the server again.
10. If you are not running your server locally, you might want to download the `level.dat` file from the servers world folder. Otherwise just commence with the next step.
11. Open the `level.dat` file in your servers world folder with your NBT editor.
12. Navigate to `Data/WorldGenSettings/dimensions`.
13. Make sure that `minecraft:overworld/generator/type` is `skyblockbuilder:noise_based`, and the Nether and End generator types match the attached screenshot as well.
14. Start the server.
[common-config.json5](common-config.json5)
![](images/level.dat.png)
Thats it, youre done! If you want, you can now modify the spawn island and build the place you want it to be there.
When a new player logs in (including you, after you are done with the spawn island), they can create their own island with `/skyblock create "<team name>"`. Use the `/skyblock` subcommands to manage your team or invite other people to it.
**How to Setup Individual Islands Using the Server Side Helper Mod**
Do the regular setup, then install <https://legacy.curseforge.com/minecraft/mc-mods/sky-vaulters-support> _on the server only_.
See https://discord.com/channels/889424759018901514/1129555901905375353 for details.

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# “I Have Lost My Crafting Tweaks Buttons”
If you lost your Crafting Tweaks buttons (see screenshot), check your key binds. Note: the bind only works when you are on a screen supported by the mod, e.g. a Crafting Table.
If that doesnt fix it, restart your client.
![buttons](images/buttons-1.png) ![keybinds](images/buttons-2.png)

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# I Have Problems Using Keyboard & Mouse, Can I Play With a Controller?
Yes, you can! There are mods that allow playing Minecraft entirely with a controller. It might not be the ideal input method, but enables players that otherwise couldnt play to use a controller. One of those is controllable:
https://www.curseforge.com/minecraft/mc-mods/controllable
As the newer versions require Just Enough Items version 10+ and the pack ships with JEI 9, you will have to make sure you are using Controllable version 0.16.5: https://www.curseforge.com/minecraft/mc-mods/controllable/files/3936914
**Note**: As this mod does not ship with the pack by default, it is not tested
nor guaranteed to work without issues.

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# “My Shift Key Is Stuck”
You have accidentally enabled Shift Lock. Its a Quark “feature”. Open a chest inventory, then click the little lock icon (again), see attached screenshot.
You can disable this functionality entirely in Quark settings. **This requires a restart of the game to take effect**. Do note that settings will be reset every time you update the pack.
There is a key bind for it as well. You might want to make sure it is not bound
unless you intend to make use of it.
![](images/shift-1.png)
![](images/shift-2.png)
![](images/shift-3.png)
![](images/shift-4.png)
![](images/shift-5.png)
![](images/shift-6.png)

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# Server Update Script
(If someone wants to do one for Windows, be my guest and Ill add it here.)
1. Put script somewhere (e.g. in your servers root folder).
2. Stop the server.
3. Run the script _from your servers root folder_.
3. **Use at your own risk.**
```bash
#!/usr/bin/env bash
2 abort () {
3 echo "${1:-An unexpected error occured.} Exiting …" >&2
4 exit ${2:-1}
5 }
6
7 usage () {
8 echo """Usage: ${filename:$0} <file>
9
10 Make sure to stop the server first.
11
12 file: The updated server files from Curseforge.
13 """
14 exit ${1:-0}
15 }
16
17 extract () {
18 dir=${1}
19 rm -rf ${dir}
20 unzip "${_file}" ${dir}/\*
21 }
22
23 terralith () {
24 echo "Sky Vaults server detected, removing Terralith …"
25 rm -f mods/Terralith*.jar
26 }
27
28 [[ $# -eq 1 ]] || usage 1
29 _file=${1}
30
31 [[ -f "server.properties" ]] || abort "Current directory does not seem to be a Minecraft server."
32
33 unzip -l "${_file}" > /dev/null 2>&1
34 [[ $? -eq 0 ]] || abort "\"${_file}\" is not a valid zip file."
35
36 echo "running update …"
37 stuff="config defaultconfigs mods patchouli_books scripts"
38 for dir in ${stuff}
39 do
40 extract ${dir}
41 done
42
43 grep 'the_vault\\:sky_vaults
44 skyblockbuilder\\:skyblock' server.properties > /dev/null 2>&1
45 [[ $? -eq 0 ]] && terralith
46
47 exit 0
```

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{
"Dimensions": {
"End": {
// Should end generate as in default world type? [default: false]
"Default": false,
// Should the main island be generated as normal? [default: true]
"mainIsland": true
},
"Nether": {
// Should nether generate as in default world type? [default: false]
"Default": false
},
"Overworld": {
// Should overworld generate as in default world type? [default: false]
"Default": false
}
},
"Inventory": {
// Should all items be reset on first world join? [default: false]
// This will delete all the items given on spawn from other mods guide books.
"clearInv": false,
// Should players' items be dropped when leaving a team? [default: true]
"dropItems": true
},
"Spawn": {
// The dimension the islands will be generated in.
"dimension": "minecraft:overworld",
// The radius to find a valid spawn if no given spawn is valid
// Minimum: 0
"radius": 50,
// The radius of chunks where to apply spawn protection. In this area, only op players can avoid this.
"spawnProtectionRadius": 0,
"Height": {
// If the spawn height type is set to "range", this offset will be used to slightly move the spawn height in any direction.
// Negative values go down, positive values go up.
"offset": 0,
// You can set a range from minY to maxY. minY is the bottom spawn position. maxY is the top spawn dimension.
// If you set the spawn height type to "set", the bottom value will be used for a set height. Otherwise, the height will be calculated.
"range": {
"bottom": 64,
"top": 319
},
// set:
// Uses the bottom height of the range
// range_top:
// Searches from the top position down to the bottom position for a valid spawn.
// If no valid position was found, the top position will be used.
// range_bottom:
// Searches from the top position down to the bottom position for a valid spawn.
// If no valid position was found, the bottom position will be used.
// Allowed values: set, range_bottom, range_top
"spawnType": "set"
}
},
// With this you can configure the structures and features which are generated.
// INFO: You can also just use the modid as wildcard for all features/structures from this mod.
// WARNING: Some features like trees need special surface!
// WARNING: This only works for vanilla dimensions (Overworld, Nether, End)
"Structures": {
// All the features that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/data/features.txt
// INFO: The two default values are required for the obsidian towers in end. If this is missing, they will be first generated when respawning the dragon.
// This is a resource list. See https://noeppi-noeppi.github.io/LibX/io/github/noeppi_noeppi/libx/util/ResourceList.html#use_resource_lists_in_configs
"generationFeatures": {
"allow_list": true,
"elements": [
"minecraft:end_spike",
"minecraft:end_gateway"
]
},
// All the structures that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/data/structures.txt
// This is a resource list. See https://noeppi-noeppi.github.io/LibX/io/github/noeppi_noeppi/libx/util/ResourceList.html#use_resource_lists_in_configs
"generationStructures": {
"allow_list": true,
"elements": [
"minecraft:fortress"
]
}
},
"Utility": {
// Should players be able to create their own team? [default: false]
"createOwnTeam": true,
// Should players be able to leave their team or invite others? [default: true]
"selfManage": true,
"Spawns": {
// Should players be able to modify their spawn positions? [default: false]
"modifySpawns": true,
// The range from island center for possible spawns to add. [default: 50]
"range": 50
},
"Teleports": {
// Should players be able to visit other island? [default: true]
"allowVisits": false,
// Should players be able to teleport to their home island? [default: true]
"home": false,
// Cooldown in ticks for teleporting back home. [default: 3600 = 3min]
"homeCooldown": 3600,
// Should players be able to teleport to spawn? [default: true]
"spawn": false,
// Cooldown in ticks for teleporting to spawn. [default: 3600 = 3min]
"spawnCooldown": 3600
}
},
"World": {
// A list of biomes for each dimension.
// You can not use this for the end dimension. The end dimension will always have it's five biomes.
// These are resource lists. See https://noeppi-noeppi.github.io/LibX/io/github/noeppi_noeppi/libx/util/ResourceList.html#use_resource_lists_in_configs
"biomes": {
"minecraft:overworld": {
"allow_list": false,
"elements": []
},
"minecraft:the_nether": {
"allow_list": false,
"elements": []
}
},
// Distance between islands in overworld [default: 8192]
// nether the distance is 1/8
// Range: 64 - 29999900
"islandDistance": 8192,
// The offset from 0, 0 to generate the islands
// Can be used to generate them in the middle of .mca files
"offset": 0,
// Sea level in world [default: 63]
"seaHeight": 63,
// Should a surface be generated in the dimensions? [default: false]
"surface": false,
// The block settings for generating the different dimensions surfaces.
// Same format as flat world generation settings (blocks only)
"surfaceSettings": {
"minecraft:overworld": "minecraft:bedrock,2*minecraft:dirt,minecraft:grass_block",
"minecraft:the_nether": "",
"minecraft:the_end": ""
}
}
}

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# "iskallia.ispawner.init.ModItems.SPAWN_EGG" is null
You added a mod that is either for a different version of Minecraft or missing
dependencies. Your log will have details.