iam playing on a new minecraft downloaded straight from minecraft.com, and yes i did delete meta inf.
Are you sure you used the right website? Minecraft.com is far from the real site, Minecraft.net. Also, as said above, it doesn't work with 1.3.2 anyways.
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■"Ok guys, listen up. We're on a top secret mission to get coffee and donuts, problem is the Germans drank all the coffee and ate all the donuts, so now we gotta go kick their asses." Random CoD 3 phrase
Thanks ill try minecraft.net and see if i downloaded it from the right site.oh well i just noticed that. thanks guys anyway! ill wait for it to get updated.
Can this mod work with the normal Forge 3.3.8.152 for MC1.2.5 or are we really forced to use that really old one that would make incompatible all the other mods I have already installed.
Sorry to ask for it but where should I change the conflicting IDs of this mod, there doesn't seem to be any config file beside a property.txt in a folder with no ID there, only the basic controls...
As it looks like the API for Minecraft will be Bukkit, why not just port your mod to Bukkit?
Also... if i got a plugin or mod that disables TNT explosions would your mod's explosions be stopped?
No it will not be. Bukkit is the basic idea of it, with mods being inter-changable plugins, but it is being coded from scratch with the Bukkit teams help I believe...
Sorry to ask for it but where should I change the conflicting IDs of this mod, there doesn't seem to be any config file beside a property.txt in a folder with no ID there, only the basic controls...
There is no way to do so for the workbenches. The gunbox ID's can be changed in the content pack folder itself.
Can this mod work with the normal Forge 3.3.8.152 for MC1.2.5 or are we really forced to use that really old one that would make incompatible all the other mods I have already installed.
He probably won't, as 1.3.2 is out. 1.2.5 is outdated. Working on 1.2.5 with a potential rewrite right there while 1.3.2 requires its own rewrite? That doesn't make sense.
Thanks for your answers DJ_777 I think this can work with the Forge 3.3.8.152 since I've installed it, the only problem I have is conflicting ID for the base mod for now, I will try to resolve this by changing the conflicting IDs of the mod it conflict instead, I don't know why that idea didn't cross my mind,
Edit: I just get a whitescreen after resolving the conflicting IDs, so sad, I can't even have any crash log, the game just get to a whitescreen and nothing else. I give up, would have been a nice addition to my list of mods, but it doesn't work...
can any of the guns be triggered with redstone, or bullets/missles be shot out of dispensers. i was thinking of combining this with zepplins mod to heavilly arm my ship, and since i cant operate 30 guns at once, i would need redstone to do this, however arrows suck as weapons. if not please make it possiple to use redstone as triggers
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you are truly wasting your time reading my signature, go onto the next post.
can any of the guns be triggered with redstone, or bullets/missles be shot out of dispensers. i was thinking of combining this with zepplins mod to heavilly arm my ship, and since i cant operate 30 guns at once, i would need redstone to do this, however arrows suck as weapons. if not please make it possiple to use redstone as triggers
Dude that has got to be the best idea ever thought of
Thanks for your answers DJ_777 I think this can work with the Forge 3.3.8.152 since I've installed it, the only problem I have is conflicting ID for the base mod for now, I will try to resolve this by changing the conflicting IDs of the mod it conflict instead, I don't know why that idea didn't cross my mind,
Edit: I just get a whitescreen after resolving the conflicting IDs, so sad, I can't even have any crash log, the game just get to a whitescreen and nothing else. I give up, would have been a nice addition to my list of mods, but it doesn't work...
I think the reason it doesn't work with FML is how it ties into old Forge's, Modloader's, ModloaderMP's, Player API's, & TMT's hooks. Forge supports many, but this mod can't use them. At least that's what I've gathered & inferred... Make sense?
can any of the guns be triggered with redstone, or bullets/missles be shot out of dispensers. i was thinking of combining this with zepplins mod to heavilly arm my ship, and since i cant operate 30 guns at once, i would need redstone to do this, however arrows suck as weapons. if not please make it possiple to use redstone as triggers
That would be quite nice... I could have a dispenser maintaining a steady stream of GAU-8 HE shells while trained on a mountain range.
please read the first page you will see blue text on the top of the page..
this is not easy to update it into a 1.3.2
so it will took some time..
Uh huh. and a shitload of Mods that are bigger have already been updated. Point I'm trying to make is, there's been plenty of time. No info on updates or anything.
This mod doesn't work with 1.3.2
Are you sure you used the right website? Minecraft.com is far from the real site, Minecraft.net. Also, as said above, it doesn't work with 1.3.2 anyways.
Also... if i got a plugin or mod that disables TNT explosions would your mod's explosions be stopped?
please read the first page you will see blue text on the top of the page..
this is not easy to update it into a 1.3.2
so it will took some time..
No it will not be. Bukkit is the basic idea of it, with mods being inter-changable plugins, but it is being coded from scratch with the Bukkit teams help I believe...
There is no way to do so for the workbenches. The gunbox ID's can be changed in the content pack folder itself.
He probably won't, as 1.3.2 is out. 1.2.5 is outdated. Working on 1.2.5 with a potential rewrite right there while 1.3.2 requires its own rewrite? That doesn't make sense.
Edit: I just get a whitescreen after resolving the conflicting IDs, so sad, I can't even have any crash log, the game just get to a whitescreen and nothing else. I give up, would have been a nice addition to my list of mods, but it doesn't work...
Gets this:
Vacation is outbound. I am just about to head back to uni. But don't worry, I have a team working on it right now. -Jamioflan
That can only mean one thing...
**** YEA!!!
FLAN'S BACK
YES!
I think the reason it doesn't work with FML is how it ties into old Forge's, Modloader's, ModloaderMP's, Player API's, & TMT's hooks. Forge supports many, but this mod can't use them. At least that's what I've gathered & inferred... Make sense?
That would be quite nice... I could have a dispenser maintaining a steady stream of GAU-8 HE shells while trained on a mountain range.
Uh huh. and a shitload of Mods that are bigger have already been updated. Point I'm trying to make is, there's been plenty of time. No info on updates or anything.
Please Click to help me level up!