It was. I've read the install instructions about 10 times by now, reinstalled the mod (and deleted the bin folder etc) about 4 or 5 times, but still no gears. I even checked if maybe the gear texture was missing in the mod texture folder, but it wasn't.
Do you have other mods installed?
Do you use a texture pack? If so, do you use the HD Patcher?
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Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Finally back, I'll have to upload a vid soon, been making a massive gate and came across a platform glitch. Having two anchors next to each other causes one anchor to be ignored and won't pick up all of it's platforms. I have 3 sets of anchors right next to each other. Only 1 set does this.
Nice mod, I love it! Needs a title change imo.(Alot of people are like IT UPGRADES MY DOOGIES)While others. (More stuff about crappy dogs pass.) Other then that great mod.
Nice mod, I love it! Needs a title change imo.(Alot of people are like IT UPGRADES MY DOOGIES)While others. (More stuff about crappy dogs pass.) Other then that great mod.
The name reflects the spirit and original intent of the mod, and will not be changed no matter what anyone says.
-------
I'm disappointed that Flower wants to remove the upward facing companion cubes. I was saving up to make a lovely wolf carpet for my library.
I'm disappointed that Flower wants to remove the upward facing companion cubes. I was saving up to make a lovely wolf carpet for my library.
On the bright side, if he's removing those facing options, that means he's making room for something new to do with the companion cube. Makes you wonder what it could be.
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Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Adding a drill that uses similar mechanical advantages that winches use would be awsome.
Being able to increase the speed of mechanical operations "to a point" would also be awsome, I find the current speed of the winch to be a bit slow/ yet perfect for curtain other things, and so having this varied via how much power you put to the gears is ideal. Which could be "value " based, but you can figure out the technical details.
Oh, If you can't "I haven't tested your mod already", It would also be great to have "water" and other liquids be able to be pulled up by platforms moving up. Yet best done with another mod "finite liquids v3", so Idk if you can have that "part" of your mod only activate if you were to have that mod.
And of course you need some sort of lateral movement/moving blocks.
Why do you abuse wolves so much? You seem very sadistic, and while funny I just wonder about you sometimes. Overfeeding them so they become crap farms, stuffing them into cubes, and i'm sure other horrible things will soon be programmed but lol why? Whats next using their blood in some sort of mechanical lubricant?
Explosives moved by winches as trap potential.
Being able to attach a bucket as a part of a "anchor" to the winch has whimsical "well" potential.
Processing stones into slabs and then into another speacialised part , has potential to further progress this mod in the general idea of "advanced mechanics".
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You can go ahead and move at the speed of light, But i will move at the speed of darkness.
If I walk far enough away the detector block it does not detect. I believe this is a minecraft bug, correct? However, when get close enough to have it detecting again it does not detect anything in front of it if there is something already there. Is this a minecraft bug or BTW issue?
I have a problem getting the mod to work. I needed to modify the block IDs and I'm getting this error.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcgearbox.png,30). 87 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcplatform.png,54). 86 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcwicker.png,76). 85 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fclightoff.png,77). 84 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fclighton.png,78). 83 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcbbqsides.png,85). 82 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcbbqtop.png,100). 81 left.
26-Jun-2011 11:50:10 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcgrate.png,101). 80 left.
26-Jun-2011 11:50:10 AM ModLoader addMod
FINE: Failed to load mod from "mod_FCBetterThanWolves.class"
26-Jun-2011 11:50:10 AM ModLoader addMod
FINER: THROW
java.lang.ArrayIndexOutOfBoundsException: 256
at un.<init>(SourceFile:252)
at FCBlockSaw.<init>(Unknown Source)
at mod_FCBetterThanWolves.InstantiateBlocksAndItems(Unknown Source)
at mod_FCBetterThanWolves.<init>(Unknown Source)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:215)
at ModLoader.readFromClassPath(ModLoader.java:1145)
at ModLoader.init(ModLoader.java:823)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
I have the mods Buildcraft, Industrialcraft and Optifog/Optimine.
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Quote from Eylk »
Plastic Armor +1 Increases Defense by somesuch points!
Increases Wedgies by 8 points(towardsyou)! Increases Self Esteem by -28 points!
I have a problem getting the mod to work. I needed to modify the block IDs and I'm getting this error.
java.lang.ArrayIndexOutOfBoundsException: 256
I have the mods Buildcraft, Industrialcraft and Optifog/Optimine.
It looks like you went past 255 when assigning block IDs. Unless you have a mod like Minecraft Extended, you can only have blocks through 255 and there are a limited number of textures. However, Minecraft Extended does not work properly with all mods.
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Minecraft 1.6.6: Where the mushrooms begin to take over the world. You thought pod people were bad? Wait till the mushrooms start walking.
Thanks for a great mod, it made me want to play "legitly" again, starting from scratch and actually earning every block.
However, after seeing the water wheels I had to do a little larger project using TooManyItems. It's not really in the spirit of making complex machinery or automating things but I'm quite happy with the result. :smile.gif:
[snip]
Now I just wish for steam, some kind of feature to move a lot of blocks and a few tweaks to the water wheels to be implemented (I know, it won't) so I can set out plying the rivers! :biggrin.gif:
That is awesome. Well done.
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"Harry Potter is all about confronting fears, finding inner strength, and doing what is right in the face of adversity. Twilight is about how important it is to have a boyfriend." -Stephen King
Man, I just finished a two story elevator, controllable from top and bottom, with brakes at each end (not just ending into ground or ending into the pulley) and man...that was way harder than I originally believed it was going to be, anyone else have a similar experience?
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There are 10 kinds of people in this world; those that understand binary and those that don't.
On the bright side, if he's removing those facing options, that means he's making room for something new to do with the companion cube. Makes you wonder what it could be.
Yeah, I'm sure the new feature will be great, but to me, the top face was more important then any of the others.
I guess this is one of those times you wish they had more than 4 bits.
Ok, the forum is still spotty as hell, so I'm just putting up a quick post to let folks know that I am back online, and there is a new version on the way.
Nothing major this time, just the usual host of tweaks and bug-fixes. It's been ready for a couple of days now, but I'd like to tag on a few more small items today instead of wrestling with the forum to get a version up while it's in the state that it is, so I'll probably release later on once (hopefully) stability is restored here.
A few other items I want to cover here (without replying with quotes due to how sporadic the forum is):
Steamboat Build:
That is an incredible creation you have there man. Very nice, and I was super-impressed with all the detail you poured into it. Good job!
Player warping above plaforms:
Already fixed in the next version.
Random suggestions:
Well, it certainly was a nice break from having to read half-baked ideas over the past few days
If I walk far enough away the detector block it does not detect. I believe this is a minecraft bug, correct? However, when get close enough to have it detecting again it does not detect anything in front of it if there is something already there. Is this a minecraft bug or BTW issue?
It's not a bug. The Detector Block only "sees" the block directly in front of it.
I've revised the OP to be explicit on this point.
Sorry for the multi-posting guys. With the forums being so erratic, I'm trying to play it safe and just post small bits at a time.
Having some problems with the Watermill. It's not generating the mechanical power it seems.
This is the setup:
Am I missing something here ? I did the same setup you had in the video.
Having some problems with the Watermill. It's not generating the mechanical power it seems.
This is the setup:
Am I missing something here ? I did the same setup you had in the video.
The gearbox by the windmill is facing the wrong way. Turn it around so the 4 arrows on the side are facing the waterwheel.
I've modified the posting guidelines in the OP, so you guys might want to take a look.
The gist of it is that I've switched my stance from being open to suggestions for the mod, to not wanting to hear and ignoring most of them.
As some of you already know, as this mod has grown larger in terms of its fan-base I've been becoming increasingly frustrated with the number of inane requests I've been getting and with the overall volume of redundant and/or useless posts that I've had to read or respond to on a daily basis.
I've been doing a lot of thinking about that over the past few days, and my end conclusion is that if I'm to continue developing this mod, and enjoy doing it (which I admittedly haven't been over the past couple of weeks), I need to minimize the amount of time this thread consumes.
So my apologies, but I'll definitely be taking a less active role here in the future, in favour of focusing more on the work of developing the mod itself.
Do you have other mods installed?
Do you use a texture pack? If so, do you use the HD Patcher?
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Anyway yay for being back up!
The name reflects the spirit and original intent of the mod, and will not be changed no matter what anyone says.
-------
I'm disappointed that Flower wants to remove the upward facing companion cubes. I was saving up to make a lovely wolf carpet for my library.
On the bright side, if he's removing those facing options, that means he's making room for something new to do with the companion cube. Makes you wonder what it could be.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Being able to increase the speed of mechanical operations "to a point" would also be awsome, I find the current speed of the winch to be a bit slow/ yet perfect for curtain other things, and so having this varied via how much power you put to the gears is ideal. Which could be "value " based, but you can figure out the technical details.
Oh, If you can't "I haven't tested your mod already", It would also be great to have "water" and other liquids be able to be pulled up by platforms moving up. Yet best done with another mod "finite liquids v3", so Idk if you can have that "part" of your mod only activate if you were to have that mod.
And of course you need some sort of lateral movement/moving blocks.
Why do you abuse wolves so much? You seem very sadistic, and while funny I just wonder about you sometimes. Overfeeding them so they become crap farms, stuffing them into cubes, and i'm sure other horrible things will soon be programmed but lol why? Whats next using their blood in some sort of mechanical lubricant?
Explosives moved by winches as trap potential.
Being able to attach a bucket as a part of a "anchor" to the winch has whimsical "well" potential.
Processing stones into slabs and then into another speacialised part , has potential to further progress this mod in the general idea of "advanced mechanics".
I have the mods Buildcraft, Industrialcraft and Optifog/Optimine.
It looks like you went past 255 when assigning block IDs. Unless you have a mod like Minecraft Extended, you can only have blocks through 255 and there are a limited number of textures. However, Minecraft Extended does not work properly with all mods.
That is awesome. Well done.
Yeah, I'm sure the new feature will be great, but to me, the top face was more important then any of the others.
I guess this is one of those times you wish they had more than 4 bits.
Nothing major this time, just the usual host of tweaks and bug-fixes. It's been ready for a couple of days now, but I'd like to tag on a few more small items today instead of wrestling with the forum to get a version up while it's in the state that it is, so I'll probably release later on once (hopefully) stability is restored here.
A few other items I want to cover here (without replying with quotes due to how sporadic the forum is):
Steamboat Build:
That is an incredible creation you have there man. Very nice, and I was super-impressed with all the detail you poured into it. Good job!
Player warping above plaforms:
Already fixed in the next version.
Random suggestions:
Well, it certainly was a nice break from having to read half-baked ideas over the past few days
In the end, I didn't remove the facing info. It will continue to function as it did previously.
No, absolutely not. I do NOT give permission to redistribute my mod to anyone.
It's not a bug. The Detector Block only "sees" the block directly in front of it.
I've revised the OP to be explicit on this point.
Sorry for the multi-posting guys. With the forums being so erratic, I'm trying to play it safe and just post small bits at a time.
This is the setup:
Am I missing something here ? I did the same setup you had in the video.
The gearbox by the windmill is facing the wrong way. Turn it around so the 4 arrows on the side are facing the waterwheel.
The gist of it is that I've switched my stance from being open to suggestions for the mod, to not wanting to hear and ignoring most of them.
As some of you already know, as this mod has grown larger in terms of its fan-base I've been becoming increasingly frustrated with the number of inane requests I've been getting and with the overall volume of redundant and/or useless posts that I've had to read or respond to on a daily basis.
I've been doing a lot of thinking about that over the past few days, and my end conclusion is that if I'm to continue developing this mod, and enjoy doing it (which I admittedly haven't been over the past couple of weeks), I need to minimize the amount of time this thread consumes.
So my apologies, but I'll definitely be taking a less active role here in the future, in favour of focusing more on the work of developing the mod itself.
Sorry, I guess I was unclear. The block is directly in front if the detector block. However it does not detect if I wander away and then wander back.