Hm well i cleared and force updated my minecraft and just installed Modloader, Modloader Mp and player API then spell books and i still have the texture bugs :/
I'm having the same problem.
Rollback Post to RevisionRollBack
Sorry for any misspelling, the english isn't my native language.
hay man i love this spellbook mod i hope theirs mor but the main reson of this comment is im asking if i could use your mod in a modpack im making? so message back and think about it ill give you the props for making the mod (because i kinda have to you made the mod) so plzzzz at least think about it.
when i try to drag the files in to the minecraft.jar, it gives me that error thing with the little yellow triangle with a black exclamation mark on it. AND I DON'T KNOW WHY! HELP!also if i can get this to work i would like to use it fr my adventure map...? plz
when i try to drag the files in to the minecraft.jar, it gives me that error thing with the little yellow triangle with a black exclamation mark on it. AND I DON'T KNOW WHY! HELP!
also if i can get this to work i would like to use it fr my adventure map...? plz
Don't know what your problem is, but yes you may use this in an adventure map. However, do not provide the files yourself, just ask your users to come to this page in order to download the mod.
Don't know what your problem is, but yes you may use this in an adventure map. However, do not provide the files yourself, just ask your users to come to this page in order to download the mod.
This weekend
can you please really try to fix the level thing when it doesnt go down
Thanks to you, of course! Sorry most of the forum pics are not updated yet. It's a pain taking, cropping, and uploading all those screen shots. Don't worry though, it will be done soon!
No worries, my computer crashed and I lost all my files a while back, so I was hoping you had copies of the art and models I sent you for my portfolio I'm restarting.
OptiFine_1.2.5_HD_C4
Tue Jul 17 15:13:43 EDT 2012
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4250 version 3.2.9712 Compatibility Profile Context, ATI Technologies Inc.
OpenGL Version: 3.2
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
Version found: C3
setupTexture: "/title/mojang.png", id: 1
Loading /font/default.properties
Jul 17, 2012 3:13:44 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Jul 17, 2012 3:13:44 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-07-17 15:13:44 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft null loading
2012-07-17 15:13:44 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C4, enabling compatibility features
2012-07-17 15:13:44 [INFO] Loading mods from C:\Users\BeMac\AppData\Roaming\.minecraft\mods
2012-07-17 15:13:44 [INFO] File CustomMobSpawner 1.4.3.zip contained no mods
2012-07-17 15:13:44 [INFO] Directory gui contained no mods
2012-07-17 15:13:44 [INFO] Directory HumansPlus contained no mods
2012-07-17 15:13:44 [INFO] Directory minecolony contained no mods
2012-07-17 15:13:44 [INFO] Directory mob contained no mods
2012-07-17 15:13:44 [INFO] Directory mocreatures contained no mods
2012-07-17 15:13:44 [INFO] File okutils-1.2.4(v1.0).zip contained no mods
2012-07-17 15:13:44 [INFO] Directory rei_minimap contained no mods
2012-07-17 15:13:44 [INFO] Directory resources contained no mods
2012-07-17 15:13:44 [INFO] Forge Mod Loader has loaded 25 mods
[Genuine] PlayerAPI 1.4 Created
PlayerAPI: registered Smart Moving
Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at mod_HumansPlus.addSword(mod_HumansPlus.java:514)
at mod_HumansPlus.(mod_HumansPlus.java:445)
... 13 more
This mod seems like it's really well put together and I'd love to try it, so any help you could give me would be great.
Also, suggestions, since there are a ton of spells, make the number pad able to be used to hot key spells, have a little gui interface open and you can assign spells to number pad keys. Second, make spells multi-targetable. By using a modifier key either shift or ctrl you can while sneaking target yourself, cast normally when nothing's pressed, and group/radius with the ctrl key. Say Blast was cast w/sneaking it would grant you a blast protection for some amount of time, ctrl would cause a blast centred on you but not damaging you, and normal would do what it does now. Summoning spells could work as w/sneak would be bound to you; whatever the creature is, normal would follow any npc you have - ie. little maid mod, and ctrl would summon one in it's natural state - wolf - neutral, ghast hostile, etc.
Just some ideas I've always wanted to see implemented in a spell system. It's pretty much the same as Final Fantasy 6 I think. Gives the spells more versitility and allows you to remove duplicates that would make the system otherwise unyeildy.
The Meaning of Life, the Universe, and Everything.
Location:
Join Date:
1/8/2012
Posts:
42
Member Details
Sorry there haven't been any recent updates, I kind of left the forums for a while after I got a little tired of modding. Before 1.3 I would like to get another release out though, maybe adding in more versatility with the spells (such as additional keybindings or a spell GUI). I plan to get back into modding soon, I have been a little distracted over the last few months. I also have some other mods I've been working on sitting in my computer. Even though they're not complete yet, would a Beta release be a good idea?
I'm having the same problem.
EDIT: this mod is incompatible with colourful torches im pretty sure
it made me **** myself
-Nicolas Negroponte
Don't know what your problem is, but yes you may use this in an adventure map. However, do not provide the files yourself, just ask your users to come to this page in order to download the mod.
This weekend
can you please really try to fix the level thing when it doesnt go down
No worries, my computer crashed and I lost all my files a while back, so I was hoping you had copies of the art and models I sent you for my portfolio I'm restarting.
And Y U NO HAS OPTION TO DISABLE?!
Disable inactive mods
27 achievements
182 recipes
LWJGL Version: 2.4.2
OptiFine_1.2.5_HD_C4
Tue Jul 17 15:13:43 EDT 2012
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4250 version 3.2.9712 Compatibility Profile Context, ATI Technologies Inc.
OpenGL Version: 3.2
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Checking for new version
Version found: C3
setupTexture: "/title/mojang.png", id: 1
Loading /font/default.properties
Jul 17, 2012 3:13:44 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Jul 17, 2012 3:13:44 PM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-07-17 15:13:44 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft null loading
2012-07-17 15:13:44 [INFO] Forge Mod Loader has detected optifine OptiFine_1.2.5_HD_C4, enabling compatibility features
2012-07-17 15:13:44 [INFO] Loading mods from C:\Users\BeMac\AppData\Roaming\.minecraft\mods
2012-07-17 15:13:44 [INFO] File CustomMobSpawner 1.4.3.zip contained no mods
2012-07-17 15:13:44 [INFO] Directory gui contained no mods
2012-07-17 15:13:44 [INFO] Directory HumansPlus contained no mods
2012-07-17 15:13:44 [INFO] Directory minecolony contained no mods
2012-07-17 15:13:44 [INFO] Directory mob contained no mods
2012-07-17 15:13:44 [INFO] Directory mocreatures contained no mods
2012-07-17 15:13:44 [INFO] File okutils-1.2.4(v1.0).zip contained no mods
2012-07-17 15:13:44 [INFO] Directory rei_minimap contained no mods
2012-07-17 15:13:44 [INFO] Directory resources contained no mods
2012-07-17 15:13:44 [INFO] Forge Mod Loader has loaded 25 mods
[Genuine] PlayerAPI 1.4 Created
PlayerAPI: registered Smart Moving
Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError
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 cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:110)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:200)
at net.minecraft.client.Minecraft.a(Minecraft.java:386)
at net.minecraft.client.Minecraft.run(Minecraft.java:738)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:130)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:106)
at ModLoader.addOverride(ModLoader.java:154)
at mod_HumansPlus.addSword(mod_HumansPlus.java:514)
at mod_HumansPlus.(mod_HumansPlus.java:445)
... 13 more
This mod seems like it's really well put together and I'd love to try it, so any help you could give me would be great.
Also, suggestions, since there are a ton of spells, make the number pad able to be used to hot key spells, have a little gui interface open and you can assign spells to number pad keys. Second, make spells multi-targetable. By using a modifier key either shift or ctrl you can while sneaking target yourself, cast normally when nothing's pressed, and group/radius with the ctrl key. Say Blast was cast w/sneaking it would grant you a blast protection for some amount of time, ctrl would cause a blast centred on you but not damaging you, and normal would do what it does now. Summoning spells could work as w/sneak would be bound to you; whatever the creature is, normal would follow any npc you have - ie. little maid mod, and ctrl would summon one in it's natural state - wolf - neutral, ghast hostile, etc.
Just some ideas I've always wanted to see implemented in a spell system. It's pretty much the same as Final Fantasy 6 I think. Gives the spells more versitility and allows you to remove duplicates that would make the system otherwise unyeildy.