I finally got FML (ForgeModLoader) tonight, and am now trying to install mods that require Forge to see if FML will suffice for them.
I tried this mod but the game crashed when I tried to run it.
Does anyone know for sure or from experience if this mod works with FML, or if it absoultely must be FORGE?
And in case it's conflict with another mod or version, here's what I'm using:
-Minecraft 1.4.6
-FML (most recent version that's for 1.4.6)
-EnchantingPlus-1.12.5 (from first download link in the main post of this thread)
also...
-Single Player Commands
-Ultimate Fist (this is the "most important one" I mentioned before, which is Forge-incompatible, and only made by Germans)
-More XP
-Timber!
-Rei's Minimap
(all are versions made to work with 1.4.6, and all are managed using MAGIC LAUNCHER).
no, forge mods will not work with ONLY forge mod loader. They state outright that it just makes modloader mods work without having modloader installed. To make forge mods to work with modloader files, just install forge. It has FML built into it.
You can also try installing forge with your Ultimate fist mod, and see if it works. I have many mods (51) installed atm, and many are not forge files, some even go in the jar. You won't know until you try it.
On topic, thank you for the update! I missed that it had updated. Thank you and grabbing it now.
with this mod the table is able to repair itens for xp and transfer enchantments to other items, just like the anvil already do but with a diferent system.
do you plan on taking this abilities from the table and adding it to the anvil using this mod's system?
sorry if i wasnt clear.
I have never planned to modify the anvil, the repair and transfer functionality was in this mod long before Mojang released the anvil.
I finally got FML (ForgeModLoader) tonight, and am now trying to install mods that require Forge to see if FML will suffice for them.
I tried this mod but the game crashed when I tried to run it.
Does anyone know for sure or from experience if this mod works with FML, or if it absoultely must be FORGE?
And in case it's conflict with another mod or version, here's what I'm using:
-Minecraft 1.4.6
-FML (most recent version that's for 1.4.6)
-EnchantingPlus-1.12.5 (from first download link in the main post of this thread)
also...
-Single Player Commands
-Ultimate Fist (this is the "most important one" I mentioned before, which is Forge-incompatible, and only made by Germans)
-More XP
-Timber!
-Rei's Minimap
(all are versions made to work with 1.4.6, and all are managed using MAGIC LAUNCHER).
You will have to also grab a copy of Forge to make it work, which includes FML.
no, forge mods will not work with ONLY forge mod loader. They state outright that it just makes modloader mods work without having modloader installed. To make forge mods to work with modloader files, just install forge. It has FML built into it.
You can also try installing forge with your Ultimate fist mod, and see if it works. I have many mods (51) installed atm, and many are not forge files, some even go in the jar. You won't know until you try it.
On topic, thank you for the update! I missed that it had updated. Thank you and grabbing it now.
First of all, THANK YOU for explaining the situation of FML. I've been spending 2 straight days trying to install Forge-based mods while using FML just to see if it would work, but it turns out I was on a wild goose chase. That would've been nice to know a week ago. If it states that right up front in the FML page, then I must've just totally missed it while trying to process the info there & in a ton of other places (my brain is somewhat crippled these days and I'm constantly in information-overload).
Secondly, I originally did try installing Ultimate Fist with Forge, but the problem that came us is that the Fist is INCOMPATIBLE with Forge. I literally could not use the Fist and Forge at the same time, so I had to use Risugami's ModLoader instead of Forge, which unfortunately made it so that 90% of all the other mods existing weren't even possible for me to try.
I even tried using the 1.4.5 version of UF, since with 1.4.5 the UF required Forge, and it was only in the update to 1.4.6 that the makers of it changed their minds and made it anti-Forge. I have no idea why they did that, & I can't even ask them because I don't speak German. But anyway it didn't work; apparently the UF only works if it's the same version as the game itself.
Thirdly, as a last desperate act to free myself from the restrictive choice of using either the Fist OR any of a million other good mods, I just an hour ago rolled back my whole game to 1.4.5, and I now have both Forge and the UF up & running. So that means I can finally try THIS mod too, plus many many others (as long as they have a working version for 1.4.5... which unfortunately excludes SinglePlayerCommands, which was my #2 most-important-absolutely-vital mod). I am no longer pursuing FML at all.
Fourthly... that's an interesting alternative you've posted there. A mod that works much like Ultimate Fist but using karate chops instead of a tool. I've bookmarked it for now; it might be a good & useful thing in the future that will allow me to update to newer versions of the game, and might even possibly solve a huge issue with a multiplayer server that I play on, which the UF has not given any updates to beyond 1.4.5.
(Since I don't know the code for making those little pictures of diamonds, just pretend that I put a dozen of them here for you. )
{D} {D} {D} {D} {D} {D} {D} {D} {D} {D} {D} {D}
i ve downloaded this mod yesterday and i have to say it is a great mod.
but i cant enchant items in the survival mode on my server.
in creative everything is fine but not in survival.
i can put the item in the slot and can chosse a enchantment, but wenn i click on enchant it deselect the enchantment.
is it a bug or did i have to change somthing in the config
Hello I found a glitch it won't let me enchant my weapon here's a screenshot no error message though please fix this I really need to enchant my weapon.
I was using the Corocraft texture pack in case anyone's wondering
i ve downloaded this mod yesterday and i have to say it is a great mod.
but i cant enchant items in the survival mode on my server.
in creative everything is fine but not in survival.
i can put the item in the slot and can chosse a enchantment, but wenn i click on enchant it deselect the enchantment.
is it a bug or did i have to change somthing in the config
I have a 1.4.7 server with latest Forge and it works. Enchanting in SMP has a big chance to work properly. Check your server-version and your Forge version, please.
Would the mod author consider adding support for the new Thaumcraft enchants (version 3.0.2a) ?
Another possibility would be to add a toggle (or even a second enchanting alter!) to allow random enchants if desired, so the old enchanting system could be used to get enchants for books and enchantments added by other mod authors without you're needing to hook them in.
Would the mod author consider adding support for the new Thaumcraft enchants (version 3.0.2a) ?
Unless the Thaumcraft update from 3.0.2 to 3.0.2a broke something the Thaumcraft enchants are already fully working. They've just all got serious restrictions on what they can be applied to.
Speaking of which 'thou is there any chance for a config option to allow all enchants on all objects? Or is that something the enchant table can't get around?
Unless the Thaumcraft update from 3.0.2 to 3.0.2a broke something the Thaumcraft enchants are already fully working. They've just all got serious restrictions on what they can be applied to.
Speaking of which 'thou is there any chance for a config option to allow all enchants on all objects? Or is that something the enchant table can't get around?
Any mod that adds enchantments, properly, should be available in the list. I have included a very basic method to allow books to be enchanted.
Also added a configuration to allow for any enchantment to enchant any item. Be forewarned all the enchantments may or may not work as indented on items they are not suppose to be on.
Been waiting for enchantable books, and the less strict enchanting option is awesome. If its not too much trouble, could you also add a config option to allow enchantments that aren't allowed to be enchanted together? For example, bane of arthropods, smite, and sharpness all on one sword? or protection, fire protection and blast protection on one piece of armor?
Been waiting for enchantable books, and the less strict enchanting option is awesome. If its not too much trouble, could you also add a config option to allow enchantments that aren't allowed to be enchanted together? For example, bane of arthropods, smite, and sharpness all on one sword? or protection, fire protection and blast protection on one piece of armor?
A question.
I've absolutely nothing against the loosening of enchantment rules as a selectable option, as you seem to have done. I can't quite tell from posted text if the mod as downloaded is configured "straight" (no loosening) and must somehow be altered by those who want expanded enchanting capability. Is this indeed the case? I ask because, for me...well, let's just say loosening is not for me. heh
I tried this mod but the game crashed when I tried to run it.
Does anyone know for sure or from experience if this mod works with FML, or if it absoultely must be FORGE?
And in case it's conflict with another mod or version, here's what I'm using:
-Minecraft 1.4.6
-FML (most recent version that's for 1.4.6)
-EnchantingPlus-1.12.5 (from first download link in the main post of this thread)
also...
-Single Player Commands
-Ultimate Fist (this is the "most important one" I mentioned before, which is Forge-incompatible, and only made by Germans)
-More XP
-Timber!
-Rei's Minimap
(all are versions made to work with 1.4.6, and all are managed using MAGIC LAUNCHER).
If you need Ultimate Fist, perhaps try http://www.atomicstr...t/kenshiro.html He also has a page for it here.
You can also try installing forge with your Ultimate fist mod, and see if it works. I have many mods (51) installed atm, and many are not forge files, some even go in the jar. You won't know until you try it.
On topic, thank you for the update! I missed that it had updated. Thank you and grabbing it now.
I have never planned to modify the anvil, the repair and transfer functionality was in this mod long before Mojang released the anvil.
You will have to also grab a copy of Forge to make it work, which includes FML.
First of all, THANK YOU for explaining the situation of FML. I've been spending 2 straight days trying to install Forge-based mods while using FML just to see if it would work, but it turns out I was on a wild goose chase. That would've been nice to know a week ago. If it states that right up front in the FML page, then I must've just totally missed it while trying to process the info there & in a ton of other places (my brain is somewhat crippled these days and I'm constantly in information-overload).
Secondly, I originally did try installing Ultimate Fist with Forge, but the problem that came us is that the Fist is INCOMPATIBLE with Forge. I literally could not use the Fist and Forge at the same time, so I had to use Risugami's ModLoader instead of Forge, which unfortunately made it so that 90% of all the other mods existing weren't even possible for me to try.
I even tried using the 1.4.5 version of UF, since with 1.4.5 the UF required Forge, and it was only in the update to 1.4.6 that the makers of it changed their minds and made it anti-Forge. I have no idea why they did that, & I can't even ask them because I don't speak German. But anyway it didn't work; apparently the UF only works if it's the same version as the game itself.
Thirdly, as a last desperate act to free myself from the restrictive choice of using either the Fist OR any of a million other good mods, I just an hour ago rolled back my whole game to 1.4.5, and I now have both Forge and the UF up & running. So that means I can finally try THIS mod too, plus many many others (as long as they have a working version for 1.4.5... which unfortunately excludes SinglePlayerCommands, which was my #2 most-important-absolutely-vital mod). I am no longer pursuing FML at all.
Fourthly... that's an interesting alternative you've posted there. A mod that works much like Ultimate Fist but using karate chops instead of a tool. I've bookmarked it for now; it might be a good & useful thing in the future that will allow me to update to newer versions of the game, and might even possibly solve a huge issue with a multiplayer server that I play on, which the UF has not given any updates to beyond 1.4.5.
(Since I don't know the code for making those little pictures of diamonds, just pretend that I put a dozen of them here for you. )
{D} {D} {D} {D} {D} {D} {D} {D} {D} {D} {D} {D}
Ill have to look into it.
I was using the Corocraft texture pack in case anyone's wondering
Getting this error in the log, incase it means anything please let me know.
I have a 1.4.7 server with latest Forge and it works. Enchanting in SMP has a big chance to work properly. Check your server-version and your Forge version, please.
Another possibility would be to add a toggle (or even a second enchanting alter!) to allow random enchants if desired, so the old enchanting system could be used to get enchants for books and enchantments added by other mod authors without you're needing to hook them in.
Thanks!
i think those are swim trunks.
Unless the Thaumcraft update from 3.0.2 to 3.0.2a broke something the Thaumcraft enchants are already fully working. They've just all got serious restrictions on what they can be applied to.
Speaking of which 'thou is there any chance for a config option to allow all enchants on all objects? Or is that something the enchant table can't get around?
Any mod that adds enchantments, properly, should be available in the list. I have included a very basic method to allow books to be enchanted.
Also added a configuration to allow for any enchantment to enchant any item. Be forewarned all the enchantments may or may not work as indented on items they are not suppose to be on.
Yeah i can do that.
I've absolutely nothing against the loosening of enchantment rules as a selectable option, as you seem to have done. I can't quite tell from posted text if the mod as downloaded is configured "straight" (no loosening) and must somehow be altered by those who want expanded enchanting capability. Is this indeed the case? I ask because, for me...well, let's just say loosening is not for me. heh