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  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Well, knowing you're willing to work on the mod from scratch yet again for 1.7.X is... impressive. Although I'm starting to think this has turned into a quite terribly vicious cycle of you trying to get the mod back on its feet, and it constantly getting delayed by Mojang's additions to the game, I do admire your tenacity and strong will to get things done. Godspeed, Freak.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Woo! Keep at it, Freakstritch! You got all of my moral support, pal!
    Posted in: Minecraft Mods
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    posted a message on Rhapsodia - MAtmos expansion - 1.4.2 [BETA]
    I really miss Rhapsodia. Truly. Even if I created a resource pack to be able to have some of its sounds back in my game, there's so much I can't listen to anymore. The rain dropping from leaves, the soft, pleasant noises tools make when you grab them and, most of all, the amazing event/biome specific musics. I still hope a new release will see the day sometime, although I can't help but feel as if it was somewhat unlikely.
    Posted in: WIP Mods
  • 0

    posted a message on "Staircase" - Horror [1.6.2] [100000+ DL] [Played by The Yogscast, SkyDoesMinecraft, Vareide, MinecraftUniverse, CaptainSparklez
    Sweet corndogs. Now THAT is a horror map. The one kind of stuff I expected from all those 1.6 additions. Definitely had me screaming a whole bunch.
    Posted in: Maps
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    posted a message on Presence Footsteps - An overly complicated sound enhancement mod
    Sweet corn-dog Jesus swimming in a pool of caterpillar chocolate chips! This is the one kind of thing I always dreamed to have in minecraft. Thank you so much for that.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Heya! As said on page 8, I ended up recording a quick mod review featuring your work, OP, as I'm enjoying it very much so far.
    Alas, the video's in french, but hopefully it'll help spread the word to another part of the community!
    Posted in: Minecraft Mods
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    posted a message on Shoulder Surfing - Modded Third Person Camera
    Why hello there! Pretty useful mod when you're using other mods which add different kind of animations to the player, I must say. Definetely love the way the crosshair acts, pretty darn accurate. There seems to be an incompatibility with shaders, though, which is a bit sad, but hey! You've got to pick a choice sometimes.

    Also, as I was making a thumbnail for my upcoming mod review, I created a quick little logo related to your mod. There you go:

    Feel free to use it if you want. :>
    Posted in: Minecraft Mods
  • 1

    posted a message on Rhapsodia - MAtmos expansion - 1.4.2 [BETA]
    Heheheeeey! First of all, I just have to tell you: this sound expansion just got me right back into playing Minecraft. It feels sooo much more entertaining and all! Even the mod as it is in its original form never made me feel this way! I love it! It's definetely a shame not a lot of people know about Rhapsodia. I should try to do a review one day, that could help.

    Also, I've been messing around with the expansion's scripts so each and every modded item I have in-game uses the item switch/sword swings/tool swings/etc used in it. I really, really love your work, and think the entire community should be aware of what you do. Keep it up, sir. You're doing a really good job.

    [EDIT]: I just noticed some of the vanilla items didn't use the proper item switch sounds. Fixing that too! I'd like to know, could I share my custom scripts with the people over there? I mean, doing that just for my personnal use is fine by me, but I'd like to help out a bit, y'know? :>

    [EDIT 2]: Hey, look who finally did a [french] mod review featuring Rhapsodia and two other awesome mods!
    Posted in: WIP Mods
  • 1

    posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]
    Oh. My. God. That is awesome.
    I might do a french mod review of your mod, just so the frog community can hear about it. Kick ass work, sir!

    [EDIT]: Tiny not-game-breaking-but-a-bit-annoying issue I'm having: the elbow parts on my character look like the bottom bit of the skin file which is supposed to be his fingers, instead of using the proper texture for elbows.
    Here's a screenshot of what I'm talking about:

    See? Now, I did edit my skin file so the elbow bits have an individual texture, but it doesn't seem to matter much. I already used mods which alter the character's model, and had the same issue. I am using Optifine, and would like to know if it could in one way or another, be causing this tiny annoyance. [EDIT]: Tried removing optifine, didn't fix it.

    [EDIT 2]: After looking at my character a bit more, I noticed that only the top part of his elbows were fingers-like.
    Posted in: Minecraft Mods
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    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Got an issue with the mod, and that's about the creatures' spawnrate. I basically haven't seen any for a very long amount of time. At first, I thought it was Mo' Creatures that was causing this, so I uninstalled it, but nothing changed. Still no DivineRPG mobs on the world I usually play on.
    I then generated a brand new world, and, oh surprise, I saw some crabs crawling on the beach and a couple of sharks in the sea. Went back to my beloved kingdom, nothing. I flew around the world desperately, hoping to see at least one of those pesky dramcryx, without success.

    Could the problem be caused by the fact that I've played with older versions of Divine RPG on my oldest world, considering that the new world only knew 1.2.6 and didn't have that issue its bigger brother is having ? If so, how could this possibly be fixed ? Do I need to re-create my world in order to make it catch up with all the stuff it might not have done that it needed to ?
    Posted in: Minecraft Mods
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    posted a message on Small Suggestions
    Quote from Gorkiy17
    -snip-

    Welp, that's a bunch of good arguments. I understand why it wouldn't be good to add that back in the game as it was, now.

    Also, concerning creepers, I thought of something. If I recall properly, creepers used to see through blocks, back in beta again. My idea is, what if creepers could see through glass/fences/any see-through block in hard mode, and use that as their advantage if they're not the only ones gathered near that door ? Let me give you a quick exemple.

    Player X is cutting some wood, it's getting dark, and a creeper spots him in the distance. Other monsters, zombies, skeletons and spiders did too and start hunting him down.
    Player X runs back home, hides behind the window just next to his door.
    The creeper closes up from the glass block Player X is standing behind, and starts charging up his explosion to blow up the obstacle, therefore making the "smart" mobs move away (skeletons/spiders/maybe hostile endermen would teleport away when the explosion happens ?). Once he'd explode, the monsters who are alive would rush towards the player and do what they do best.

    That sort of act from the creeper would only happen if he spotted you behind a particular obstacle (likely to be see-through, and at the same height he would be at. No explosion if you are higher up than he is. He would go back to being passive after a few seconds), as well as was accompanied by other monsters, even if he might kill them. This would be a hard mode feature, once more, as I'm quite sure it would be too much bother on lower difficulties.

    Another thought I had in mind would be to be able to prevent him from exploding while he is in front of a see-through obstacle, by simply obstructing said obstacle, making him instantly forget you were here (he's a monster after all, who said he was a genius ?).

    Tl;dr : I think creepers should be able to see through glass (maybe other see-through blocks) and blow up what holds them from hurting their target if they can still see it, only if they are with a group of monsters. "Smart" monsters like skeletons/spiders/maybe hostile endermen would move away before he blows up, then try to kill the player again. The explosion would be cancellable by simply obstructing the creeper's vision with an opaque block.
    Posted in: Suggestions
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    posted a message on Small Suggestions
    Quote from Gorkiy17

    1) 0% chances to acquire powder; 2) killing of creepers will depend more on luck than on skill; 3) creepers will always destroy buildings and spoil the landscape, and I don't want see the territory around my building full of trenches and craters, like after bombardment.


    Bows can still be used against creepers even if they're charged up, might I say. Plus, it'd only be a hard(core) mode feature, if it were to be implemented according to my idea. This means you could still attack them with a melee weapon on any other difficulty. Also, creepers used to have that sort of behavior only when they were stuck behind a wall.
    You know how they de-nerfed fire to make its infinite spread a feature on the highest difficulties of the game ? It used to be oh-so-destructive back in beta, and yet they brought it back in hard mode juste to make the survival experience much more spicy. That's why I think bringing that "creeper landmine" bug back on the highest levels of difficulty would be a very wonderful opportunity to make the players regret their wish for challenge.
    Posted in: Suggestions
  • 1

    posted a message on Small Suggestions
    Welp, here I go.
    My idea is about bringing back two lil' things that used to make skeletons and creepers a real threat to minecraftian-kind, back in beta. You know, instead of rushing right in your face, they used to walk in a circular way whilst shooting at you/charging up their explosion, and that's what used to make them so hard to kill/avoid.
    Here's what I'm talking about
    (I also snuck in a little bug that used to make me terrified of creepers in beta 1.2_02, and that I think could be a very nice addition to them in hard mode.)
    Posted in: Suggestions
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    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Quote from Hologuard

    Delete your config.


    Thanks for the answer. Welp, also found out Mo' Creatures was the one crashing my game after deleting my config, so yeah. Guess I won't use it for now.
    Posted in: Minecraft Mods
  • 0

    posted a message on AoA--21 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items•- (Beware of Biomes! March 9th, 2016)
    Alright, here's my crash log.
    ---- Minecraft Crash Report ----
    // Hey, that tickles! Hehehe!

    Time: 29/12/12 20:36
    Description: Failed to start game

    java.lang.IllegalArgumentException: Slot 200 is already occupied by [email protected] when adding [email protected]fdfa7
    at amq.<init>(Block.java:324)
    at amq.<init>(Block.java:357)
    at xolova.blued00r.divinerpg.blocks.BlockXolovonStone.<init>(BlockXolovonStone.java:14)
    at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:2932)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
    at net.minecraft.client.Minecraft.a(Minecraft.java:456)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.4.6
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_09, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 381091936 bytes (363 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 7 mods loaded, 7 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    DivineRPG [DivineRPG] (DivineRPG1.2.1.jar) Unloaded->Constructed->Pre-initialized->Errored
    mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized
    LWJGL: 2.4.2
    OpenGL: GeForce 9800 GTX+/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: LRMix (1).zip
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    I changed my Forge Build to the recommended one, so now I can load mods. Still crashes upon launch, though.
    Posted in: Minecraft Mods
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