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    posted a message on [1.5.2] More Player Models
    Hello Noppes!

    I just downloaded this mod and I've noticed it makes another mod I have stop working. I don't have any errors or anything; the functions of the other mod simply cease.

    The mod is Zombe's mod (And I've only installed the core modules needed; nothing else. The only class file within minecraft.jar that this mod alters is avv.class.)
    The mod is located here: http://www.minecraftforum.net/topic/91055-151152-zombes-modpack-26-mods-v721-upd-10may/
    It contains source files, and the forge-compatible version is located on the last page.

    The problem I'm having is that when I add MPM into my /mods folder, the UI of zombe's stops working. I can still access the zombe's menu (Pressing F8), but the modules I use stop working. (I only use path, safe, and Info, which don't require changing any default .class files, except the one mentioned above)

    I don't believe Zombe's modifies the player model..
    Posted in: Minecraft Mods
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    posted a message on Anyone Remember This?
    My bad... It ~IS~ Tales of Kingdoms. It's the second half of the mod, where you have the town builder create your own town for you after you've gotten enough reputation or whatever.

    Topic can be closed.
    Posted in: Mods Discussion
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    posted a message on Anyone Remember This?
    I stopped playing minecraft not long after 1.1 came out, due to college and various other things. But now I've come back and I see a lot of mods have changed, died, or been taken up by other people.

    I remember a mod that I had a long time ago, it may have even been back in Beta 1.8.1, but it was a mod that created a city (either when you started a new world or after crafting an item or something, I can't remember). This city had pre-built buildings such as a town hall, a library, bakery, motel, etc. Things like that.

    The city required resources, so you could go out and chop down trees and bring them wood, and the buildings would grow and the city walls would expand. The city had three levels that it would go through. (At the time I think the creator was working on level 3 or 4, so that part was still a WIP)

    This mod is NOT Tales of Kingdoms, NOR is it MineColony. I've already looked into those and they aren't the same.

    I can't remember if the city was called a kingdom or a town/village/city/etc. But I do remember that when it was built (either by the player or at world creation) that it was surrounded by tall walls, it had a town square with a fountain in it, and it had several new mobs. Like knights or guards, and such.
    Posted in: Mods Discussion
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from GotoLink

    Since you mentioned in-game options, I suppose you use ModOptionsAPI (it is optional now). Those options should have priority over the ones in the config file (it wouldn't make sense if it was the opposite) so they can't conflict.
    From your screenshot, I can also suppose you have some custom biome.
    Disabling "biome specific rate" should fix it.
    Be sure to have starving system enabled, since it helps to give flowers and grass a respectful death :)
    they should also battle each other ! (not with weapons though :P )

    I don't think trees should be left that way...
    I think about changing the leaves death to something more context sensitive ;)

    Lumberjack was working last time I checked, though the tree fall is instantaneous.
    Since you seem to know that mod well, please continue giving me some reports :)


    Thanks for such a fast reply :]

    It's been so long, I have so much to learn about Minecraft. What are these carrots and potatoes you speak of?! I barely know about the ocelots haha.

    Anyway, The "Biome specific rate" thing SEEMS to have fixed it... but I'm not entirely sure. (I also didn't know MOAPI was optional!)

    However my trees are still not lumberjack-enabled. And I've confirmed that both the config file AND the in-game men say it's enabled... Any idea why this could be? Is there a file with errors I could be sending you? (I don't see anyhting mentioned in the Forge log). I can list my current mods, maybe it's a conflict?

    EDIT:

    RIGHT after I typed this I went to go chop down a tree and it disappeared, leaving an item drop of 5 tree parts. However, I noticed that this only happened on a tree that -I- planted, NOT on the world-generated trees.

    This may be something to look into.

    EDIT 2:
    While this seems to work on trees that I have planted, the trees die instantly (I know this is known and you're considering on changing it or are in the process of doing so), however I noticed that all the leaves disappear immediately and do NOT drop any saplings... This makes it hard to start up a farm.
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Hello Goto!

    I recently got back into playing minecraft, and the last version I used was 1.1 (yeah. A long time ago hah). I always loved Nature Overhaul, though since you've updated it, it seems the menus have changed.

    I've noticed that whenever I create a new world, all the tree leaves immediately start to die, leaving just the trunks. Also, the flowers/grass/etc have become an epidemic and invasive species :P

    Also, the lumberjack feature doens't seem to work. Any idea why this could be happening? I've noticed the .cfg file in the config folder is different than the in-game options I've set.

    Edit: I've read back about 13 pages and haven't found anything; plus a google search turns up mixed results due to the mod 'dying' and being brought back by you and a couple others at various points.
    Posted in: Minecraft Mods
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    posted a message on LB Photo Realism, 1.6 convert 7/16/2013. RPG Realism 1.3.1 updated 10/12/2012
    The Connected Textures mod is here!
    Basically, it makes glass windows and similar blocks seamless when placing them next to eachother.

    If you could make a file for this mod, that'd be awesome :]
    I don't think it'd take too long; I tried it myself but the "example" file wasn't too helpful for me... Hopefully a texture artist such as yourself would be able to interpret it better? :tongue.gif:
    Posted in: Resource Packs
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    posted a message on [1.2.3] WDMods - Creepers, sneak and chat.
    Just a quick update on my situation!

    Vikings Unofficial release of ImprovedChat works now!

    I noticed that Zmod (Zombe's Mod) had extra files that you needed to download if you have Minecraft Forge, so I installed that and gave Improved Chat another try, and it works :biggrin.gif:

    This may not be -THE- reason it works, something may have changed since my last post, but I'm posting this just incase :]
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] WDMods - Creepers, sneak and chat.
    Hey Viking!

    I installed your unofficial update for ImprovedChat, and I've gotten this error:


    java.lang.NoSuchFieldError: ofProfiler
    at adt.b(EntityRenderer.java:683)
    at ZER.b(ZER.java:14)
    at net.minecraft.client.Minecraft.x(SourceFile:738)
    at net.minecraft.client.Minecraft.run(SourceFile:658)
    at java.lang.Thread.run(Unknown Source)
    Stopping!
    I've got Rei's minimap, zombe's mods, and OptiFine_1.0.0_HD_MT_B2 installed. I installed in this order:
    1. Optifine
    2. Rei's minimap
    3. Zombe's
    4. Unofficial Improved Chat Update 3

    Any other information you need, I'll be happy to provide. Thank you in advance :]

    ~Brandon

    EDIT:

    See 4 posts down.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] Ropes+, now with Hookshot and 3D Ziplines!
    I received this error when connecting to a vanilla minecraft server:
    "Internal Exception: java.io.IOException: Received string length is less than zero! Wierd string!"

    I had to uninstall Ropes+ to connect. Any way to have it so I can have Ropes+ for SSP, but still play on a vanilla SMP server?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    I meant mobloader. it was an idea I had a while back to add a class full of descriptive values, which would allow for people to let their mobs interact in a sensible manner without directly accounting for each mod.

    The problem is that no such thing currently exists, and there's nothing I know possesed by all human NPCs and nothing else.


    Oh I see. It might be an idea to collab with a couple other Mob modders with? I think it's a good idea and would allow a lot of mods to coexist and interact once you flesh it out! :]
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    Quote from RaustBlackDragon

    That would require all NPC humans to have a common flag my dogs could check for, which would require something like MobLoader, that idea I had a while back...


    MobLoader? Or Modloader? XD

    And, I know there's a term like "extends X class", which would mean the code is based off that class right? So if a mod extends the NPC class, would the dogs be able to tell? Because it's still seen as an NPC?
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][Sparrow] Doggy Talents Mod v2.2.3 (A day no dogs would drown!)
    I'd love to see some dialog!! Do you think you'd be able to make it work with other mods? Like Tale Of Kingdoms? (I know you can't force compatibility on a mod but I think if you make it so anything based off an NPC script would be triggered? I'm not sure..)
    Posted in: Minecraft Mods
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    posted a message on Dates
    Quote from Bumber

    MLA (Modern Language Association) format is 13 December 2011. It's pretty straightforward. (You could also abbreviate the month.)

    Most people probably care more about the version number the mod is compatible with rather than the date it was last updated, however.


    MLA Format was what I was thinking would be the best :]

    As for the version number, not all mods use version numbers.
    Posted in: Forum Discussion & Info
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    posted a message on Dates
    Quote from Christoi

    Voted other, since although it wold be nice, I really can't see everyone following this. I like the idea of standardizing it, but some may be used to month first, some may not.

    I like the Jan-10-11 idea though, since it really elimimnates the confusion with the month and date. I mean, it's rather obvious that the mod was last updated in 2011, even next year it shouldn't be a large issue. However, saying 11/12/11 could be very confusing, it could be 2 days ago, or over a month ago.


    That's my exact point! :tongue.gif:

    And again, I'm not saying we should force everyone to use one form or another. Because countries do things their own way and people were raised using that way.

    I'm simply suggesting that we (the forum in general/mod creators/etc) should try to use one, "standardized" format in dates.

    In my opinion, I believe the Jan-10-11 idea is best, as Christoi said, because it eleminates the confusion of month and day.
    Posted in: Forum Discussion & Info
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    posted a message on Dates
    Personally I use any form that goes:
    Month Day Year

    So I basically use these:
    mm/dd/yy (Ex: 12/31/12)
    mm-dd-yy (Ex: 12-31-11)
    Month/dd/yy (Ex: Dec/31/11)
    Month-dd-yy (Ex: Dec-31-11)

    On legal documents I use the dashes ( - ), otherwise I use the slash ( / ). I prefer the dash over the slash because things aren't as cramped up. In my opinion I believe that would be best for the forum (dashed dates).

    I also think the Month-dd-yy format would be best. Figuring out the Month and day are easy once you're in the second half of the month (13th day and up). Obviously some common sense is involved too, but I think it's easier to read January 1st, 2011 as, say "Jan-10-11" than "1-10-11".
    Posted in: Forum Discussion & Info
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