• 0

    posted a message on Error using SDK V2.0 with MoCreatures V2.7
    Quote from Karrot321 »
    I didn't read through the post clearly, but are you installing SDK before or after installing MoCreatures? The mods work for me when you install SDK after you install the creatures mod.

    Quote from RoofFiddler »
    EDIT V2: I'm using the latest SDK stuff and Mo' Creatures v. 2.6 and it works for me. I think you might be having an issue with the SDK'd Modloader. Unless I'm mistaken It's based on an old version, where as Mo' Creatures 2.7 requires the latest version.

    Food for thought, I guess.


    Holy creeper!
    I reverted to an old backup added MoCreatures V2.6.2 then upgraded to SDK V2.0 and it works!

    Before: JESUS CHRIST IT'S A LION GET IN THE CART!
    Now: *Equips Gattling Gun* I am the Terminator!

    Maybe it works with HumanPlus V1.3 or V1.2 too, going to test this after dinner.
    Posted in: Mods Discussion
  • 0

    posted a message on Error using SDK V2.0 with MoCreatures V2.7
    That's weird. Since the only mods I have problems with are MoCreatures and HumanPlus as you can see from my list above.

    Karrot321:
    The latest version of this mod and Mo' Creatures works fine for me.


    Unless this guy is messing with me it seems to work, but all my effort seems to prove otherwise...
    What is the point of guns when there is nothing to shot at?
    Posted in: Mods Discussion
  • 0

    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    Hi, got a problem with the nuke conflicting with another mod for some reason.
    Is it this I use to change block ID? English isn't my first language so I have some problem understanding:

    # Block IDs
    # Defaults: 120, Range: 1-127 (1-255 with the More Block IDs mod), Type: integer
    blockIdGrinder = 120
    Posted in: Minecraft Mods
  • 0

    posted a message on Error using SDK V2.0 with MoCreatures V2.7
    I reverted to a backup prior to inserting the files for MoCreatures and the game worked.
    Tried installing HumanPlus V1.3 gave me this(when I still used V1.6 I only got a blackscreen):




    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.

    Mods loaded:
    SDK'd ModLoader Beta 1.2_02v2
    mod_SdkFps 1.2_02v2
    mod_SdkGrapplingHook 1.2_02v2
    mod_SdkGuns 1.2_02v2
    mod_SdkUtility 1.2_02v2
    mod_MaxResistance r3
    mod_AdvancedTools 7.00
    mod_CreeperLarva 7.00
    mod_DarkArmor 7.00
    mod_DarkBow 7.00
    mod_DarkTools 7.00
    mod_DragonArmor 7.00
    mod_DragonTools 7.00
    mod_FallenDrake 7.00
    mod_GiantCreeper 7.00
    mod_MagicRunes 7.00
    mod_Netherhound 7.00
    mod_NetherrackTools 7.00
    mod_ObsidianArmor 7.00
    mod_ObsidianCrystal 7.00
    mod_ObsidianTools 7.00
    mod_PortableWorkbench 7.00
    mod_SandCreeper 7.00
    mod_SlicedCake 7.00
    mod_SnowCreeper 7.00
    mod_coral Beta 1.2
    mod_MinerHelmet Beta 1.2_02 v2.2
    mod_Crab Beta 1.2_02
    mod_Succubus Beta 1.2_01
    mod_Arrows 1.2v2
    mod_BladeBow Beta 1.2
    mod_SpawnerGUI Beta 1.2
    mod_Whirly Beta 1.2_02
    mod_Trivia Beta 1.2_02

    --- BEGIN ERROR REPORT fbc611a4 --------
    Generated 14.02.11 18:24

    Minecraft: Minecraft Beta 1.2_02
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_21, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 8800 GTS 512/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    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 ModLoader.addMod(ModLoader.java:164)
    at ModLoader.readFromClassPath(ModLoader.java:678)
    at ModLoader.init(ModLoader.java:519)
    at ModLoader.AddAllRenderers(ModLoader.java:80)
    at oc.<init>(RenderManager.java:41)
    at oc.<clinit>(RenderManager.java:121)
    at net.minecraft.client.Minecraft.a(Minecraft.java:210)
    at net.minecraft.client.Minecraft.run(Minecraft.java:507)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.IllegalArgumentException: Slot 110 is already occupied by SdkBlockNuke@89e2f1 when adding BlockSpecialMobSpawner@92668c
    at pj.<init>(SourceFile:224)
    at pj.<init>(SourceFile:237)
    at mv.<init>(SourceFile:14)
    at ca.<init>(ca.java:5)
    at BlockSpecialMobSpawner.<init>(BlockSpecialMobSpawner.java:6)
    at mod_HumansPlus.<clinit>(mod_HumansPlus.java:15)
    ... 15 more
    --- END ERROR REPORT a371f8b4 ----------


    I can see something about a nuke?
    Posted in: Mods Discussion
  • 0

    posted a message on Error using SDK V2.0 with MoCreatures V2.7
    Can anyone understand this message?




    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.

    Mods loaded:
    SDK'd ModLoader Beta 1.2_02v2
    mod_SdkFps 1.2_02v2
    mod_SdkGrapplingHook 1.2_02v2
    mod_SdkGuns 1.2_02v2
    mod_SdkUtility 1.2_02v2
    mod_MaxResistance r3
    mod_AdvancedTools 7.00
    mod_CreeperLarva 7.00
    mod_DarkArmor 7.00
    mod_DarkBow 7.00
    mod_DarkTools 7.00
    mod_DragonArmor 7.00
    mod_DragonTools 7.00
    mod_FallenDrake 7.00
    mod_GiantCreeper 7.00
    mod_MagicRunes 7.00
    mod_Netherhound 7.00
    mod_NetherrackTools 7.00
    mod_ObsidianArmor 7.00
    mod_ObsidianCrystal 7.00
    mod_ObsidianTools 7.00
    mod_PortableWorkbench 7.00
    mod_SandCreeper 7.00
    mod_SlicedCake 7.00
    mod_SnowCreeper 7.00
    mod_coral Beta 1.2
    mod_MinerHelmet Beta 1.2_02 v2.2
    mod_Crab Beta 1.2_02
    mod_Succubus Beta 1.2_01
    mod_Arrows 1.2v2
    mod_BladeBow Beta 1.2
    mod_SpawnerGUI Beta 1.2
    mod_Whirly Beta 1.2_02
    mod_Trivia Beta 1.2_02
    mod_mocreatures 2.7

    --- BEGIN ERROR REPORT c9a67faa --------
    Generated 14.02.11 17:36

    Minecraft: Minecraft Beta 1.2_02
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_21, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 8800 GTS 512/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    java.lang.RuntimeException: java.lang.Exception: Image not found: /mob/sugarlump.png
    at ModLoader.RegisterAllTextureOverrides(ModLoader.java:780)
    at nh.<init>(FontRenderer.java:117)
    at net.minecraft.client.Minecraft.a(Minecraft.java:215)
    at net.minecraft.client.Minecraft.run(Minecraft.java:507)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.Exception: Image not found: /mob/sugarlump.png
    at ModLoader.loadImage(ModLoader.java:600)
    at ModLoader.RegisterAllTextureOverrides(ModLoader.java:773)
    ... 4 more
    --- END ERROR REPORT af65edf7 ----------


    The only part I understood was something about a image for a sugarlump creature is missing?

    The mods I had installed before adding MoCreatures that were working together are:

    SDK Basemod 1.6
    SDK Fullmod 1.6

    Audiomod
    GUI settings
    Spawnlist
    Singleplayer Commands
    Max Resistance

    Ultimate Fist
    MineCraft Advanced Package
    Coral Reef
    Miner Helmet
    Crab
    Succubi?
    Fence Unleased

    Bladed Bow
    303 Arrow
    303 Arrow Confusion
    303 Arrow Warp
    Dispenser API

    Spawner GUI
    Whirlwind
    MineTrivia


    I never got MoCreatures to work when I had SDK mod installed, though I also have the same problem with HumanPlus. But for some reason when MoCreatures and HumanPlus is used together it works fine. Blackscreen all the time with no errors.

    Even after adding SDK mod V.2.0 it works but not when I try to add MoCreatures. Haven't tried HumanPlus(V.1.3).
    EDIT: I was unsure if this should be posted in the SDK thread, the MoCreatures thread or the HumanPlus thread(since I also have a problem with that one too when I tested it with SDK V.1.6).
    Posted in: Mods Discussion
  • 0

    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Quote from Nandonalt »
    Quote from Dalethion »
    Anyone having any problem with Corals?

    I seem unable to activate the mod through "Mod Settings..." because the only visible options there is 303 Arrows.
    Is it possible to edit some sort of properties file to enable Corals?

    This is the one mod I need to make life under water more appealing, right now there is only dirt, sand, squids and sharks.

    Did you install it correctly?


    Pretty sure I have them installed correctly since they all work(except for HumanPlus1.3, gives me blackscreen).
    Though I have them installed through TFC Mod Manager but there shouldn't be any reason why it wouldn't work.

    ModloaderSDK
    Audio
    GUI
    SingleplayerCommands
    BlockIDS
    MoreStackable

    HumanPlus(1.2)
    Creature
    MaxResistance

    UltimateFist
    AdvancedPackage

    WildGrass
    CoralReef
    CrystalClearWater

    Crab
    FenceUnleashed
    MiningHelmets
    BladedBow
    303ArrowFull
    303ArrowConfusion
    303ArrowWarp
    Succubus
    SpawnerGUI

    SDKFullMods

    These are the mods I have installed, they all work. Had some trouble with SDK Full Mod but got it working, Corals still won't work. Should try to manually install with only the neccesary files for Corals.

    EDIT:

    Just tried TFC Mod Manager with SDK Modloader, Audiomod, GUI, Coral mod. No option in the Mod Settings.
    Manual install with SDK Modloader, GUI, Coral mod. I have now options in the Mod Settings.
    Anyone else using the TFC Mod Manager and has gotten the Corals working?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.6-1.7.3]Nandonalt's Mods -Coral&Trees&A lot More!
    Anyone having any problem with Corals?

    I seem unable to activate the mod through "Mod Settings..." because the only visible options there is 303 Arrows.
    Is it possible to edit some sort of properties file to enable Corals?

    This is the one mod I need to make life under water more appealing, right now there is only dirt, sand, squids and sharks.
    Posted in: Minecraft Mods
  • 0

    posted a message on Small desert base.

    So is this enough or should I extend this town even more to the north(the left side of this picture)?

    If so should I just cover that hole up or fill up the tunnels with sand?.
    Posted in: Survival Mode
  • 0

    posted a message on Small desert base.
    Quote from Big__G »
    DO NOT CLICK ON HIS LINK IT'S A VIRUS

    A link to a picture on ImageShack is a virus... sure...

    Edit: Crap, I was going the town to the north until I heard some weird cave noise and the sound of a lost miner laughing(HumanPlus). I ignored it, then on the first sand block I hit the whole ground to the north of the town collapsed. I see a massive tunnel system, what is the best way to get rid of this tunnel(after I have mined all ores)?

    The sound of a cave is really distracting since I have a phobia for caves.
    I am guessing that filling it with something would get rid of it, not sure if that sound disappears.
    Posted in: Survival Mode
  • 0

    posted a message on Small desert base.
    Quote from Nucco »
    So that's where Usama bin Dickface has been hiding.

    Shush... not so loud...
    Posted in: Survival Mode
  • 0

    posted a message on Small desert base.
    Yeah, just need to clear out an area for a farm, not too large though.
    And some form of bakery inside the town, or maybe outside? A small farm with a house where there is a family that harvest wheat and makes bread from it then ship it to the town?

    Edit: The only way for me to expand would be to the north-east since there are mountains around me. There is a small place to the north-west though that I could use as a farm.

    Edit: As suggested I decided to flatten a small hill to the west and relocated the cactus that were there.
    I can gain about 15-20 more blocks in length if I extended the walls.
    Posted in: Survival Mode
  • 0

    posted a message on Small desert base.
    Need help figuring what I need to "survive".
    Using a mod for custom biomes, used some settings to get a massive desert, with almost no trees in sight.
    According to the creator, there is about 3-5 minutes between each tree, I myself had created several worlds and walked quite a while yet I have not seen a single tree(the most valuable resource now?)

    Plan to make a town where I and other NPC from HumanPlus mod would live, while bandits spawn on the outside.
    Also used Invedit for sand because the amount I need would require me to destroy the nearby area which I don't want to. Coal is easy to find and sticks are dropped by rogues.



    This is my little base, the only entrance is the gate to the north with two towers that guard the gate and a checkpoint.
    Then there are two other towers, scouting the east and the west side of the base and the larger watch tower to the south.

    The building on the left side of the picture(south-east) is the warehouse(first floor) and workstation(second floor).

    My house would be on the south-west side of the town.
    Now what else do I need?
    - Farm on the outside of the town.
    - Mines, have already scouted a few caves to the north.
    - A place to sleep for NPC.
    - A place to get food(Mushroom shop and bread for example, not the raw materials).
    - A public bath on the outside, found several small waterholes already.
    - A tree farm of some sort when I actually find a tree.

    Any suggestions to something I could add to make it more realistic?
    Also, how do I fix the housing problem for NPC? Running out of space. Should I go for several small houses or few larger houses that works like a hotel?

    Edit: There seems to be a problem with the picture, try to this:
    http://img202.imageshack.us/i/20110129162304.png/

    Edit: Managed to fix the link, seems I have to use the Direct Link.
    Posted in: Survival Mode
  • 0

    posted a message on Horses and Stables
    How would you guys try to make stables?

    Right now, my horses are stuck in a three blocks long, two blocks width and three blocks high room:
    :stone: :|: :|: :stone:
    :stone: :soil: :soil: :stone:
    :stone: :soil: :soil: :stone:
    :stone: :soil: :soil: :stone:
    :stone: :wood: :wood: :stone:

    Stones: Wall
    Sticks: Fence
    Plank: Door

    The dirt is where the horse would reside. I have plenty rooms similar to this :
    :stone: :|: :|: :stone: :|: :|: :stone: :|: :|: :stone:
    :stone: :soil: :soil: :stone: :soil: :soil: :stone: :soil: :soil: :stone:
    :stone: :soil: :soil: :stone: :soil: :soil: :stone: :soil: :soil: :stone:
    :stone: :soil: :soil: :stone: :soil: :soil: :stone: :soil: :soil: :stone:
    :stone: :wood: :wood: :stone: :wood: :wood: :stone: :wood: :wood: :stone:

    Is this good enough or would it be regarded as animal cruelty?
    I am doing this so that the horses don't disappear somewhere and at the same time to protect them from monsters(Lions seem to hate horses).
    Posted in: Survival Mode
  • 0

    posted a message on Snow maps...
    Quote from icedani »
    Well, you spawn only on sand, so create a new world, look around you for snow and hope go there :smile.gif:

    Wow... that's a huge axe...
    Posted in: Survival Mode
  • 0

    posted a message on Snow maps...
    I know, but I want my starting zone to be the snow world, I fail a lot in this game and am no stranger to death.
    Posted in: Survival Mode
  • To post a comment, please .