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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Alright, I will talk to them about moving farther away.


    Thanks again for the assistance:)

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Hello again, I have another question.


    Can villages be built underground?


    We have a player who wants to build a village underground, but keeps receiving the "you do not have permission to do this here" error, or something similar. From what I could see in the code for validating building placement, it doesn't look like there should be any issues building underground, and that the permission issue is someone tied to the fact that the mod doesn't think he is allowed to actually place buildings at all. Is there any sort of permissions system in the mod we need to use to allow players who are not admins to place buildings, or should everyone automatically have access?

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from joshie»

    The wiki isn't public fully yet, plus it will only be accurate for 0.6 anyway :)


    Ah, alright. Is there any way to get a mention when 0.6 and the wiki are released?
    Quote from joshie»

    Sounds like it is a graphical issue for you. I don't experience it and other people i've seen player with the mod, just have the foggy effect. What you could do is umm in my configs disable snow and blizzard as weather options. Granted it'll never snow in winter, but at least it's not 'unplayable'. I can probably add a config in the future to disable the fog effect.


    Does the mods weather effects bypass the particle effects setting used in Minecraft? I only spent a day or two in winter but if i recall correctly changing that setting didn't seem to change the effects of the snow.
    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from joshie»

    Yeah, also working on a wiki and 0.6 has a book, so hopefully things will be better in the future xD.


    For 0.5 just make sure you're looking at the 0.5 branch > https://github.com/PenguinSquad/Harvest-Festival/tree/1.10.2-0.5.X


    Alright, awesome, thanks for the link!
    Is the wiki public access currently or still hidden until it's more complete?
    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from joshie»

    There is no version 0.7.4 of the mod. The instant healing the next day only applies to the 0.6 version. In 0.5 they don't autoheal. In 0.6 caring for animals is easier too. 0.6 is in alpha on curse.


    I assume by 0.7.4 you're playing the farming valley pack... Which is on 0.5 atm, until 0.6 is properly ready. But yeah cows/sheep get sick too easily because they need to be brushed in 0.5 in order to not get sick. (I changed this to just being for happiness in 0.6).


    That's way too many times I said 0.5 and 0.6 xD



    Ah yes, that's right. Sorry about the version number mix up.

    So in 0.5, once an animal is sick, the only way to cure them medicine, and then repeated brushing daily to keep them cured, if my understanding of what you said is correct.


    For reference, which commit was used to build 0.5? I'd love to take a look through the code for that build of the mod, that way I know when I'm talking to our players I'm giving them valid information about how things should work.


    I'm finding that there isn't a lot of third party sources for information for the mod and going straight to the source is a nice bonus for once.

    Thank you so much for the help, this will help us keep the farm running ;)

    Posted in: Minecraft Mods
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    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!

    Hey there, I have a (hopefully) quick question.


    I know that animals will get sick if they are not fed every day and properly cared for, and from what I've gathered via reading comments around the web, it can take a few days of feeding them and caring for them for the sickness to go away.


    We have a trough set up in the pen with a cow, sheep and chicken, and only the chicken has remained unsick.


    I was looking through the code in the github, and it looks like once the animal has been fed, it should automatically become unsick(or at least, at the start of the next day).


    At this point, we're not really sure what's going on because we can't seem to keep any animals healthy for more than a day or two tops without having to constantly shell out gold for medicine, which has greatly reduced the money we can earn from animals.


    We are running version 0.7.4 of the mod, and would love any help you guys can offer here.

    Posted in: Minecraft Mods
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    posted a message on Adding Mods to a SMP Pack- Crash on Startup
    It's no problem, just glad to hear that it worked. :)
    Posted in: Modded Client Support
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    posted a message on [FIXED!] Errors with Chicken Core!
    For one thing, in that crash log it shows that you somehow ended up with a version of codechickenlib for 1.7.10

    DrummingFish has mentioned this, at this point we're trying to figure out WHY thats happening..

    I think I may have a solution for you Corora; Check out this page: CodeChickenCore Update Issues. It mentions a similar issue, albeit with a 1.7.2 version of CCC downloading the 1.7.10 version of CCL(Names shortened to save time).

    It lists a presumably successful fix on that page, but I'll paste it here as well for posterity.
    Quote from CCC Fix »

    Download 1.7.2 CodeChickenLib from http://files.minecraftforge.net/CodeChickenLib/ and remove dependencies.info from the modfile.



    Yes, This appears to be something occuring within the Refined Reficiencies mod, however I presume the cause is likely the same. If you have that specific mod, I'd recommend trying this, otherwise you would need to narrow down which mod is causing it specifically by testing with a few mods at a time and seeing when this error starts to occur.

    CCL Is the link to the download list for CCL, in case you can't access it from above.

    Hopefully this helps in some way. Good luck!
    Posted in: Mods Discussion
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    posted a message on Adding Mods to a SMP Pack- Crash on Startup
    Quote from Chrisvin»
    The startup argument shouldn't matter. It's a very basic RAM usage command, although very unnecessary. As far as the error.. make sure he has the right forge version, that might fix it.

    It doesn't that was more so for my own information. I know its related to RAM, however I don't recall seeing it set using xms(Usually xmn or xmx, min and max respectively).
    Quote from Hansd22»



    I think Chris is spot-on with this one. those two -Xms numbers are something like RAM usage ranges.

    That's probably the reason. I looked at the MCForum post for JABBA, and both the download links for 1.6 and 1.7 are labeled as 1.1.4, and I know the guy well enough to know that he'd overlook something that important. :/ I'll have him try changing that out and post the result.
    Thanks for the research

    No problem, hope it works out!
    Posted in: Modded Client Support
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    posted a message on Help, my minecraft is crashing
    Quote from Wolfofthenyght»

    Your code broke D:
    Nvm you got it :3

    ;)

    Quote from Tofiffe »

    -snip-

    I'm glad its fixed!
    Posted in: Modded Client Support
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    posted a message on Adding Mods to a SMP Pack- Crash on Startup
    Firstly, I'm not familiar with what this particular JVM argument is used for?

    -Xms256M

    Second, as a 1.6.4 modpack, Your Jabba(or at least, that which this player is using) appears to be for 1.7.10... at least according to the filename from the log. (JABBA{1.1.4} [JABBA] (Jabba-1.1.4_1.7.10.jar) Unloaded )

    All the mods loaded after JABBA(And JABBA itself) appear to not load correctly(They all Unload>Construct), however JABBA and everything afterwards only show that they "Unload"... This is what leads me to believe JABBA might be a part of this issue.

    This also would explain why it can't find the class, its possible JABBA is looking for something that doesn't exist.
    Posted in: Modded Client Support
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    posted a message on I Lost my World
    I don't know if this will work, but you COULD create a new world, close MC, then erase the contents of that world, replacing them with that from your own... I don't know if that will fix the issue, but its possible it may.
    Posted in: Modded Client Support
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    posted a message on What's a good program for mod makers? Also, who is good at java scripting? I have a mod idea.
    By program, do you mean editing software? I believe quite a few people use Eclipse for that.

    As for Java "Scripting", be careful with your phrasing ;) Java and JavaScript are two different things. I know you probably don't mean it quite like that, but it caught my eye so I figured i'd mention it. :)
    Posted in: Mods Discussion
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    posted a message on Help, my minecraft is crashing
    Its strange that there is no crash report being created...

    At any rate, your PermGen memory, and your Memory assigned are not the same thing. With Modded through the Vanilla launcher, it is usually recommended to make sure you manually increase both.

    Open the launcher, then select your modded profile. Select Edit Profle, and down at the bottom Check the box that says JVM Arguments, if it isn't already. Add the following line to the very end, making sure there is space between it and what comes before. This will manually set the PermGen size(You shouldn't need it much higher than 128m, possibly 256m in some cases, but I've never seen much higher than that).

    -XX:MaxPermSize=128m


    Best of luck! :)
    Posted in: Modded Client Support
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    posted a message on Forge crash when i try to load the mods on the server
    The thread? You don't need to take it down, just leave it as is, since you've stated you've figured it out it should be fine unless a Mod wants to lock it.

    As for removing the mod(I'm just posting this for posterity), You just delete it from the mods folder.

    Glad you managed to resolve it!
    Posted in: Mods Discussion
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