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    posted a message on Go through the alphabet before someone posts a My Little Pony picture (Replacement)
    I'M BACK! After my hiatus, I'm back to... play a forum game? Meh, I've had worse comebacks.



    A.
    Posted in: Forum Games
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    posted a message on Risugami's Mods - Updated.

    Is modloader compatible with forge?


    No, but any most ModLoader mods will work with just Forge installed, however some mods edit base classes, which 9 times out of 10 simply doesn't play nicely with Forge.
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.6.8.2
    Quote from Lady Eternity

    /snicker

    Hello

    Husband and I found a bug tonight with Craftguide. It's rather silly...and totally funny. Anyway, so...if you log into the game whether you are in creative or survival, if your hunger bar isn't full when you open the craftguide book the client freezes and you have to kill the game with program manager. We tested it throughly and thought you might want to know about it. The bug can be rather bad..lost my crafting book a couple of times after the crashes. No idea why.

    It only bugs out if you log in..from desktop...to a world...be hungry ( we tested 2-3 food thingies down ) and open the crafting book. If you do the step mentioned but open the book while full initially it opens fine...then open it again when the hunger is down..it opens fine. It's only on the initial opening of the book upon log in when you are hungry. /snicker. Such a wierd bug. :)

    Lady E


    I have the same bug, but since I play on Peaceful, my hunger never goes down, so I never know when the book will crash me or not.
    Posted in: Minecraft Mods
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    posted a message on Will you create a new main world for 1.4?
    Not for me, the terrain generator changes (New crops in Villages, Witch huts, Silverfish ore) aren't so drastic that I'll have to start a new world.
    Posted in: Future Updates
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    posted a message on block teleportation
    Change this:

    public void onEntityCollidedWithBlock(World world, EntityPlayer player)


    To this:

    public void onEntityCollidedWithBlock(World world, int x, int y, int z, Entity entity)


    Then go from there.
    Posted in: Modification Development
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    posted a message on [1.3.2] Mod Update Manager 2.3.1: The Customization Update! [Last Updated: 19/8/12]
    Quote from tarun1998

    I have no idea why this is happening:


    2012-10-02 00:09:08 [SEVERE] [ForgeModLoader]
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed
    ThirstMod [Thirst mod] (bin) Unloaded->Constructed
    UpdateManager-Vazkii [Mod Update Manager] (bin) Unloaded->Errored
    2012-10-02 00:09:08 [SEVERE] [ForgeModLoader] The following problems were captured during this phase
    2012-10-02 00:09:08 [SEVERE] [ForgeModLoader] Caught exception from UpdateManager-Vazkii
    java.lang.IllegalArgumentException: Can not set static tarun1998.thirstmod.ThirstMod field tarun1998.thirstmod.ThirstMod.INSTANCE to vazkii.um.common.mod_UpdateManager
    at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:146)
    at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:150)
    at sun.reflect.UnsafeStaticObjectFieldAccessorImpl.set(UnsafeStaticObjectFieldAccessorImpl.java:61)
    at java.lang.reflect.Field.set(Field.java:657)
    at cpw.mods.fml.common.FMLModContainer.parseSimpleFieldAnnotation(FMLModContainer.java:329)
    at cpw.mods.fml.common.FMLModContainer.processFieldAnnotations(FMLModContainer.java:255)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:349)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    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:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    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:81)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
    at net.minecraft.client.Minecraft.startGame(Minecraft.java:405)
    at net.minecraft.client.Minecraft.run(Minecraft.java:737)
    at java.lang.Thread.run(Thread.java:680)
    2012-10-02 00:09:10 [INFO] [STDERR] Someone is closing me!

    My code to create the instance is: new UpdateManagerThirst(ThirstMod.class.getAnnotation(Mod.class));

    Thanks


    This should work, it's a direct copy/paste from what I use:

    new HMUpdateHandler(ModConverter.getMod(getClass()));


    Unless you're not using Forge, in which case I have no idea how to help you.


    Quote from AwesomexxSlayer

    How Do I Use The onSpecialButtonClicked() In Optional Features Im Making My Mod With This And I Want The Button To Go To My Twitter Thanks


            @Override
            public void onSpecialButtonClicked()
            {
                UpdateManager.openWebpage("URL here");
                
            }
          


    Try that.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Forge and Magic Launcher
    Quote from TechnoSam

    Well it only half-way works... Forge worked fine until I tried to load a Modloader mod (Which magic launcher). After that, it crashed every single time even after removing the Elemental Arrows mod and Advanced HUD.
    So I tried abandoning Magic Launcher entirely, just as a test. Minecraft could not launch with Elemental Arrows in the mods folder or the coremods. I took it out and it worked fine. Put it back in and I can't get past Mojang screen. Forge has certain bow hooks that make Elemental Arrows incompatible, unfortunately.

    So my issue really isn't Magic Launcher anymore. Is it physically possible to run a Modloader mod through Forge? I think not. Which sucks. Like osik. Why the kark did people go an invent TWO different mod loaders... which are incompatible?!?! Yes, it is possible, they just can't edit base classes that Forge also edits, and Forge is more than just a mod loader, it adds all kinds of new toys for modders to play with, without having to edit base classes.

    It doesn't matter if I'm using Magic Launcher or not, no Modloader mod has ever worked when I use Forge. I've yet to have a single problem for Modloader except in the multiplayer side, while Forge has been nothing but pain for me. Why do people think it's so good?

    I apologize for my ranting. Both Forge and Modloader have awesome mods, and it really stinks that they can't be used at the same time. Can they? If so, what am I doing wrong? I'm not entirely sure, but if you could copy/paste the contents of your "ForgeModLoader-#.txt" file in spoiler tags, I could more easily diagnose your problems.
    Posted in: Mods Discussion
  • 1

    posted a message on Modloader problem..
    First of all, Forge v4.x is for 1.3.2, everything below that version is for 1.2.5 IIRC.

    Second, Modloader and Forge are incompatible, but Forge has a Modloader substitute built-in, so that incompatibility is no skin off of anyone's nose.
    Posted in: Mods Discussion
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    posted a message on Mac's Mods! - Blaze Tools, Compacted Blocks & Extra Options!
    Quote from ZacQuicksilver

    Have you gotten Blaze Tools to work with Forge, and how? If I put the BT zip in the mods folder, I get stuck on a black screen after the Mojang splash screen, and if I copy the files into minecraft.jar, Forge doesn't work.


    I haven't tried it, but judging by how MC is coded, you may just have to wait for a Forge versions to come out.
    Posted in: Minecraft Mods
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    posted a message on Mac's Mods! - Blaze Tools, Compacted Blocks & Extra Options!
    Quote from ZacQuicksilver

    Not sure if it this mod, or one of the others I'm running, but there's several blocks that have textures of Blaze Tools.


    Blocks effected:
    Spruce Wood Planks
    Jungle Wood PLanks
    Lapis Lazuli (ore and block)
    Sandstone
    Chiseled and Smooth sandstone (top only)
    Magenta, Light Blue, Yellow, Lime, Purple, Blue, Brown, and Green wool
    Sandstone Slab
    Jack 'o' Lantern
    Spruce and Jungle Wood Slabs
    Sandstone, Spruce wood, and jungle wood stairs
    Powered and Detector rails


    Meanwhile, none of the Blaze Tools or Blaze Ingots show up in their pictures

    Pics:

    -snip-

    Edit:

    Mods used:
    Coral Reef
    Enchant Veiw
    Forge
    Modloader
    Recipe Book
    Rope+
    TF teleporters
    Timber
    More Furnaces

    -snip-


    Edit2:

    Did a little digging of my own. Looks like the problem is in awr.class; both Forge and BlazeTools change it, and I don't know enough about how it works to make a combined class.

    Could you look into this, and create a modified version of BlazeTools that works with Forge, since I would love to use both. If I knew more about how this worked, I would do it myself.


    Don't install Modloader, Forge has backwards compatibility with Modloader mods, ditch Recipe Book and get CraftGuide, and you should be good. (The latter is only a suggestion, but since Recipe Book requires like 12,000 clicks in order to find jack, it's practically a requirement)
    Posted in: Minecraft Mods
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    posted a message on [1.6.2] Universal Electricity - An Electricity System Modding API
    Quote from Epidemia78

    If you dont mind, Id like to make a few suggestions for future UE mods. it would be awesome to have all of my minecraft technology desires use the same system instead of trying to learn several different approaches like what I contend with now using redpower and IC2 together. (I used to have buildcraft as well but I soon realized it was yet another layer of unwarranted daunting complexity. Yup, I must admit, Redpower is nice, but it's like some kind of themeless tech mod.

    For starters, an item transfer/sorting system. Currently I use redpower for that, a mod that adds tons of new world gen objects and other stuff just so I can sort my items. I'll be rewriting the Conveyor Belt mod for MC 1.3 soon enough. Will that do?

    Overhead powerlines. Instead of placing each wire block by block, place a post that will automatically connect a wire to another post within a certain block radius. They only connect when each post is aligned perpendicular to one another. I like this idea, but I won't work on it. Sorry, it's just not my area of expertise.

    Teleporters. I love the portalgun mod, its incredibly useful to have a quick way out of caves when you get lost but also feels like a cheat since it doesnt cost anything beyond the initial recipe to create the thing. Im thinking a reciever base that is rather expensive to craft and a much cheaper remote control you can take with you and is not a huge loss if you die. Yup, having a Portal Gun in it's own game is fun and all, but in a Minecraft mod it's OP. With that said, I have an idea or two on how I can accomplish this. I'll see what I can do and release it come the Alpha v1.3 update for my UE mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on Help with forge not working
    1. Use LanguageRegistry. There's also some nifty functions for language support, but I haven't gotten them to work yet.
    2. That's a Forge bug.
    3. I'm not sure what that used to do, but it sounds like it's kinda useless, unless you're using a custom renderer, in which case I have little to no experience in that department.
    Also, if you get block metadata to work, let me know. I've been struggling to figure out why on earth my metadata blocks have been placing down damage 0 ever since I began my mod's port to 1.3.
    Posted in: Modification Development
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    posted a message on Is this impossible?
    In order to generate ores in The End, I had to make my own generator, although this is only possible with FML. Basically:
    1. Make a new class file, name it anything.
    2. Have it implement IWorldGenerator or something like that.
    3. Fix the new error (It'll implement a function you need).
    4. Now, from here, have the new generate() function detect if the World is currently using WorldProviderEnd (Or some other similarly named file).
    5. Make a generateEnd() function, make it similar to ModLoader's generateSurface() function.
    6. Finally, generate ore as usual.
    Note that I have not tested this yet, but theoretically it should work.
    Posted in: Modification Development
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Quote from mDiyo

    #1. I helped Shadowclaimer early on with Metallurgy and a tiny bit with Aquaculture. It's his way of saying thanks, just like the "Metallurgy style spawn" in Orizon that doesn't do anything is my way of acknowledging him. I see, good to know.

    #2. I didn't make this particular avatar. It is within my power to create a picture of that quality though. I'm willing to take commissions; If I wasn't making my own game I'd do it for free. PM me if you're interested. If I could afford it, I'd take you up on that offer. However, if you would be willing to accept help for your game, me and my punishly small Steam group could help, free of charge.

    #3. I haven't updated that. There's actually 295 combinations now, and it's a couple screenshots with NEI that I spliced together. It looks more like someone's desktop wallpaper, but meh, tomato tomatoe.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] InfiCraft - Updated 2013.2.17
    Quote from mDiyo

    New forum avatar pic, do like this one a lot ^^


    I like it!

    ...

    Why am I here? Oh that's right, I have a question or two, or three:

    #1. Why is it that some of the Message in a Bottle messages from Shadowclaimer's Aquaculture mod mention you?

    #2. You're probably going to have to end up putting up a "No requests" notice on your profile because of this, but could you make me a Pokemon avatar, pretty please? The guy that's working on the sprites for a game I'm designing doesn't have the time, and he's pretty much the only person I know who can draw somewhat decently.

    #3. Stupid question, but what is the background image for the massive spritesheet of tools on the OP? (This one)
    Posted in: Minecraft Mods
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