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    posted a message on JH Pixeli, A 8x resourcepack
    Quote from buzzy613

    nice! will you be adding 1.7 trees?

    Trees will come, when I do the next update.
    Posted in: WIP Resource Pack
  • 0

    posted a message on Missing Textures, although perfectly square
    Quote from Alvoria

    Yea, I'd say this is probably a bug in Minecraft considering nothing pack-wise should have changed between 1.6.4 and the new snapshots.

    Check around the bug tracker to see if anyone else has this problem. If you find it, vote it up. If you can't find one, consider submitting it so that Mojang will know about this issue.


    You were right. The new snapshot had this issue resolved, so I can happily get back to texturing :)
    Posted in: Resource Pack Help
  • 0

    posted a message on Missing Textures, although perfectly square
    Hello everyone,

    I'm getting the following error with my resource pack:

    Client> 19:27:52.213 [Client thread] ERROR bmr - Unable to parse animation metadata from minecraft:textures/blocks/gold_ore.png
    Client> java.lang.ArithmeticException: / by zero
    Client> at bmw.a(SourceFile:93) ~[13w39b.jar:?]
    Client> at bms.a(SourceFile:197) ~[13w39b.jar:?]
    Client> at bmr.b(SourceFile:95) [13w39b.jar:?]
    Client> at bmr.a(SourceFile:78) [13w39b.jar:?]
    Client> at bmt.a(SourceFile:72) [13w39b.jar:?]
    Client> at bmt.a(SourceFile:136) [13w39b.jar:?]
    Client> at bnt.c(SourceFile:104) [13w39b.jar:?]
    Client> at bnt.a(SourceFile:92) [13w39b.jar:?]
    Client> at awq.b(SourceFile:485) [13w39b.jar:?]
    Client> at bdl.a(SourceFile:151) [13w39b.jar:?]
    Client> at azr.a(SourceFile:172) [13w39b.jar:?]
    Client> at bdl.a(SourceFile:158) [13w39b.jar:?]
    Client> at azr.d(SourceFile:236) [13w39b.jar:?]
    Client> at azr.n(SourceFile:211) [13w39b.jar:?]
    Client> at awq.o(SourceFile:1281) [13w39b.jar:?]
    Client> at awq.aa(SourceFile:753) [13w39b.jar:?]
    Client> at awq.e(SourceFile:704) [13w39b.jar:?]
    Client> at net.minecraft.client.main.Main.main(SourceFile:104) [13w39b.jar:?]


    I tried reading the error. It complains about every 8x8 texture in my pack that it is missing a .mcmeta file. Do you need those even if you are not animating your work? I already know of the missing texture thread, but that thread did not provide a solution. My textures are 8x8 in size and are not animated
    Note that the textures do work in minecraft 1.6, but fails with this error in the snapshots

    Is this a bug on my end or at Mojang's end? If it is at my end, what can I do to resolve this?
    Posted in: Resource Pack Help
  • 0

    posted a message on Thaumcraft 5.2.4 (Updated 2016/3/17)
    Azanor, you managed to make Thaumcraft to this great heights. Congratulations.
    Posted in: Minecraft Mods
  • 0

    posted a message on JH Pixeli, A 8x resourcepack
    Today I'm happy to announce the availability of JHPixeli version 0.0.3

    I redid Mycelium, Snow, Stone and the ores. While this sounds extremely compact, it isn't as huge as I planned it to be, yet I'm happy with the results.
    This is part 2 out of 7 planned updates, remaking lots of my early checkerboard stuff.
    I also added two new screenshots to the main post, highlighting the changes.
    Posted in: WIP Resource Pack
  • 0

    posted a message on JH Pixeli, A 8x resourcepack
    Quote from DaChiller
    Nice, a texture pack for people that want minecraft to be more 8bit than it aleady is! :P Also, the endstone looks weird, and the tree logs shouldn't be like 4 different areas.

    Quote from FailStoner
    I don't know... It seems ok except the endstone.


    Endstone texture is one of the many (not kidding) that will be revised, though endstone will not be in the next update. There are too many textures that need revising, and endstone is not planned for the next two updates.

    Quote from Sto3IV
    Great!
    Quote from buzzy613
    I like this pack. makes the world look smaller somehow.
    Quote from siaba__m
    faithfull 8x8 texture pack? I LIKE IT!


    Thanks for the feedback, it keeps me going and motivated.

    Next update will be all about better textures in the overworld including stone, mycelium and snow.
    Posted in: WIP Resource Pack
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    I wonder if the infusion crafter mechanic uses vectors to decide the (in)stability caused by the pedestals. If vectors are used, there will be more creative solutions for the placement of the pedestals. If it is not, the possibility to get a build that need 7 components and is stable, is fairly low.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] EnhancedPortals 2
    Quote from Alz454

    Yeah, there's something about the simplicity of it that I like. Probably why I haven't bothered to create a new texture yet.


    How can I help you?
    As long as you give my credit, tell me what I should do, and don't expect too much wonders, (I'm pretty busy at times) I'm happy to help out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Idea for better crafting of Gates:

    Imagine a project-table like block, which has an inventory attached to it. It also has the recipes for common circuit parts preset, il you have the ingredients available, you could pull out anodes as an example by clicking on an output slot which is preset to anodes. This will craft the anodes and pull the ingredients out of the inventory.

    Pros: - No need to clear the crafting grid if you forgot a component
    Cons: - Since there are a lot of components, you will get a busy gui (Maybe remember just 5 components and let the user pick which ones? This way it works much like RP Plans)

    Variations:

    1. Bigger crafting grid to make gate crafting recipes more distincitive from RP/more space for crafting. This would require this block to craft gates at all.
    2. This could be a tier 2 way to craft bigger/more complex gates using a bigger crafting grid
    3. Do away with the components in their current form and use a stone slab as a base material for the gate. The components would be put on the crafting grid and with crafting a gate it uses one slab as a base of the gate.

    I have too many ideas. What do you guys think of this block concept and which variations to apply?
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    The annoying and irritating guy is back, this time not with an angry request, but a request for something "slightly" different.
    It involves coding.

    I'd like to help out with the project by contributing fixes or pieces of content (1.5 style redwire, a better way to craft gates)
    Is there somewhere a list with stuff that needs to be done? I am not against dumb copy-paste work. My current java level is pretty low, don't expect me to do the next big thing...

    If Mr_TJP needs any help and is willing to forgive me for my past mistakes, feel free to tell me.
    Posted in: Minecraft Mods
  • 0

    posted a message on JH Pixeli, A 8x resourcepack
    I'm back with an all new update rolling out for JHPixeli.

    I completely redid logs, log tops and leaves.

    I am currently planning on reworking big parts of my pack, this one being the first on my list. The next update will probably be a rework of underground stuff and/or other stuff that are not trees that generate in the overworld. Lots to do, but I hope I can post it soon.
    Meanwhile, feel free to comment about how ugly my stuff is, but please leave hints on how to change them (for the better ofcourse) next to them.

    I appreciate every one of you who downloaded my pack, either from CurseForge or directly from me. Thank you, you make me feel better.
    Posted in: WIP Resource Pack
  • 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from lancemate

    Sorry! I'm an idiot!


    No problem. You are human, you are prone to making mistakes.

    And I'm here to fix some of them :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from lancemate

    Hi,

    Getting a crash when launching rv13a (was running 12b fine) http://pastebin.com/2KqMhakJ have tried updating to latest Forge, all my other mods are up to date, mods are: http://i.imgur.com/4j0duU9.png

    Any help would be much appreciated.

    lancemate


    You have downloaded the 1.5 version of AE. Please download the version of AE appropriate to your minecraft version.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Mr_TJP

    Well thats just the thing. If you are even using the prereleases, you SHOULD know how to compile yourself, and you SHOULD be only using it for finding bugs. Eloraam called everything a prerelease, but her releases were actually not the case. Also, no, we have not met the release goals, as not all the gates are rewritten.


    Ok, that was a mistake on my part. I followed the development for the last couple days and noticed everytime when a new gate was added, some null values in the EnumGate file disappeared. I thought these where all the gates in, turned out the list was not complete. Woops...

    Quote from Mr_TJP

    Unless you want to fund it for me, don't complain about that.


    I did a bit of research for Jenkins hosts, for example technicpack hosts one (powercrystals(MFR)/machinemuse(MPS host there).
    Other free sites that I see flinging by are BuildHive and Travis CI, though I do not have experience with them. They also beg for your Github login. Last thing I know is that the authors of Spigot/MCPC+ have their Jenkins opened up, but you might want to evade them, because you stated that you don't support MCPC+.

    Quote from weissnixxx

    --snip--


    Hello, illiterate friend. Please read. Known bug. Is fixed. Fixed version will come whenever Mr_TJP is done with all the gates.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Ireee

    Fixed that for you.

    also:
    It's a pre-release. (In a different way than redpower was)
    Here it means "If you don't like bugs, you are not supposed to use it!"

    EDIT: Even though there are no more nulls in EnumGates,
    there are not bundled gates yet.
    EDIT2: The change that adds the lever to the toggle latch is only handful of hours old.
    Shouting at people because they have got closer to their goal is weird.


    I know many have difficulties with searching. That is a problem that is impossible to adress. A problem we can adress is releasing a fixed build. I'm not making all the fun out of this mod I'd have when it didn't have these major bugs. I'm calling these three bugs major, because these bugs highly cripple the PR experience. I'd think it would be worth the time to release a fixed build

    All of these problems wouldn't be there if Mr_TJP used an auto-build script/jenkins like the other open-source projects do. Then we would just grab the most recent build off the shelves and report bugs that are still left unfixed.

    Sorry that I'm shouting/ranting again, but my patience is running horribly low.

    EDIT:
    Quote from JillianSwift

    It is an astonishing hubris to presume you are speaking for anyone but yourself.


    I'm sorry, but I thought I wouldn't be the only one with this feeling. Apparantly you are not one of them.
    Posted in: Minecraft Mods
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