All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Welcome to your new Home! A Well Run, Longstanding Vanilla Server.
    Quote from Claygarth»

    Sorry for the late reply.

    Yes, the server is online.
    For a faster response, you can always find me, and other admins, on discord (https://discord.gg/2YFQGdF) or TeamSpeak (Voice.Claytonia.net).



    Must have been my crappy internet then. Will try again when I get a gap this side


    EDIT: Was just in now , problem was my Inet my side thanx

    Posted in: PC Servers
  • 0

    posted a message on Welcome to your new Home! A Well Run, Longstanding Vanilla Server.

    Is the server currently up or is my Internet crap again. Can't see it

    Posted in: PC Servers
  • 0

    posted a message on What was the point of 1.12.1?

    Don't underestimate the importance of .x bug fix updates. 1.12 was unplayable on my pc and now with 1.12.1 I can play again. Those "optimizations" fixed it for me.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Xaero's Minimap [Forge 1.12.2 | 1.12.1 | 1.12 | 1.11.2 | 1.11 | 1.10.2 | 1.10 | 1.9.4 | 1.9 | 1.8.9 | 1.8 | 1.7.10]

    Download link don't work. Just keeps on jumping to different add sites

    Posted in: Minecraft Mods
  • 0

    posted a message on Village — Safe distance for villagers

    Like a previous poster said , best way to secure a village is by lighting it up and building a wall around it. Then you have no worries period. It takes some time but is worth it. Just make sure there is absolutely no block within the wall perimeter with light level 7 or less. And remember easy to forget things like

    on top of buildings that have flat roofs and inside of buildings as well. And make sure there is no dungeons below the village with an open route to the

    surface so that mobs don't spawn just below surface and have a way to walk up to the surface. ( happened to me once ). Close all holes inside the

    perimeter. Villagers can also fall down into caves and caverns , so cover everything up.

    Posted in: Survival Mode
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    Mekanism for 1.9.4 crashes the game. Using forge 1.9.4-12.17.0_1990 and latest Mekanism , generators and tools for 1.9.4 as downloaded from website. ( 9.1.0.282 )

    The game only crashes when using Mekanism


    Crash log


    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    Contact their authors BEFORE contacting forge

    // My bad.

    Time: 2016/08/09 11:02 AM
    Description: There was a severe problem during mod loading that has caused the game to fail

    net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: mcmultipart/block/BlockMultipartContainer
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:179)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:555)
    at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:210)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:437)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: mcmultipart/block/BlockMultipartContainer
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:348)
    at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:474)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:228)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:206)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:135)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:524)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: mcmultipart.block.BlockMultipartContainer
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 35 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 37 more

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.9.4
    Operating System: Linux (amd64) version 4.4.0-31-generic
    Java Version: 1.8.0_91, Oracle Corporation
    Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 151423728 bytes (144 MB) / 373440512 bytes (356 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.28 Powered by Forge 12.17.0.1990 Optifine OptiFine_1.9.4_HD_U_B6 13 mods loaded, 13 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.9.4-12.17.0.1990.jar)
    UC Forge{12.17.0.1990} [Minecraft Forge] (forge-1.9.4-12.17.0.1990.jar)
    UC hud{1.3.8} [Better HUD] (Better HUD by NukeDuck [1.9.4][1.3.8].jar)
    UC JEI{3.6.8.225} [Just Enough Items] (jei_1.9.4-3.6.8.225.jar)
    UC journeymap{1.9.4-5.2.4} [JourneyMap] (journeymap-1.9.4-5.2.4-unlimited.jar)
    UC fyberbackpack{1.0.1} [Just Backpacks] (justbackpacks-mc1.9.4-1.0.1.jar)
    UE Mekanism{9.1.0} [Mekanism] (Mekanism-1.9.4-9.1.0.282.jar)
    UE MekanismGenerators{9.1.0} [MekanismGenerators] (MekanismGenerators-1.9.4-9.1.0.282.jar)
    UE MekanismTools{9.1.0} [MekanismTools] (MekanismTools-1.9.4-9.1.0.282.jar)
    UC pcb{1.5.0} [Portable Craft Bench] (portablecraftbench-1.9.4-1.5.0.jar)
    UC chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.9.4-2.1.jar)
    UC Waila{1.7.0} [Waila] (Waila-1.7.0-B3_1.9.4.jar)
    Loaded coremods (and transformers):
    GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 361.42' Renderer: 'GeForce GTX 760/PCIe/SSE2'
    OptiFine Version: OptiFine_1.9.4_HD_U_B6
    Render Distance Chunks: 12
    Mipmaps: 4
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: null
    OpenGlVersion: 4.5.0 NVIDIA 361.42
    OpenGlRenderer: GeForce GTX 760/PCIe/SSE2
    OpenGlVendor: NVIDIA Corporation
    CpuCount: 4

    Posted in: Minecraft Mods
  • 0

    posted a message on How to solve the "not enough keys" problem
    Quote from cattrfly»

    Saying someone is running "too many" mods is purely an opinion. ;) Use as many as you find useful and/or amusing, assuming your computer can handle the load. I think I'm running about 115 in the current 1.10.2 instance I'm playing. As for the keybinding issue, you could try Mine Menu if you're playing a version of MC for which it's available - I haven't actually tried it yet, but it sounds promising. :)


    Aside from that, what I usually do is try to determine which key binds are most necessary, i.e., ones that perform functions I may need to access quickly (jetpack controls, for example, in case a speedy escape is warranted) and ones that trigger something that has no alternate means of access, such as the main menu for Psi, and set those keybindings first. Then I prioritize others by usefulness and level of redundancy (many key binds trigger an action that can be accomplished in another way, such as opening a backpack by right clicking while holding it, or setting a waypoint from within the main JourneyMap GUI), and assign the remaining keys to the functions I'll use most often. The key binds I find unnecessary I set to "NONE" (using the esc key) to avoid conflicts. As another example, Chisels & Bits lists 15 or more possible key binds, one for each action you can perform with the chisel - of these, I only use 2: 1 for the radial menu, from which you can access all chisel functions, and 1 for "undo".


    Play around with each mod as you add them and try to assess how important the key binds it wants to add would be to the way you play, then assign them in order of preference until you run out of keys. And don't forget about frequently overlooked keys, like "0" (zero), punctuation keys, and unassigned function keys. Also keep in mind that nothing is set in stone - you can always change, activate, or deactivate keybindings as you figure out what works best for you. :snowgolem: by Tulaash


    Thank you , that was very helpful :)
    Posted in: Mods Discussion
  • 0

    posted a message on How to solve the "not enough keys" problem

    I only have 18 mods. If that is too much then how do people play things like mod packs of 200+ mods

    Posted in: Mods Discussion
  • 0

    posted a message on How to solve the "not enough keys" problem

    Hi everyone ,


    After a long time in Vanilla I started getting bored and decided to try out some mods. I very quickly ran into the problem though that the keyboard

    doesn't have enough keys to map all the key bindings for all the mods. Many mods have their own key inputs. I see some people mentioning they have like

    60+ mods in their world and I am wondering , how do one get past this problem ?

    Posted in: Mods Discussion
  • 0

    posted a message on Xaero's Minimap [Forge 1.12.2 | 1.12.1 | 1.12 | 1.11.2 | 1.11 | 1.10.2 | 1.10 | 1.9.4 | 1.9 | 1.8.9 | 1.8 | 1.7.10]
    Quote from Ricowan»

    On the Forge download page, hover your mouse over the "1.9" button, then select 1.9.4.

    Thank you :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Xaero's Minimap [Forge 1.12.2 | 1.12.1 | 1.12 | 1.11.2 | 1.11 | 1.10.2 | 1.10 | 1.9.4 | 1.9 | 1.8.9 | 1.8 | 1.7.10]
    Quote from xaero96»

    Update 1.9.2 (MC 1.9.4, 1.9 and 1.8.9):

    + Added a new option in the minimap settings to disable zoom-in in caves.
    + Added Indonesian language support. Huge thank you to YandiBanyuKarimaWaly for translating!
    * Fixed modded liquids not being rendered correctly. Tested with Streams mod.
    * Recoded some transparent block rendering.

    Update 1.9.1.1 (MC 1.8 and 1.7.10):

    + Added Indonesian language support. Huge thank you to YandiBanyuKarimaWaly for translating!
    * Fixed modded liquids not being rendered correctly. Tested with Streams mod.
    * Recoded some transparent block rendering.



    I can only find a forge for 1.9 , so how can one use this with 1.9.4 with no such forge version ?
    Posted in: Minecraft Mods
  • 1

    posted a message on Xaero's World Map [Forge 1.12.1 | 1.12 | 1.11.2 | 1.11 | 1.10.2 | 1.10 | 1.8.9 | 1.7.10] - Fullscreen Map

    Can't wait for final release of this. I am a big fan of your mini map mod ;)

    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from seannyyx»

    /JEI (just enough items) is available for both 1.8.9 and 1.9 of minecraft which is NEI rebuilt from the ground up by someone else.


    Does it require forge ? I can't see on the project page if it does ?
    Posted in: Minecraft Mods
  • 0

    posted a message on Welcome to your new Home! A Well Run, Longstanding Vanilla Server.

    Servers runs really smooth. Thanx admins.

    Posted in: PC Servers
  • 0

    posted a message on ChickenBones Mods
    Quote from Robijnvogel»

    There are no versions of any of Chickenbones' mods for MC 1.8.9.

    Are there plans to make it for 1.8.9 maybe ? I for one will stay on 1.8.9 for long time.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.