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    posted a message on Risugami's Mods - Updated.
    Quote from Black Goat »
    BTW, Risugami - there seems to be a mistake in the recipe book.
    I don't think a block of diamond :DBlock: is made from 81 diamonds (9x9 :Diamond: ).
    There are similar transcription errors for iron and gold IIRC.

    For some reason that's how the recipe is, the amounts just don't matter in the recipe part.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from TehJoke »
    I can't wait till you update it. I really love the Mob Spawner Mod and Floodgate but it is not updated :/ Normally you update your mods fast..

    Who says they need updated? Not every mod requires an update after minor updates.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from CosmicSpore »
    So is this a new function or was the "problem" with modloader for Beta 1.1_02 then? Because my mod worked fine without the "RegisterBlock" function for Beta 1.1_02... I ran it just fine with no errors, and I even have saves from it.

    I'm confused now...

    It has been in ModLoader in some form since first release, but I added the block item assigning to it instead of forcing every block to use 1 type. Therefore it is now required for all blocks.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from CosmicSpore »
    Okay, I simply do NOT understand this...
    I'm trying to make a mod with modloader and anytime the game tries to add a new block to the inventory, or if I craft it

    Did you remember to call RegisterBlock on it?
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from d3st0r3r »
    I REALLY NEED HELP WITH THE MOBSPAWNER MOB, VERY BADLY!!!!! Whenever I try to use it an error screen comes up and I need to know how to fix it.

    Did you even consider reading the description on first page or that error report? I don't help anybody who fails to read instructions.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from NinjaPope »
    One reason you may be getting a black screen when using AudioMod is that AudioMod has yet to be updated to 1.2_02.

    Doesn't need updated.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    To everyone with issues regarding "mod_mocreatures 2.5.2", you fail to read instructions. However did point out a problem related to exception handling.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from CosmicSpore »
    I'm not sure if Risugami will read my post, but just to throw this out there...
    Have you thought any about adding a function to get unique Block/Item IDs? (and Entities, if that isn't done already... can't remember)
    Right now, some mods are using a properties file so that users can manually edit the IDs if they are conflicting with other mods, but a function that manages this could cut out the need for modders to write their own functions.
    It could be written to use properties file(s) like some mods are already doing, or simply just grab unique keys that haven't been loaded yet, like the function for getting unique Sprite IDs.
    Using a single property file for all mods would allow all mod IDs to be managed by users in the same file, and people could share those (working) files for conflicting mods. It could also be written to use one file per mod.
    Using properties file wouldn't force you to overwrite classes that might be used by other mods, but if possible getUniqueBlockID() and getUniqueItemID() functions would probably be the best route.

    Anyways, just a suggestion.
    And thanks for the mods. They are awesome. :smile.gif:

    getUniqueBlockID() and getUniqueItemID() in this case would be a bad idea, considering one mod might gain priority over another during load, which would be bad if you installed a new mod and it came before another and shifted all items used by that mod. Also these worlds would be harder to share. I'll see what I can do about a properties file.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Manieczek »
    When the neext version of elemental arrows comes? Are you working on it? I can't wait, because I've some elemental rrows in my chest with diamods and obsidian! Now, when I want to open the chest, the game broke =(

    Did you even consider reading the OP?
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Robfire »
    Hey, this was probably asked quite a few times before me, but my situation seems to differ a bit.
    Modloader isn't working for me, every time it replaces oc.class, I get the black-screen-after-login thing. :Skeleton:
    If I don't replace it, when I try to go into a world, it gives me an error. :Notch:
              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:
        ModLoader Beta 1.2_01
    
    
        --- BEGIN ERROR REPORT 9802bf5c --------
        Generated 16/01/11 1:57 AM
    
        Minecraft: Minecraft Beta 1.2_01
        OS: Windows Vista (x86) version 6.0
        Java: 1.6.0_23, Sun Microsystems Inc.
        VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
        LWJGL: 2.4.2
        OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
    
        java.util.zip.ZipException: invalid entry size (expected 1934819336 but got 832 bytes)
           at java.util.zip.ZipInputStream.readEnd(Unknown Source)
           at java.util.zip.ZipInputStream.read(Unknown Source)
           at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
           at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
           at ModLoader.readFromClassPath(ModLoader.java:581)
           at ModLoader.init(ModLoader.java:443)
           at ModLoader.AddAllRenderers(ModLoader.java:100)
           at oc.<init>(oc.java:55)
           at oc.<clinit>(oc.java:8)
           at net.minecraft.client.Minecraft.a(SourceFile:290)
           at net.minecraft.client.Minecraft.run(SourceFile:643)
           at java.lang.Thread.run(Unknown Source)
        --- END ERROR REPORT 36989fd ----------



    Everything else won't crash the game, but the mod won't work.
    Any help?
    Is he working on it or something?

    Get a better archiving program. The jar got corrupted.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Aleyck »
    Risugami, has anyone posted clear instructions on how to install AudioMod? If not, can you tell me how? If so, I'll search the thread for it.

    Drag everything into the root of the jar. it IS a mod after all. I MEAN EVERYTHING.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Darkbuilderx »
    i suggest removing ae.class and fi.class, se if minecraft still runs, it may have been from a mod that was using a class that stackables overwrote

    Why are you quoting on a post from months ago? Nobody is even using that version any more.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from Excalibur28290 »
    Hey guys sorry to be a pain, im new to the whole modding thing, but im guessing that in order for updated mods to work, ie DR ZHARKS mob mod, then i need to wait for the Audio Loader to be updated dont i???

    Quote from Risugami »
    ModLoader updated to 1.2_01, minor changes. Floodgate fixed. More Stackables fixed. Everything for 1.2 still works. More Worlds bug fixed, doubt anybody noticed. Floodgate updated (again). Added subitem (dyed cloth and new logs) support.
    How many times am I going to have to point this out? READ!
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from TehKrush »
    Oh ok, thanks. So this would work..

    ModLoader.AddSmelting(mod_PlasticCraft.itemMOULD2.bd, new gm(mod_PlasticCraft.itemPLASTICBALL));

    ba, not bd. Otherwise yes.
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    Quote from TehKrush »
    My mods smelting suddenly stopped working when I updated it to use this ModLoader.. then I realized it's cause you removed AddSmelting from the BaseMod.class. Why did you do that...

    It was rewritten, because Notch rewrote the smelting system. add
    ModLoader.AddSmelting(input id, new gm(output id));
    in the constructor.
    Quote from Shockah »
    ModLoader.AddSmelting(int pj.t.bi, new gm(pj.z,16));

    Would only work once due to an oversight by Notch, or jeb. When item is created it will be the correct amount, but if the item is still in slot, the amount will be increased by 1. I'll include fix in next version of ModLoader.
    Posted in: Minecraft Mods
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