No one commented on this? I for one am excited for this and hope for great things in the future, such as those furnace recipes
Thanks, all I ask for
Anyway for the Toolbox to work properly in Adventure Mode?
If you do find a way to fix that it'd be great because I'm getting a similar crash after updating a whole ton of mods in my custom modpack: http://pastebin.com/fHqtppg4
On the plus side the last update fixed Jewelry Craft 2 haha
Would it be possible to make this mod compatible with this one: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2192122-betterbeginnings-mod-9000-downloads
The toolbox works fine on registering tools, but Better Beginnings cancels it out because it's not "actually" using the tool in the free hand but the toolbox.
Edit: Or if that's a bust, anyway to get compatibility with Adventure Mode? Toolbox acts like an open hand so it won't register the tools to break blocks while in Adventure Mode. I apologize if it's too much to ask; I'm just making a very specific pack and want proper tools to break proper blocks.
Would it be possible before moving on to 1.8 to add in config options to allow which blocks can be broken with your fist, such as Glowstone and Ice or Sand and Dirt? Or simply making only leaves breakable, or said config option for that?
Only reason I'm asking is because I'm trying to make a very specific survival pack, and punching blocks of any kind without the correct tool is something I've been looking for.
Thanks if possible and if not good luck on 1.8.
Edit: Also, Stone Bricks from Vanilla Minecraft don't function, say, like Stone or Cobblestone, being able to be broken by your fist-slowly but surely-with no repercussions. Also, Botania stone blocks act much the same as well as some stone blocks from Tinkers' Construct. Any chance for a fix? If nothing else, just an option to disable everything from being broken without the correct tools. That's my biggest wish before 1.7.10 is done.
Thank you, Shinoow! *bows down to Shinoow*
Looking forward to it.
I'm just glad it worked out in the end; I hate entering a topic to post an opinion where I sound all high and mighty then have someone else come and call you a troll when I'm just stating what COULD potentially be causing a problem instead of making it the one and only absolute. >.<
It's because it's pushing the mob base IDs over 128 (the hard limit) because you have too many mob spawning mobs. I got the same problem. The ones from this mod need to be registered dynamically to ignore this limit or you need to take out one of your mob spawning mobs. I forever cannot update because of it...
BTW, correct me if I'm completely wrong... I've made sure my mob cap stays under 128 (currently sitting at 127) and my worlds work just fine, more or less. I'd dump your entity IDs through NEI and post it here via Pastebin or in a spoiler tag.
Compatibility with Not Enough Keys (http://minecraft.curseforge.com/mc-mods/224614-notenoughkeys) would be nice, as the latest update broke compatibility. And yes, I know it hasn't been updated since December 7th, but if you could let them work side by side, it would make it easier to find conflicting keys and allow for easier registration of the new key commands.
Aside from that, are the bugs mention getting fixed? As I'm experiencing them as well. Other than that, this will be a very useful mod in my pack and I urge you to keep up the good work *laughs evilly*
I just want an updated 1.7.10 version to fix this crash (which I've managed to get 3 times before): http://pastebin.com/7YfApjjD
It's a little annoying when I update other mods and Mapwriter gets broken because of code changes or some such... Your current 1.7.10 version invokes this crash during world generation.