• 0

    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from FatBobTheSlob

    Crashing when searching for mfr stuff in NEI: http://is.gd/aWa9dX . Can't get back in game, because NEI is stuck with the search. Each time I open my inventory, it crashes!


    I was getting that same crash until I removed Natura.
    Posted in: Minecraft Mods
  • 0

    posted a message on XACT: Xhamolk_'s Advanced Crafting Table [MC 1.6.4]
    Quote from mssodin28

    Its really not that bad of a recipe, i second it.


    Yeah, I'd rather see something other than ingots used for that part of the recipe but vanilla items are pretty limited. Some sort of silicon would be cool but it'd have to add its own or use the silicon from RP2. When 1.5 drops you could even replace the iron ingots in the recipe with quartz. Hmmm or maybe glass panes instead of ingots?

    PS: mssodin28, I might add your mod to my series as well! I can't stand the default enchanting system.
    Posted in: WIP Mods
  • 0

    posted a message on XACT: Xhamolk_'s Advanced Crafting Table [MC 1.6.4]
    I think the chip recipe could look a bit more like this:


    But instead of getting 4 you get 16+ chips. It makes it a bit more expensive which is good in my opinion and also a bit more realistic with the redstone for internal circuitry and gold nuggets for the contacts.
    Posted in: WIP Mods
  • 2

    posted a message on XACT: Xhamolk_'s Advanced Crafting Table [MC 1.6.4]
    Nice to see the updates to this mod! I've added it to my LP as of episode 6 and have recorded a new mod spotlight for 0.2.3!

    Posted in: WIP Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Stylez84

    It seems that the Thermal Expansion pulverizer will only pulverize a small amount of Metallurgy metals.

    Things I can pulverize:
    Copper, tin, silver, bronze, brass, electrum.

    All of the other metals do nothing in a pulverizer but work in an IC2 macerator.


    Just to clarify this, I was trying to pulverize ingots back to dust so I could combine them for alloys.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    It seems that the Thermal Expansion pulverizer will only pulverize a small amount of Metallurgy metals.

    Things I can pulverize:
    Copper, tin, silver, bronze, brass, electrum.

    All of the other metals do nothing in a pulverizer but work in an IC2 macerator.
    Posted in: Minecraft Mods
  • 0

    posted a message on Industrialized
    I've just started on season 2 of Industrialized! You can see both seasons on the YouTube show page here (season 1 has 69 episodes) and you can see the current list of mods for season 2 here.

    You can also find my main channel here if you're interested in other Minecraft videos or other game videos.
    Posted in: Let's Plays
  • 0

    posted a message on [1.5 and up] [FORGE] [UNIVERSAL]IronChests 5.0 - Minecraft 1.5 update!
    Quote from Brandonn

    Once in awhile, and it is rare, the chests will just spin in place. Reloading minecraft usually fixes it. Since this dosen't cause a crash, and the trigger seems to be something in the background, I have no real useful information for you.

    Also, when playing on LAN the person connected to me has had on occasion the chest continusly playing the opening animation while he is accessing it.


    This is caused by the current A2 version (and so far A3) of Optifine. I suggest you and everyone else having this issue post on the Optifine thread to bring it to their attention. In the meantime you can remove Optifine to get rid of this issue.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5 and up] [FORGE] [UNIVERSAL]IronChests 5.0 - Minecraft 1.5 update!
    Just thought I'd add that the "rotating chests bug" also occurs with Metallurgy 2 chests with Optifine installed so it's not just the Iron Chests mod that is affected.

    As mentioned by cpw, removing Optifine gets rid of the bug. I posted in the optifine thread with a link to a video I made of the issue - hopefully the optifine developer takes notice.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Is it possible to extend the waving grass and flowers to mod flowers? For example, I'm using the Weee! Flowers mod and would like to animate their flowers in the same way the vanilla flowers and/or grass sway in the wind. I poked around in the shader files but didn't see anything that specified what to apply the shaders to (or I just don't understand it).

    Edit: I took some more time to play around with the shader files and managed to figure it out. I opened gbuffers_terrain.vsh and made a copy of


    //small scale movement (dandelions)
    if (mc_Entity.x == 37.0 && texcoord.t < 0.01)="">
    float speed = 0.8;
    float magnitude = (sin(((position.y + position.x)/2.0 + worldTime * 3.14159265358979323846264 / ((28.0)))) * 0.05 + 0.15) * 0.4;
    float d0 = sin(worldTime * 3.14159265358979323846264 / (112.0 * speed)) * 3.0 - 1.5;
    float d1 = sin(worldTime * 3.14159265358979323846264 / (142.0 * speed)) * 3.0 - 1.5;
    float d2 = sin(worldTime * 3.14159265358979323846264 / (112.0 * speed)) * 3.0 - 1.5;
    float d3 = sin(worldTime * 3.14159265358979323846264 / (142.0 * speed)) * 3.0 - 1.5;
    position.x += sin((worldTime * 3.14159265358979323846264 / (18.0 * speed)) + (-position.x + d0)*1.6 + (position.z + d1)*1.6) * magnitude;
    position.z += sin((worldTime * 3.14159265358979323846264 / (18.0 * speed)) + (position.z + d2)*1.6 + (-position.x + d3)*1.6) * magnitude;
    position.y += sin((worldTime * 3.14159265358979323846264 / (11.0 * speed)) + (position.z + d2) + (position.x + d3)) * (magnitude/3.0);
    }
    and pasted it directly below itself and changed the mc_Entity.x == 37.0 to mc_Entity.x == 4000.0 and deleted the rest of the textcoord stuff on that line. 4000 is the item ID for my flowers I want to animate. I ended up with this:



    //small scale movement (wee flowers)
    if (mc_Entity.x == 4000.0) {
    float speed = 0.8;
    float magnitude = (sin(((position.y + position.x)/2.0 + worldTime * 3.14159265358979323846264 / ((28.0)))) * 0.05 + 0.15) * 0.4;
    float d0 = sin(worldTime * 3.14159265358979323846264 / (112.0 * speed)) * 3.0 - 1.5;
    float d1 = sin(worldTime * 3.14159265358979323846264 / (142.0 * speed)) * 3.0 - 1.5;
    float d2 = sin(worldTime * 3.14159265358979323846264 / (112.0 * speed)) * 3.0 - 1.5;
    float d3 = sin(worldTime * 3.14159265358979323846264 / (142.0 * speed)) * 3.0 - 1.5;
    position.x += sin((worldTime * 3.14159265358979323846264 / (18.0 * speed)) + (-position.x + d0)*1.6 + (position.z + d1)*1.6) * magnitude;
    position.z += sin((worldTime * 3.14159265358979323846264 / (18.0 * speed)) + (position.z + d2)*1.6 + (-position.x + d3)*1.6) * magnitude;
    position.y += sin((worldTime * 3.14159265358979323846264 / (11.0 * speed)) + (position.z + d2) + (position.x + d3)) * (magnitude/3.0);
    }

    The animation is a bit wonky because the dimensions of the texture are different or something so the mod flowers appear to slide around on the ground instead of looking like they're attached to the ground but I can live with that. It's almost as if the "pivot point" is too low in the shader but that's something I'm not sure of how to correct.

    I then repeated this process for other things like leaves from ExtraBiomes, Forestry, and Red Power (but using different block/item IDs obviously).
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Ginge620

    @sp610x

    not sure if this has been brought up before but here i go. :P

    Minecraft crashes when trying to upgrade a chest from the iron chests mod. I have read on the iron chests forum and the mod auther has said that he cannot fix the issue as it is optifine that is the cause of the problem.


    I'm also having an issue with chests, but Metallurgy 2 chests. They flicker back and forth (from one chest type to another) after porting from another dimension (like the nether). Removing Optifine makes the chests work as expected.

    Here's a video of the problem that I also posted in the Metallurgy thread:

    Edit: Here's the crash:


    2012-12-26 17:57:53 [INFO] [STDERR] t: Exception in world tick
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1888)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
    2012-12-26 17:57:53 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] Caused by: java.lang.IndexOutOfBoundsException: Index: 90, Size: 90
    2012-12-26 17:57:53 [INFO] [STDERR] at java.util.ArrayList.rangeCheck(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] at java.util.ArrayList.get(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] at rq.a(SourceFile:88)
    2012-12-26 17:57:53 [INFO] [STDERR] at rq.a(SourceFile:277)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayh.a(NetClientHandler.java:1138)
    2012-12-26 17:57:53 [INFO] [STDERR] at df.a(SourceFile:45)
    2012-12-26 17:57:53 [INFO] [STDERR] at cf.b(MemoryConnection.java:80)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayh.d(NetClientHandler.java:240)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayp.b(WorldClient.java:92)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
    2012-12-26 17:57:53 [INFO] [STDERR] ... 3 more
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I believe I've found a bug with the upgraded chests. When switching dimensions the chests appear to quickly swap back and forth between brass and their actual chest type. This also sometimes happens when loading a world but more commonly when traveling through a nether portal for instance.

    The chests will continue to flip back and forth but will sometimes stop after going through a portal and back or reloading the world. The game will usually crash if you try and open one of the chests as seen at the very end of the video.

    Here's a small video of the issue:

    Here's the crash:


    2012-12-26 17:57:53 [INFO] [STDERR] t: Exception in world tick
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1888)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
    2012-12-26 17:57:53 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] Caused by: java.lang.IndexOutOfBoundsException: Index: 90, Size: 90
    2012-12-26 17:57:53 [INFO] [STDERR] at java.util.ArrayList.rangeCheck(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] at java.util.ArrayList.get(Unknown Source)
    2012-12-26 17:57:53 [INFO] [STDERR] at rq.a(SourceFile:88)
    2012-12-26 17:57:53 [INFO] [STDERR] at rq.a(SourceFile:277)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayh.a(NetClientHandler.java:1138)
    2012-12-26 17:57:53 [INFO] [STDERR] at df.a(SourceFile:45)
    2012-12-26 17:57:53 [INFO] [STDERR] at cf.b(MemoryConnection.java:80)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayh.d(NetClientHandler.java:240)
    2012-12-26 17:57:53 [INFO] [STDERR] at ayp.b(WorldClient.java:92)
    2012-12-26 17:57:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
    2012-12-26 17:57:53 [INFO] [STDERR] ... 3 more

    EDIT: This bug is related to Optifine. If Optifine is removed I can't reproduce this issue. Also posted in OF thread.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.4] Land Ownership Project (/w WIP Mod) - Public Server Up!
    I'm definitely looking into using this mod on my FTB server to offer protection to players. I think Bukkit is becoming redundant on Forge servers - I like Bukkit a lot but if most of the hooks already exist in Forge why not just use Forge since it's already there?

    I have a feeling that Forge is gaining momentum to become a replacement for Bukkit... at least on modded servers.
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.6] 3D Items - new update! [v1.6.2]
    Great mod and greetings from Nova Scotia!

    I uploaded a mod spotlight on this mod this morning.
    Posted in: Minecraft Mods
  • 0

    posted a message on Industrialized
    Just an update on the progress of the LP! I'm now at episode 43 and have added the Forestry mod (some time ago) and removed Steve's Carts due to some incompatibilities that I couldn't resolve. I also added a couple small mods that will be revealed in episode 44.

    Updated mod list:
    BuildCraft 3.x -
    http://bit.ly/r2o9Hu
    IndustrialCraft2 -
    http://bit.ly/r1nTcA
    RedPower2 -
    http://bit.ly/pVHOsI
    Forestry for Minecraft 1.3.x -
    http://bit.ly/qq77sL
    Logistics Pipes -
    http://bit.ly/wxTmI1
    AdditionalPipes -
    http://bit.ly/rtCM7m
    Somnia -
    http://bit.ly/qj0b6E
    Treecapitator -
    http://bit.ly/qhXXkO
    Posted in: Let's Plays
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