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  • 1

    posted a message on [64x, 128x, 256x][1.4.6] The Attendee's HD Texture Upgrades ;-Dropping 256x, updates coming with the new year-;
    Sorry for the lack of any updates. I'm actually two weeks away from graduating and getting my bachelors. Next to finding a job, a place to live, and paying back loans, vidya games have kind of taken a back seat.

    When I can get the chance to sit down in front of my gaming PC again, they will be made. Don't worry, I've not abandoned these textures yet.
    Posted in: Resource Packs
  • 0

    posted a message on Greg's SG Craft
    Oh my, this is absolutely stunning. Excellent work.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7 - FORGE] Liquid Relay - v1.0.0 - Transfer liquids from one pipe system to another with ease
    Awesome. This was definitely needed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2][Forge][Skin & Capes] Closet Mod v2.2 - Change your skin and capes ingame without internet connection.
    This is a really interesting idea. I like it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.0c - Last Updated 10/13/14 - 1.10.2 version in the making!
    THANK YOU!

    I've been waiting for a decent mobs mod for a while now. All the other ones out there are either too much, too little, or just poorly done.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Too-DAMN-Much

    well if the quote is any indication (disclaimer, i have no clue if it is or not) then it can only be
    flying monkeys? :huh:


    Or possibly flying golems?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Qwertygiy

    Don't worry, I'll be adding values for some of the more popular mod items, and keeping all my old OreDictionary values. All configurable of course :) I have some old code from my More Music Discs mod that allowed people to add recipes based on item names as well as item IDs, so I'll try to be pulling that into it so that changing IDs won't mean screwy aspects.


    That would be amazing. Please do.
    Posted in: Minecraft Mods
  • 0

    posted a message on [64x, 128x, 256x][1.4.6] The Attendee's HD Texture Upgrades ;-Dropping 256x, updates coming with the new year-;
    If you weren't aware, in the upcoming (1.5) update, textures are no longer going to be all on one file. Each texture is going to have its own file now instead. Because of this I'm going to be waiting until after this update before releasing my updated/new packs.
    Posted in: Resource Packs
  • 0

    posted a message on [1.4.6] [SMP] [Forge] Minechanics 0.18alpha (realistic fluids, fluid sensors, realistic plants (with genetics) and more)
    If this works with buildcraft/rp2 pumps and pipes then this will become a must have for me. Definitely shows a lot of promise, we've needed better fluid mechanics for far too long now.
    Posted in: WIP Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from bspkrs

    Can you provide the world seed, world settings, FloatingRuins.cfg, and the coords where you've experienced this? Use pastebin.com for the config file.


    Seed: 1535882263
    World Settings: Survival, Large Biomes, Structures, No Cheats
    Coords: x427,z162 - there's actually a rather large RP2 volcano in that area, probably the culprit.

    Didn't change any of the config settings, but here's the pastebin anyway:
    http://pastebin.com/Cc1Au4Q1

    I also have EBXL which I think will drastically change the seed.

    EDIT: Also I should note, if I go back to this area after it generated, with Floating Ruins installed, the game no longer glitches out. No idea it'll happen again or not.

    EDIT2: Yep, happened again around x729,z284. There's one chunk with basalt on it so I think it's another volcano.

    EDIT3: Got a floating ruin that spawned with a volcano perfectly so now I'm clueless. Looks cool as hell though, here's a pic:
    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Getting a weird error with Floating Ruins. Sometimes when generating new land, the game locks up but remains playable. Let me elaborate; when the error occurs the screen flickers real fast then all terrain stops loading (including already generated terrain) no GUIs can be opened (furnaces, inventory, etc) and the player becomes un-killable, even when falling to the end of the void. Trying to save to the menu causes the game to lock up and then can only be closed by terminating the process. Reloading the save opens it a few minutes before the crash but will repeat again if I try to generate the same chunks that caused the error in the first place.

    >Removing the mod stops the error
    >Running FR FML1.4.6r01 with forge#497 on MC1.4.7
    >No crash report is produced and nothing of interest shows up in the log when it happens
    >100% reproducible after it happens once
    >I have 90+ other mods installed so it may be a conflict, but I have been unable to pinpoint any
    Posted in: Minecraft Mods
  • 0

    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from Flamarow

    I made the script, but felt like trying something new in it so I have two versions. The first one was much easier to write, but requires a separate script file for each set of outputs. In other words, if you have 2 different inputs with 2 different sets of random outputs. It also may require a bit of knowledge of javascript to make changes other than the percent chances and items added. On the plus side, this version with a bit of knowledge, can be modified to randomly directly give exp or buffs instead of items. This version is currently setup for 4 items, but making more or less requires to at least understand how the script works.

    The second script version was much harder to successfully create, but the same script can be used for as many different items as you want. Even for 50+ different sets of outputs. All that it requires is typing the format correctly. I really don't recommend trying to figure out how this works until you have decent knowledge of javascript. The format is somewhat forgiving, but requires both the id and the percent chance of the items. This setup also allows you to use any number of item inputs as long as the total percent doesn't go above 100% all together. This means you can easily do 3 items or even 12 different items for the output. The limit might only be restricted by memory provided to minecraft.

    -snip-


    Sorry to keep bothering you, but I'm having a bit of trouble getting scripts to work. I'm using the second script you posted, and whenever the script is supposed to start, the game crashes and tells me the file doesn't exist. Despite it being in the /scripts/ folder inside my mod's zip file.

    Here's the error:
    Wrapped java.lang.Exception: Script file 'updateOutput.js' doesn't exist.
    at org.mozilla.javascript.Context.throwAsScriptRuntimeEx(Context.java:1786)
    at org.mozilla.javascript.MemberBox.invoke(MemberBox.java:183)
    at org.mozilla.javascript.NativeJavaMethod.call(NativeJavaMethod.java:247)
    at org.mozilla.javascript.optimizer.OptRuntime.call1(OptRuntime.java:66)
    at org.mozilla.javascript.gen.onUpdate_10._c_script_0(onUpdate:0)
    at org.mozilla.javascript.gen.onUpdate_10.call(onUpdate)
    at org.mozilla.javascript.ContextFactory.doTopCall(ContextFactory.java:426)
    at org.mozilla.javascript.ScriptRuntime.doTopCall(ScriptRuntime.java:3178)
    at org.mozilla.javascript.gen.onUpdate_10.call(onUpdate)
    at org.mozilla.javascript.gen.onUpdate_10.exec(onUpdate)
    at cubex2.mods.customstuff2.ScriptLoader.run(ScriptLoader.java:177)
    at cubex2.mods.customstuff2.items.ItemFunctions.evaluateEvent(ItemFunctions.java:182)
    at cubex2.mods.customstuff2.items.ItemFunctions.evaluateEvent(ItemFunctions.java:174)
    at cubex2.mods.customstuff2.items.ItemFunctions.onUpdate(ItemFunctions.java:124)
    at cubex2.mods.customstuff2.items.CustomItem.a(CustomItem.java:76)
    at ur.a(SourceFile:289)
    at qw.j(SourceFile:192)
    at qx.c(EntityPlayer.java:558)
    at md.j_(EntityLiving.java:807)
    at qx.j_(EntityPlayer.java:328)
    at iq.g(EntityPlayerMP.java:286)
    at iv.a(NetServerHandler.java:310)
    at eb.a(SourceFile:136)
    at cf.b(MemoryConnection.java:80)
    at iv.d(NetServerHandler.java:136)
    at iw.b(NetworkListenThread.java:57)
    at bec.b(IntegratedServerListenThread.java:108)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:159)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)
    Caused by: java.lang.Exception: Script file 'updateOutput.js' doesn't exist.
    at cubex2.mods.customstuff2.scripting.ScriptableMod.loadScript(ScriptableMod.java:67)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at org.mozilla.javascript.MemberBox.invoke(MemberBox.java:161)

    Here's my item.js:
    name = "atndScripttest";
    id = config.getItemId("atndscripttestID");
    displayName = "Script Test Object";
    textureIndex = 15;
    textureFile = "/textures/ATND.png";
    addToCreative = true;
    creativeTab = "misc";
    onUpdate = "mod.loadScript('updateOutput.js');convertItem('35:9 c2-4 %30', '89 %21', '367 c3 %29', '1 c1 %20');";


    I've tried renaming the script, putting /scripts/ before the filename, putting the script in every folder, and in a completely fresh mod as well but it always seems to tell me the file doesn't exist.

    EDIT: For whatever reason, it seems to want to work when the files are just sitting loosely in the folder instead of in an archive. Though I'd rather have them in an archive, as long as it works I'll deal with it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [64x, 128x, 256x][1.4.6] The Attendee's HD Texture Upgrades ;-Dropping 256x, updates coming with the new year-;
    Running into a bit of a delay getting the IC2 and BC textures out, so here's a preview of some RedPower stuff:

    Posted in: Resource Packs
  • 0

    posted a message on ChickenBones Mods
    Quote from Dfhgijack

    Does anyone know if the 1.4.6 version of NEI works with Forge 1.4.7?


    Most 1.4.6 mods will work with .7. There was no change to the obfuscation so the majority of mods didn't need updating.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from ldog

    Big sale today on Efficiency III enchantment books! Get your copy before they are all gone!

    "Six by nine. Forty two."
    "That's it. That's all there is."
    "I always thought something was fundamentally wrong with the universe."

    DONT PANIC!


    "Is it significant that 6 × 9 = 42 in base 13?"
    "As if."
    Posted in: Minecraft Mods
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