No recepies
Dev build.
We know its bugged.
Any the clipping is what happens when you have a coupled and un coupled unit.
Well known fact, thats you failing to couple them properly, not us or the mod.
Yep, the waves seem quite buggy, especially with boats and dropped items. Sometimes items will float on the water but you won't be able to pick them up. I don't know how to cause this to happen really.
I've seen mobs float toward the ceiling in caves underground, supposedly due to an ocean above at the surface. Items do that too, at the same time.
With boats, you can ride them but sometimes when you right-click to get out of one, it teleports you to where you first got into the boat. Really bizarre.
Then, when I go back to where I got out of the boat, I can't get back into it, it just hovers there on the wave; still solid though, I can't swim through it or anything.
Used the ModLoader version for Forge; I'm in single-player, SSP.
EDIT: With the boats I think they were first placed on land then pushed into the water.
From the FAQ: #19: I can't find the installation package for Minecraft Forge client!
The installation package "Smart Moving Client for ModLoader" is the one you are looking for!
You can run mods originally written for ModLoader using Minecraft Forge - at least the mods that can handle the slight differences between ModLoader and FML correctly.
Bug?: Changing the buttons for the mod doesn't stay, they revert as soon as I quit and restart the game. I'm using the version for ModLoader, client. I'm also using Forge...and only other mod that has anything in the Controls page is MAtmos's key.
The 'G' button feels much more comfortable for the Grab button, so I'd like to change it. Plus, Optifine uses LCONTROL already.
Great mod, I don't think it's compatible with Forge though, oh well.
EDIT: No, it's actually Risugami's Arrow Mod, nevermind. I think so, because your mod has an arrow/bow.
EDIT 2: Don't know what the problem is, some sort of incompatiblity. I think with Swords+. It's OK, I'll move on without it. I don't mind. *shrug*
---- Minecraft Crash Report ----
// Why did you do that?
Time: 9/27/12 4:07 AM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:641)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:177)
at net.minecraft.client.Minecraft.a(Minecraft.java:450)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IndexOutOfBoundsException: bitIndex < 0: -1
at java.util.BitSet.clear(Unknown Source)
at cpw.mods.fml.client.SpriteHelper.getFreeSlot(SpriteHelper.java:129)
at cpw.mods.fml.client.SpriteHelper.getUniqueSpriteIndex(SpriteHelper.java:105)
at cpw.mods.fml.client.registry.RenderingRegistry.addTextureOverride(RenderingRegistry.java:100)
at ModLoader.addOverride(ModLoader.java:185)
at SwordFamilyTaboo.setUpSwords(SwordFamilyTaboo.java:37)
at SwordFamilyTaboo.(SwordFamilyTaboo.java:20)
at mod_SwordsPlus.load(mod_SwordsPlus.java:150)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:549)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:640)
... 4 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 555223784 bytes (529 MB) / 634585088 bytes (605 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 Optifine OptiFine_1.3.2_HD_U_B3 8 mods loaded, 8 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_pienmore [mod_pienmore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_pienmorearmor [mod_pienmorearmor] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_pienmoretools [mod_pienmoretools] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_HandyRedstone [mod_HandyRedstone] (HandyRedstone1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_MAtmos_forModLoader [mod_MAtmos_forModLoader] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_SwordsPlus [mod_SwordsPlus] (Swords+ 1.5 SB1 (AuxSimFix).zip) Unloaded->Constructed->Pre-initialized->Errored
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6570 GL version 4.2.11653 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
EDIT 3: To put this problem to rest, I figured out what the issue was:
You ran out of sprite indices. Minecraft only has ~80 of them to allocate to RML mods (mods that use Risu's ModLoader at their core) and I use ~30. Only way to alleviate the issue is to either not use Swords+ or remove other RML mods until you have enough indices to spare.
Finding it strange how Ocelots are not in the Vanilla Mobs section of the Global Mod options menu. The reason why I bring it up is because it's inconsistant; they're the only mob missing from that list. Only one other user suggested this. Every time I've seen a Ocelot I didn't have a fishing rod, and by the time I got one they despawned.
I understand both that it's easy to forget and that you are busy though.
This mod adds quite a lot to Minecraft and makes it more interesting, thanks BTW!
Is there any way to configure which blocks are affected by the BetterSnow tweak? The ExtraBiomesXL mod adds more blocks that I'm pretty sure occur in more than just one biome, but they do occur in biomes with snow. They're like tall grass.
I'm thinking you could if BetterSnow works by checking the BlockID.
(which is really just anything related to the arrows)
...Should leave you with ONLY the grappling hook, no Rope Arrow (or elemental arrows). So for anyone who wants enchantable bows and bow durability back, delete those .class files. Everything does seem to work normally with the bow and grappling hook afterwards, as tested.
Again; this removes the Rope Arrow and 303's Elemental Arrows. If you really want the Elemental Arrows - minus the Rope Arrow - you can try downloading Risugami's Arrow Mod. There are less types of arrows than 303's mod though.
I've found a bug with the FPS++ mod (using the version 1.1.0 of Minecraft):
Even though I'm using a custom skin uploaded through Minecraft.net, it seems that the FPS++ mod shows the default player skin. It changes to match the texture pack's default player skin, if a texture pack is selected. It won't show the custom skin. (Note: this is using the non-testing version, the one that changes math functions)
I can just leave the mod out, and it's simply fixed...but I thought I'd report this.
I can confirm it is FPS++, since I tested with it being the only mod.
Short: For 1.1.0, FPS++ doesn't let you use custom player skins, only default.
Hmm, I'm interested in trying out the Linked Chests, I'll try it out! I was searching for something like it. Of course though I'll need to make a beta 1.8.1 world for it.
Hey, just wondering if the airship mod is being updated for 1.0.0. Modloader has already been updated, and I haven't seen any posts on this thread to indicate anyone else having issues. Maybe I'm just installing it wrong? I dropped the zip in the mods folder created by ModLoader, and I've used the airship before. So I'm just looking for an update on if it's getting updated or if it already was and I missed it somehow.
Thanks for this awesome mod and your hard work on it Pchan3.
I've made this assumption off of other mods & what the respective creators said. Or maybe it's different with this mod, I don't know anything about modding, just guessing.
0
0
I've seen mobs float toward the ceiling in caves underground, supposedly due to an ocean above at the surface. Items do that too, at the same time.
With boats, you can ride them but sometimes when you right-click to get out of one, it teleports you to where you first got into the boat. Really bizarre.
Then, when I go back to where I got out of the boat, I can't get back into it, it just hovers there on the wave; still solid though, I can't swim through it or anything.
Used the ModLoader version for Forge; I'm in single-player, SSP.
EDIT: With the boats I think they were first placed on land then pushed into the water.
0
From the FAQ:
#19: I can't find the installation package for Minecraft Forge client!
You can run mods originally written for ModLoader using Minecraft Forge - at least the mods that can handle the slight differences between ModLoader and FML correctly.
0
The 'G' button feels much more comfortable for the Grab button, so I'd like to change it. Plus, Optifine uses LCONTROL already.
0
1
Great mod, I don't think it's compatible with Forge though, oh well.EDIT: No, it's actually Risugami's Arrow Mod, nevermind. I think so, because your mod has an arrow/bow.EDIT 2: Don't know what the problem is, some sort of incompatiblity. I think with Swords+. It's OK, I'll move on without it. I don't mind. *shrug*
EDIT 3: To put this problem to rest, I figured out what the issue was:
0
I understand both that it's easy to forget and that you are busy though.
This mod adds quite a lot to Minecraft and makes it more interesting, thanks BTW!
0
Is there any way to configure which blocks are affected by the BetterSnow tweak? The ExtraBiomesXL mod adds more blocks that I'm pretty sure occur in more than just one biome, but they do occur in biomes with snow. They're like tall grass.
I'm thinking you could if BetterSnow works by checking the BlockID.
0
I placed the downloaded .zip file (forge version) in the mods folder, is that right?
The other mods I have are Optifine (Smooth), MAtmos, Somnia, and of course modloader and forge. All for 1.2.5.
I tried it in Creative only, by the way. The game crashes with "Saving world" and then to a black screen. No error messsage.
EDIT: Occurs in Survival mode too.
0
As far as I can tell, deleting these files from the "RopesPlus.zip" file...
(which is really just anything related to the arrows)
...Should leave you with ONLY the grappling hook, no Rope Arrow (or elemental arrows). So for anyone who wants enchantable bows and bow durability back, delete those .class files. Everything does seem to work normally with the bow and grappling hook afterwards, as tested.
Again; this removes the Rope Arrow and 303's Elemental Arrows. If you really want the Elemental Arrows - minus the Rope Arrow - you can try downloading Risugami's Arrow Mod. There are less types of arrows than 303's mod though.
Hope it helps...
0
0
Even though I'm using a custom skin uploaded through Minecraft.net, it seems that the FPS++ mod shows the default player skin. It changes to match the texture pack's default player skin, if a texture pack is selected. It won't show the custom skin. (Note: this is using the non-testing version, the one that changes math functions)
I can just leave the mod out, and it's simply fixed...but I thought I'd report this.
I can confirm it is FPS++, since I tested with it being the only mod.
Short: For 1.1.0, FPS++ doesn't let you use custom player skins, only default.
0
0
My assumption is that maybe, he's waiting for the MCP to get updated for 1.0.0 (Minecraft Coder Pack): http://mcp.ocean-labs.de/index.php/MCP_Releases
I've made this assumption off of other mods & what the respective creators said. Or maybe it's different with this mod, I don't know anything about modding, just guessing.
EDIT: I can confirm this, Pchan posted this on his Twitter:
https://twitter.com/#!/pchan3/status/138573150815399936
0
2. Bow
3. Pickaxe
4. Shovel, Axe; which ever tool needed.
5. Food, or another tool.
6. Blocks, or Food.
7. Blocks.
8. Torches
9. Clock
Sword and Bow are always 1 & 2, respectively. Torches always near the end.
Of course when I'm building half of them are blocks.