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  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from dukisuzuki»

    How to Open a chras report (sory if i am borig i play mc for 3 years but not look this stuf) and i like this mod MUCH, i watch mod showcase of popularmmos all Day and EVERY Day this is my favorite mod i hope this mod never stop to update because i see a Lots of moda tha are maked 2011 and still not updated i hope that didnt hapent to this mod and i have a one question can you add a more Animals for farms like pig horses and more and do you are making a new mod?


    Animals will be added in the future :) Joshie and I make mariculture too
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from TheCausalCat»

    Too bad i cant use it in my own little modpack, crashes because i guess other mods?


    Too bad we cannot help you if you do not give us a crash log? :)
    Quote from jochuan»

    if that music is from harvest moon but made using note blocks did you still would get copyright issues ?

    Probably and it would not sound good either.
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from jochuan»

    did you guys gonna add records,goats and ducks in the future ?


    Whatcha mean with records? If you mean music, we cannot take music from the Harvest Moon games since it is theirs. Unfortunately joshie and I are not composers so we'd rely on other people for that :P There are more animals planned, yes.
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Kittypaw93»
    "Dont ask us, experiment yourself. A few mods I know that are compatible are: Biomes O' Plenty, Immersive Engineering and Mo' Creatures"



    Thanks!

    Also I have tried, Orespawn, ISM, VoxelMap, Heaven And Hell, and much more, but I kept getting crashes and it wouldnt load. It would be amazing if you could work on getting some big mods compatible like orespawn!


    I literally just said if you do not post crash logs if incompabilities arise, we cannot do anything thus it's your own fault that those incompabilities stay.
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from xMysticSong»

    I was desperately looking for a mod like Tale of Kingdoms/Kingship for the latest Minecraft versions that gives quests and lets you build your own town and makes the overall single-player experience so much more fun. I was looking for a really long time and I was really sad to realize no such mod existed yet and totally gave up looking...


    And then I decided to randomly browse these forums and found this mod and I'm SO glad I did!


    This mod together with MCA, Bailey's Dailies and other mods that add dungeons is just perfect!


    It's quite different from Tale of Kingdoms/Kingship as it focuses on farming rather than adventuring and killing mobs but I love Stardew Valley so I really, really love this mod either way. I've been playing Minecraft with this mod ever since I downloaded it and I can't believe 6 hours have passed already, lol.


    Thank you so much for making this mod, I really enjoy playing with it and it has been a long time since I enjoyed playing Minecraft this much :D


    That's great :D Have fun
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Kittypaw93»

    What mods are compatible with this mod!? I'd love to add a bunch of more excitement to my game!


    That question is a bit useless since you can only see what mods are incompatible with the mod by playing and if any incompabilities arise you have to report them otherwise the mod cannot grow more compatible.
    Posted in: Minecraft Mods
  • 1

    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2
    Quote from ABookFreak»

    all we are saying is that at the moment, we don't want other users working on the mod, is our choice. and if we want to be honest, if someone likes the mod but thinks that he has better textures, he can add a texture pack just for the mod.

    Anyways, i'm not saying that my textures are great, personally there are some that i'm not so fond of and i think i could have done better maybe, and i'd gladly accept constructive criticism to help me improve in future release, however all i can percive from your you telling us that my textures and the one from the old mod look terrible.

    i'm sorry that you don't like them, but just telling me that they suck isn't going to help me fix them


    Sure, could give you some constructive crtisim. As I said in the first 2 posts, do not use 32x32. It makes your mod look unprofessional. Many authors do it because they want to be "extra fancy" but it actually backfires. The GUIs of Beef were fine, however, blocks and items were not. For the blocks, select a nice "base" metal texture that you can use for all of your reactor blocks. As a texture artist you should be able to do that. Items need a nice base as well and may be just recoloured but again, that is self-explanatory.

    Here's an easy tutorial that every beginner can follow:
    Posted in: Minecraft Mods
  • 1

    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2
    Quote from ABookFreak»

    sorry, but if you don't like the mod, why are you so interested on how the textures look? you won't be playing with them anyway...



    As I said, for the greater good. I texture several mods that I wouldn't necessarely play but I like to texture for them. If you can't accept help then it's hopeless anyway

    Posted in: Minecraft Mods
  • 1

    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2
    Quote from ZeroNoRyouki»

    You have to ask that to Erogenous Beef, the original author of the mod: he's the one who made the dusts textures


    I personally like the steel ingot texture. And you are talking about an item not available in-game


    Nothing stopping you to use those textures if you don't like the default ones. Resource packs exists for that reason


    Cheers


    Z


    I don't like the mod, this is more for the general good as the mod is an eyesore right now and before your port. Your choice to keep it like that, good luck in the future!
    Posted in: Minecraft Mods
  • 3

    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2
    Quote from ZeroNoRyouki»

    "My" texture artist is the co-author of this mod so we will not change him ;)


    What textures do look so bad to you? I quite like the crystals and the ores myself



    Is he unable to do 16x16?

    First example: Dust. The pixels are horribly stretched and there is random colours and random streaks of colours as if a 5 year old edited the texture in paint.



    Next thing are ingots. You continue to use the horrible original textures and then do a seperate another too high resolution ingot that has a completly different style? That's like a texturing sin



    Everything else is mostly 32x32 too, please don't use that scale. It looks horrible and nobody likes it.

    There are decent BR retextures around and right now this mod is in a completly bad aesthetic position. This isn't supposed to be mean or anything, just something that should encourage your co-author to use a new style. The only acceptable textures right now are the ores since those are 16x16 and taken from vanilla so you can't go wrong with that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2
    Quote from ZeroNoRyouki»

    @PeakXing2014 : hi there!


    Yeah, we kept the original textures from the 1.7.10 version for the Legacy blocks because, well, they are legacy blocks :) We are making new textures that will be used by the new blocks tiers when they are released. We are also going to changes the ingots and all the other textures (like dusts, metal blocks and so on). You can already see some of our new textures in the current release, like the new ores or the anglesite and benitoite crystals


    Regarding the graphite, you are right, it should be named "Graphite bar". I'll fix it in the next version along any other bugs that show up (so far we've got only one bug report strangely)


    For the UE support, technically speaking I think that I could add an EU Power Tap but I really don't know if it's really needed and/ore useful in the current environment :(


    Like @TyoAtrosa said, EU was almost wiped from the map by RF and now we have Tesla to that's gaining consense in the modding comunity


    That said, if there is enough requests for an EU option we'll look into it


    Z


    The new textures are horrific, sorry to say. 32x32 looks absolutely horrendous in Minecraft and if your texture artist is not able to do decent 16x16 you should seek for a new one.
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Hamiz702»

    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    HFTransformer (Harvest-Festival-1.10.2-0.5.9.jar)
    Contact their authors BEFORE contacting forge

    // This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]

    Time: 12/10/16 18:54
    Description: There was a severe problem during mod loading that has caused the game to fail

    net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: mod.lucky.Lucky
    at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:186)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:576)
    at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:216)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:439)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
    at net.minecraft.client.main.Main.main(SourceFile: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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: mod.lucky.Lucky
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:75)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:503)
    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.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:239)
    at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:217)
    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.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:142)
    at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:545)
    ... 10 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 38 more

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.10.2
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_92, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 110258456 bytes (105 MB) / 319967232 bytes (305 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.32 Powered by Forge 12.18.1.2075 5 mods loaded, 5 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.1.2075.jar)
    UC Forge{12.18.1.2075} [Minecraft Forge] (forge-1.10.2-12.18.1.2075.jar)
    UC harvestfestival{0.5.9} [Harvest Festival] (Harvest-Festival-1.10.2-0.5.9.jar)
    UE lucky{5.2.0} [Lucky Block] (mod)
    Loaded coremods (and transformers):
    HFTransformer (Harvest-Festival-1.10.2-0.5.9.jar)
    joshie.harvest.asm.HFTransformer
    GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 20.19.15.4444' Renderer: 'Intel(R) HD Graphics 4600'


    That tells us almost nothing if you don't explain how it came to crash and it doesn't help you paste the log here either. Put in a pastebin or something
    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from VakiMCF»

    Is there a way to have the cow,sheep and chicken models in vanila minecraft?



    Maybe when the JSON entities come on the java version :P If I recall correctly Optifine recently added the feature to add custom mob models so you might want to look into that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Matangers»

    Can you explain better

    Posted in: Minecraft Mods
  • 0

    posted a message on Harvest Festival ~ A Harvest Moon mod ~ Cooking, relationships, townships and more!
    Quote from Theawesomehwyh»

    Hi yulife, I was wondering, is this mod kid freindly? Like no bad words. Thanks!

    Mhm, joshie might have to answer you there. Iirc it mostly is though :D
    Posted in: Minecraft Mods
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