• 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Is there (or could there be) any way to use new or different icons other than the ones built into the program? It is a small nitpicky thing but I use the icons to organize my instances and I would like to use my own icons for them. Thank you for listening.
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    What were the block IDs for the portal gun mod? I get errors that they are already taken up by industrialcraft.
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    I downloaded a fresh install of Minecraft, got the newest update of FTB (Yay) and placed everything where it went and figured out that there isn't Modloader included with the mods. I got that fixed and then I booted up Minecraft and started the newest version of FTB and got:


    Starting up SoundSystem...
    Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    OpenAL initialized.

    Adding music from path: C:\Users\ZeroBurn\AppData\Roaming\.minecraft\MultiMC\instances\Feed_The_Beast\.minecraft\mods\mod_MusicBox.zip
    MusicBox Adding Sounds:
    OOT_Secret.wav
    stillalive.ogg
    wantyougone.ogg
    java.lang.NoSuchMethodError: alb.getSaveFolder()Ljava/lang/String;
    at aia.a(AnvilSaveHandler.java:21)
    at xd.d(World.java:362)
    at xd.<init>(World.java:345)
    at xd.<init>(World.java:277)
    at net.minecraft.client.Minecraft.a(Minecraft.java:1930)
    at mw.c(SourceFile:171)
    at iz.a(SourceFile:220)
    at if.a(SourceFile:150)
    at mw.a(SourceFile:192)
    at lr.b(EntityRenderer.java:972)
    at EntityRendererProxy.b(EntityRendererProxy.java:21)
    at net.minecraft.client.Minecraft.x(Minecraft.java:869)
    at net.minecraft.client.Minecraft.run(Minecraft.java:747)
    at java.lang.Thread.run(Unknown Source)
    Stopping!

    SoundSystem shutting down...
    Author: Paul Lamb, www.paulscode.com

    Instance exited with code: -1073741819
    Crash detected!


    Most I can figure is there is another mod missing from the zip file included in the O.P.

    EDIT: Nevermind, I just had my load order wrong.
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    Quote from Puzzle_Panda

    You have an older version of the map, it has been fixed in a newer one. And not exactly sure where that is inside the beast, but I am pretty sure someone posted a guide on it a while back. Maybe in the page 60-70 range? Really not sure.


    That kind of sucks... I guess I get to start over again. But does seem like my kind of luck that way. Thanks for the quick response
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    I have been playing your FTB map and it is awesome. The only problem I have run into is the Logistics Chassis Mk 5, I made one (basic logistic pipe + 4 gold and 4 diamond blocks) and dropped it into the transposer. I waited a minute or two and nothing... the sound never played and I haven't been given an award. I can't make heads of tails of what the innards mean so maybe someone could offer some advice?
    Posted in: Maps
  • 0

    posted a message on Spawners make noise
    Just as the title says, I would love to have a mod that would make any and all spawners to make the portal noise (or maybe something else, I don't know) when the player is within ~10-16 blocks of the spawner. I know this could be considered gamebreaking but I would like to be able to identify if there is a dangerous (or useful) mob spawner nearby for me to disable (or use).
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.4.7] More Pistons
    This mod is great, it just needs an official cfg file so we can change the block ids. The one for Modloader doesn't work for some reason.
    Posted in: Minecraft Mods
  • 5

    posted a message on Mojang Needs Your Input - The New Multiplayer Format
    I don't know if anyone has mentioned it but the new architecture will probably have an option to close/open the world for visitors. Closed worlds would be exactly as SSP, nobody can join, you are alone and you don't require an internet connection (BTW you can have a server on a computer without internet now, just use localhost as the ip address and presto! a server that only you can join).

    Open those ports in the menu and now your world can be visited by friends (I would assume the whitelist feature would still be accessible as well as limiting the number of players allowed for the new worlds) This may require a bit of knowledge to set up ports and whitelists but I would assume if you want it bad enough you will Google how to do it.

    This way there will only be one codebase for bugfixes which means faster updates and easier code to work on for mods (combined with the upcoming modding api). This seems to be the dream update that should catapult Minecraft forward into a new world of faster updates, more mods that don't require as much work (both to write and to update since the mod api would allow mods to work for the forseeable future), and smoother gameplay.

    Servers will still exist so you can go and hang out on a server, but now you can (with a bit of work) have your own little server based in your world to welcome friends to look around or even to move in!

    I look forward to this update when it is completely fleshed out. And remember, weekly snapshots are merely beta releases of updates and therefore are pretty much expected to be buggy and in need of work. That is why we (read: Alpha and Beta purchasers) signed up to play the game.
    Posted in: Minecraft News
  • 0

    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from allsortsofstuff

    Okay, I wanted to be very sure I'd done everything right before I got around to posting this, was hoping someone might be able to shed some light on the problem I'm having since this mod is more or less everything I've been wanting someone who knows java to make, only made!

    Basically, the problem I get is, after installing everything correctly*, I start up minecraft to be stuck on the 'Updating Minecraft', 'Done Loading' screen indefinitely, with the loading bar about 95% done.
    I did this whole method again just now from a completely fresh install of minecraft just to be sure that it hasn't been fixed since yesterday.

    *By correctly, I mean the following:
    The list of files I'm using, and the order I'm installing them into minecraft.jar is:
    1. Contents of ModLoader.zip, most recent version as of 10 minutes ago (I then run minecraft to initialise ModLoader)
    2. Contents of minecraftforge-client-3.1.2.96.zip
    3. Contents of TFCraft-client-core-B2pre1.zip
    4. Contents of TFC_Textures.zip (the folder named bioxx)
    And then the files I'm copypasting into my mods folder are:
    1. guava-11.0.1.jar
    2. TFCraft-client-game-B2pre1.zip (unextracted)
    I probably should emphasise that I'm trying all this on a mac, especially since when I did all this on the family Windows computer it worked fine, and when I tried just copying the working minecraft.jar from that computer onto my mac, I get the same problem.

    Is TerraFirmaCraft a windows-only mod, or am I doing something wrong? Is there some sort of mac-fix? I've scoured this thread for answers and can't seem to find anything, so my undying love goes out to anyone who can lend a hand!

    Thanks! :)



    Did you delete the Meta-Inf folder in the jar file?


    I recently installed the newest update and when I use my prospector's tool I get messages like "You get a small sample of tile.ore.SaltPeter", It isn't that big of a deal but I thought I would post it here.
    Posted in: Minecraft Mods
  • 0

    posted a message on Taking mod ideas
    I would like to have a mod that forces time to stand still at noon and for weather to be disabled, both only while you are in creative mode. (extra points if these are options in a menu)
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQ] Always clear skies and daytime in Creative Mode
    I have been working quite a bit in creative mode practicing my redstone skills and have been annoyed by constantly being interrupted in my work by rain and nightfall. I do have TMM installed but it is a pain to have to uncheck the rain and set time to sunrise just to have a decent work environment. I was hoping to find a mod that locks time to noon and disables rain when in creative mode. I tried to search but couldn't find anything like this, if I missed something I am sorry, but I would love to see this mod!

    Thank you for your time.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Sand into glass! (Idea not mod)
    I made a mod, LavaInteractions, that allows lava to turn sand (and, accidentally, gravel) into glass by touching it.

    Link
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] Items from Ores (fortune works on Iron and gold ores)
    I need suggestions for LavaInteractions, I have in v1.1:

    Sand => Glass
    Gravel => Glass
    CobbleStone => SmoothStone
    and
    ClayBlock => BrickBlock

    I am working on a Water counterpart to the LavaInteractions (soon to be just FluidInteractions) that so far would have:

    SmoothStone => CobbleStone (Much slower than lava's cobble to smooth)
    and
    Glass => Sand (Again much slower than Lava's sand to glass, also, not too sure about this one)

    Any suggestions would be fantastic.

    Also am working on Mo'Fishies, namely for cooked fishies to have potion effects to them, so far:

    RedFish = Fire Resistance
    GreenFish = Dig Speed +
    YellowFish = Walk Speed +
    BlueFish = Water Breathing
    BlackFish = Night Vision
    OrangeFish = Damage +
    WhiteFish = Invisibility
    GrayFish = Jump +
    PinkFish = Healing
    RainbowFish = Regen + Full Hunger

    I have not worked out length or strength of the buffs but that would be an update on the existing mods.
    I am also working on a new mod, and it should be finished soon.
    Posted in: Minecraft Mods
  • 0

    posted a message on Is there a Mod where you don't lost items when you die?
    Quote from RedAssassin53

    yes its called the, the mod where you dont lose your items when you die mod


    no not really and why would you want a mod when you could avoid dieing


    1. YOUR RUINING THE FUN
    2. ITS SYUPID


    What is fun for you might not be for others, I myself use the Death Chest mod and it is one of the first mods I update every time. It is not because I am ruining the fun (I don't find that losing all that I had worked to gain is lost instantly due to lag or an errant creeper is fun) I am merely making the game more fun for me.

    P.S. syupid isn't a word, try to pay more attention to what you are typing. Errors happen but proofreading what you write helps keep them to a minimum and helps you rethink about posting useless things.

    You have a nice day!
    Posted in: Mods Discussion
  • 0

    posted a message on [1.0.0] Items from Ores (fortune works on Iron and gold ores)
    I am thinking of renaming the thread to highlight Mo'Fishies as the title mod, since I think that may bring in more downloads (I don't make money off of downloads but I like to know that my mods are used.) What do you peoples think?
    Posted in: Minecraft Mods
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