Please help the finiteliquid mod doesn't work everytime i open a world it crashes,oh and i forgot to tell you the 1.8.1 finiteliquid mod had a bug last year every time i place a ocean water it turn to a tsunami.
Can you also please add the boilers for finite again.Thx.but still please answer.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7256b83d --------
Generated 7/19/12 9:17 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9200M GS/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.NoSuchMethodError: pb.hasTileEntity(I)Z
at ack.a(Chunk.java:907)
at ack.a(Chunk.java:887)
at aiv.a(AnvilChunkLoader.java:368)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:142)
at ko.c(ChunkProvider.java:90)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
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:970)
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)
--- END ERROR REPORT b4565bb7 ----------
Please help the finiteliquid mod doesn't work everytime i open a world it crashes,oh and i forgot to tell you the 1.8.1 finiteliquid mod had a bug last year every time i place a ocean water it turn to a tsunami.
Can you also please add the boilers for finite again.Thx.but still please answer.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7256b83d --------
Generated 7/19/12 9:17 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9200M GS/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.NoSuchMethodError: pb.hasTileEntity(I)Z
at ack.a(Chunk.java:907)
at ack.a(Chunk.java:887)
at aiv.a(AnvilChunkLoader.java:368)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:142)
at ko.c(ChunkProvider.java:90)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
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:970)
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)
--- END ERROR REPORT b4565bb7 ----------
^finite liquid isn't compatable with Minecraft forge.
- also a question for DJoslin: I'm thinking about new possibilities with this mod ( new pipes, hydrolics, and bug fixes) that I don't want to force on you ( for lack of a better term) so could you send me the code for Finite Water to my email. If you are willing to do it, send me a message and I will tell you my email. this mod could possibly be the next industrial mod out there (to compete with Better than Wolves against the forge mods) but like I said earlier , I don't want you to be my coding monkey.
Not a crash, but maybe a bug.
I was using the telescope mod since I couldn't use optifines zoom feature since optifine was causing problems with another mod I was using. So when I was using the telescope I really liked being able to zoom in more than once, the only things I didn't like were that the sprite looked like a hitachi magic wand and that you couldn't leave the telescope mode without zooming in all the way. But then I tried optifine again and it worked, but now the telescope doesn't. It's not a huge deal, I'm not going to outright remove the telescope mod, since theres no problems yet, but I was wondering if there was an easy fix for this.
Hey guys, I've been working frantically to update my mods. Many underlying things in the Minecraft engine have changed, I just spent the last five hours straight fixing VerticalRedstone. Two hours before that fixing up InstaWire. Uncountable amount fixing the rest and I still have five big ones to go. I'll have to wait for ModLoader to update again before I can port some of them due to ModLoader not rendering entities correctly.
Djoslin do any of the mods work in smp? I'm really hoping the rope does.
Rollback Post to RevisionRollBack
Voyager I wrote:People are very fond of making real-world analogies without remembering that in the real world, cities are occupied at all times and someone can't tear your house down in 5 minutes with their bare hands.
Djoslin do any of the mods work in smp? I'm really hoping the rope does.
I don't believe so, but I'll be trying to resupport SMP soon. Minecraft's engine is now mostly networked so it should be easier than in the past. It should work on multiplayer LAN if both computers have the same mods installed
Alright, whew. After another all-nighter I've released FiniteLiquid.
Hopefully Risugami will release a new version of ModLoader so I can port the rest of my mods.
The only mod I still have yet to port (that I can port with this version of ModLoader) is BaitBox. So I'll be working on that soon.
Hopefully after ModLoader is re-released I can finish off porting finally.
Feedback is always appreciated
Could you possibly post an archive of the previous versions, or at least the 1.2.5 versions for those of us who still refuse to update? I've long been a fan of the pitfalls and motion detector.
Wow, im suprised on how fast you updated Finite Liquid, i thought it'd take ages since its a big mod !
Well, I originally thought it was really stable but users are reporting problems. I tried two releases to fix it but apparently the problems are still there. I think it could be something to do with 64 bit computers, or it may have something to do with modloader.
I'll be trying to figure it out today/night if possible.
Oh, and it did take ages. I just work nonstop when I really want something done.
Finite liquid is very incompatible with instant wire (3+ id's)
Ah damn.
The good news is that FiniteLiquid made me realize that blocks actually can change their texture dynamically it just has to be done differently.
This release insta-wire doubled its amount of block ids used (and I always hate using more), but I've figured out tricks to fix it.
I'll try to fix it up soon.
Could you possibly post an archive of the previous versions, or at least the 1.2.5 versions for those of us who still refuse to update? I've long been a fan of the pitfalls and motion detector.
I don't have a copy of those versions anymore, but I can recompile them.
I'll try to remember to do something about it later today/night.
Alright, so I'm sure I am doing something wrong, but I just can't seem to figure out what. I installed the Rope and the Glasslight mods. They work fine, but the the textures for both items don't show up right. Instead, they just show up pink. I've googled and searched for everything I could think of but didn't find a solution. Any ideas as to what I am doing wrong?
Alright, so I'm sure I am doing something wrong, but I just can't seem to figure out what. I installed the Rope and the Glasslight mods. They work fine, but the the textures for both items don't show up right. Instead, they just show up pink. I've googled and searched for everything I could think of but didn't find a solution. Any ideas as to what I am doing wrong?
Here's some pictures of the problem.
Hmm, strange. Did you forget to copy over the correct /imgz/ folders?
(each mod contains one)
Using MCPatcher, I'm alerted to a conflict between Insta-Wire and ModLoader: asu.class
Not that the game doesn't actually run or anything...just a wee odd. I haven't noticed any detrimental effect from using the Insta-Wire copy...yet...
It might be nice if you separated your own class files into a different download, so your own mods don't created "conflicts" with themselves. I'm speaking of DJBaseMod and DJRead classes. It's just annoying to see that error all the time (well that and it'd be nice to not be second-guessing myself as to which copy in which mod is most current).
I don't have a copy of those versions anymore, but I can recompile them.
I'll try to remember to do something about it later today/night.
Alright, cool. Thank you. The Pitfall trap has always been one of my favorites, and I've got slightly more than forty mods at one time...
I don't often update Minecraft >_>
Could you possibly post an archive of the previous versions, or at least the 1.2.5 versions for those of us who still refuse to update? I've long been a fan of the pitfalls and motion detector.
If it is okay with djoslin I can dig for the others but I have the 1.2.5 Motion Detector.... I can upload it to my site and provide a link if its cool with him.
Also:
Is there any way you can make the Motion Detector mod read from a sign or something as well? I loved a plugin for bukkit called Redstone Chips and it allowed proximity detection customized by a radius on a sign. If not oh well its an awesome mod for a replacement while playin singleplayer.
I suppose I could setup a bukkit server and play alone on it but I dont want a server running just to do that lol. In the case you cant I'll just have to live with the mod as it is now.
Can you also please add the boilers for finite again.Thx.but still please answer.
Edit: And it says
Mods loaded: 7
ModLoader 1.2.5
mod_MinecraftForge 3.1.2.90
mod_ModLoaderMp 1.2.5v1
mod_TooManyItems 1.2.5 2012-04-13
mod_Gas v5.4
mod_Liquid v5.6
mod_LiquidStandard v5.4
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7256b83d --------
Generated 7/19/12 9:17 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9200M GS/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.NoSuchMethodError: pb.hasTileEntity(I)Z
at ack.a(Chunk.java:907)
at ack.a(Chunk.java:887)
at aiv.a(AnvilChunkLoader.java:368)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:142)
at ko.c(ChunkProvider.java:90)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
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:970)
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)
--- END ERROR REPORT b4565bb7 ----------
^finite liquid isn't compatable with Minecraft forge.
- also a question for DJoslin: I'm thinking about new possibilities with this mod ( new pipes, hydrolics, and bug fixes) that I don't want to force on you ( for lack of a better term) so could you send me the code for Finite Water to my email. If you are willing to do it, send me a message and I will tell you my email. this mod could possibly be the next industrial mod out there (to compete with Better than Wolves against the forge mods) but like I said earlier , I don't want you to be my coding monkey.
I was using the telescope mod since I couldn't use optifines zoom feature since optifine was causing problems with another mod I was using. So when I was using the telescope I really liked being able to zoom in more than once, the only things I didn't like were that the sprite looked like a hitachi magic wand and that you couldn't leave the telescope mode without zooming in all the way. But then I tried optifine again and it worked, but now the telescope doesn't. It's not a huge deal, I'm not going to outright remove the telescope mod, since theres no problems yet, but I was wondering if there was an easy fix for this.
Get them here:
http://www.djoslin.info/mods.php
More to come!
I don't believe so, but I'll be trying to resupport SMP soon. Minecraft's engine is now mostly networked so it should be easier than in the past. It should work on multiplayer LAN if both computers have the same mods installed
Hopefully Risugami will release a new version of ModLoader so I can port the rest of my mods.
The only mod I still have yet to port (that I can port with this version of ModLoader) is BaitBox. So I'll be working on that soon.
Hopefully after ModLoader is re-released I can finish off porting finally.
Feedback is always appreciated
I've posted a how-to guide on my website
Well, I originally thought it was really stable but users are reporting problems. I tried two releases to fix it but apparently the problems are still there. I think it could be something to do with 64 bit computers, or it may have something to do with modloader.
I'll be trying to figure it out today/night if possible.
Oh, and it did take ages. I just work nonstop when I really want something done.
Ah damn.
The good news is that FiniteLiquid made me realize that blocks actually can change their texture dynamically it just has to be done differently.
This release insta-wire doubled its amount of block ids used (and I always hate using more), but I've figured out tricks to fix it.
I'll try to fix it up soon.
I don't have a copy of those versions anymore, but I can recompile them.
I'll try to remember to do something about it later today/night.
Here's some pictures of the problem.
Hmm, strange. Did you forget to copy over the correct /imgz/ folders?
(each mod contains one)
Not that the game doesn't actually run or anything...just a wee odd. I haven't noticed any detrimental effect from using the Insta-Wire copy...yet...
It might be nice if you separated your own class files into a different download, so your own mods don't created "conflicts" with themselves. I'm speaking of DJBaseMod and DJRead classes. It's just annoying to see that error all the time (well that and it'd be nice to not be second-guessing myself as to which copy in which mod is most current).
No, I copied them over. I merged them though so all three pictures were in one folder. Could that be the problem?
Alright, cool. Thank you. The Pitfall trap has always been one of my favorites, and I've got slightly more than forty mods at one time...
I don't often update Minecraft >_>
Print(Snide Remark);
}
<.> Sheeeeep
If it is okay with djoslin I can dig for the others but I have the 1.2.5 Motion Detector.... I can upload it to my site and provide a link if its cool with him.
Also:
Is there any way you can make the Motion Detector mod read from a sign or something as well? I loved a plugin for bukkit called Redstone Chips and it allowed proximity detection customized by a radius on a sign. If not oh well its an awesome mod for a replacement while playin singleplayer.
I suppose I could setup a bukkit server and play alone on it but I dont want a server running just to do that lol. In the case you cant I'll just have to live with the mod as it is now.
monster on
player off
monster & player off