That was a snippet of the crash report, so pretty much I enchanted a furnace with eff. 127. I was wondering if you could support it with enchantments up to 127?
That was a snippet of the crash report, so pretty much I enchanted a furnace with eff. 127. I was wondering if you could support it with enchantments up to 127?
I don't see the point. The values are constants, it is not a equation.
When I run it, it doesn't work. I check the logs and it comes up with this - 2013-07-13 21:27:54 [WARNING] [EnchantedFurnace] Mod EnchantedFurnace is missing a pack.mcmeta file, things may not work well
Help? I'm running the Forge version.. Been wanting this mod since it came out..
When I run it, it doesn't work. I check the logs and it comes up with this - 2013-07-13 21:27:54 [WARNING] [EnchantedFurnace] Mod EnchantedFurnace is missing a pack.mcmeta file, things may not work well
Help? I'm running the Forge version.. Been wanting this mod since it came out..
I'm using forge build #789 it works fine for me. Build #790 now requires mod makers to add a mcmod.info file into the mod. This file is just a lable for mod makers to show that they are the owner of the mod. Its just a simple file that can be made with notepad. This is the same kind of lable the new resource packs use. If you want to keep using forge #790 you can always look for a mod that has the missing file and extract it. Then open it with notepad and change all the info to the one for this mod and add it into the mod as a hotfix.
When I run it, it doesn't work. I check the logs and it comes up with this - 2013-07-13 21:27:54 [WARNING] [EnchantedFurnace] Mod EnchantedFurnace is missing a pack.mcmeta file, things may not work well
Help? I'm running the Forge version.. Been wanting this mod since it came out..
As said exiledalchemist, it seems I need to add a file. Since redownload it, I added them into the zip file.
I'm using forge build #789 it works fine for me. Build #790 now requires mod makers to add a mcmod.info file into the mod. This file is just a lable for mod makers to show that they are the owner of the mod. Its just a simple file that can be made with notepad. This is the same kind of lable the new resource packs use. If you want to keep using forge #790 you can always look for a mod that has the missing file and extract it. Then open it with notepad and change all the info to the one for this mod and add it into the mod as a hotfix.
I'm starting to despise useless features like that ... Anyway, thanks for the tip, overwhise, I wouldn't have figured it out. =)
I'm using forge build #789 it works fine for me. Build #790 now requires mod makers to add a mcmod.info file into the mod. This file is just a lable for mod makers to show that they are the owner of the mod. Its just a simple file that can be made with notepad. This is the same kind of lable the new resource packs use. If you want to keep using forge #790 you can always look for a mod that has the missing file and extract it. Then open it with notepad and change all the info to the one for this mod and add it into the mod as a hotfix.
Well I did what you said, redownload it, and still no luck.. I'm running Forge 789 and the latest version of this plugin along with a few others. Here's my log -
Well I did what you said, redownload it, and still no luck.. I'm running Forge 789 and the latest version of this plugin along with a few others. Here's my log -
*drools*
This is what I like I mod that enhances the game, adds more of a variety of stuff to do.... not increase the tier branch to exceeding levels (*cough* Red Matter Armor *cough*)
It won't ever work with a SinglePlayer forge. EVER.
And I still didn't test the MultiPlayer version, cause it was 3AM and I had to work today.
Don't ever go outside an array maximum index, I didn't implement it. >=!
If a generous soul could test the server mod and connect to it (The client doesn't need the mod) :
https://dl.dropboxusercontent.com/u/40716251/Mods/EnchantedFurnace/Forge/2013.07.10.01-MF1.6.2 - EnchantedFurnace.zip
If this crash or something, please send me the changelog.
Thus, I'm going to sleep, 'cause you know. I'm tired.
I did test the server mod. I even posted so XD it works. My friend somehow got the idea he could enchant dispensers though. It was funny to watch.
The client doesn't need the mod. Retry without it on the client.
Meh, I just give up. I'll never consider doing a thing to support Forge now.
Silk Touch and Fortune aren't compatible, juste like on a Pickaxe.
Thanks
PM
Description: Ticking tile entity
java.lang.ArrayIndexOutOfBoundsException: 127
That was a snippet of the crash report, so pretty much I enchanted a furnace with eff. 127. I was wondering if you could support it with enchantments up to 127?
I'll try some more, if I could just install the source code. e_e
I don't see the point. The values are constants, it is not a equation.
See the first post after I finish edit it. It'll need to be on both sides.
Help? I'm running the Forge version.. Been wanting this mod since it came out..
I'm using forge build #789 it works fine for me. Build #790 now requires mod makers to add a mcmod.info file into the mod. This file is just a lable for mod makers to show that they are the owner of the mod. Its just a simple file that can be made with notepad. This is the same kind of lable the new resource packs use. If you want to keep using forge #790 you can always look for a mod that has the missing file and extract it. Then open it with notepad and change all the info to the one for this mod and add it into the mod as a hotfix.
As said exiledalchemist, it seems I need to add a file. Since redownload it, I added them into the zip file.
I'm starting to despise useless features like that ... Anyway, thanks for the tip, overwhise, I wouldn't have figured it out. =)
http://pastebin.com/kh6qBkQA
From the log, I can't see anything bad happenning.
Just what happens when you try to use the mod ?
(My english is getting really bad, it's really late.)
1: http://gyazo.com/c1201bf2792b3a71726483ce8c6b0025
2: http://gyazo.com/bd1f30cb3d007222afafa1643c8ff0b1
Found the problem. Can only do it in Creative Mode.. :/
This is what I like I mod that enhances the game, adds more of a variety of stuff to do.... not increase the tier branch to exceeding levels (*cough* Red Matter Armor *cough*)
:3