**** YOU now everything is gone all my mods and everything days of work tring to get black peg is gone. all my mods are gone. all because of this stupid **** . this is not worth getting. because of this im quiting mc
Whoa, whoa, whoa. It's YOUR FAULT that happened. SDK clearly said BACK-UP YOUR SAVES in the op. Have fun not playing mc, bye now.
**** YOU now everything is gone all my mods and everything days of work tring to get black peg is gone. all my mods are gone. all because of this stupid **** . this is not worth getting. because of this im quiting mc
Don't feed the trolls...
btw., another suggestion, perhaps a tad complicated, but, oh well:
Gun Traps, that are redstone-triggered. Not like the Sentry that just shoots all that moves, but a "pre-aimed" gun that can be activated via a pressure plate for instance.
again awesome mod i got 1.6 working updated and made the new gun finally. i find the insructions easy to follow and make regular backup saves, if everyone did the same there'd be no problems
So, the Grappling Hook will NOT work correctly without ALL the files from Risugami's Modloader SDK'd version. The rope will be "invisible" like you have stated before, and you said that I needed to install the modified ModLoader to fix the problem. Well...
bt.class is used by WildGrass
pe.class is used by PlasticCraft
If I don't replace either of those, grass looks messed up (like blocks) and then Grappling Hooks are no longer createable with SSP Commands. It'll say that it doesn't exist.
Is there any chance that you could make the Grappling Hook a lone entity? I think it should be included as completely separate since it is a really great exploration tool! Thanks in advance!
bt.class is used by WildGrass
pe.class is used by PlasticCraft
pe is not longer used by my mod, bt is RenderBlocks, which is used by any mod that needs to do custom rendering on a block. Hopefully the next version of ModLoader has a renderblocks call so mods that use it are no longer incompatible.
Quote from Godknown »
Is there any chance that you could make the Grappling Hook a lone entity? I think it should be included as completely separate since it is a really great exploration tool! Thanks in advance!
It is it's own mod. I can't make it work without modloader, or I'd just have to mod all the classes that modloader does and it would be incompatible.
anybody having trouble downloading the current guns only version?
every time i click "click here to download" it just reloads the page
btw, love the mod (previous versions at least), have a couple suggestions:
@ a craftable block that allows projectiles (bullets, arrows, dropped items, etc.) to pass through them, but not players or mobs. mobs should be able to see through it though. perhaps the recipe could be iron ingots in the same pattern used to craft furnaces and chests.
@ laser guided rocket launcher should be renamed laser guided missile launcher (or something similar). if a rocket is guided, it is a missile.
@ flamethrower projectiles should arc in a similar fashion to arrows, and should spread out a bit more.
@ also, it would be nice if turrets, in addition to firing at always hostile mobs, would also fire at anything that turns hostile towards them (ie, lions, bears, foxes, and boars that they accidentally hit). it would be even better if you could just put an entry for the Settings API mod to allow us to enable/disable individual mobs as targets.
@ also, the golden gun. enough said.
other weapon ideas:
double barreled shotgun
sawed-off shotgun
something with burst fire
akimbo pistols
shock rifle (beam rifle from UT, instant hit blue beam, would probably use several diamonds in its recipe, maybe could use redstone as ammo?)
Would have been great but the parachute freezes the game when deployed:
java.lang.NoClassDefFoundError: Packet200ModLoader
at mod_SdkUtility.handleParachuteKey(mod_SdkUtility.java:192)
at mod_SdkUtility.OSDHook(mod_SdkUtility.java:130)
at ModLoader.RunOSDHooks(ModLoader.java:949)
at pe.a(pe.java:156)
at ll.b(EntityRenderer.java:356)
at net.minecraft.client.Minecraft.run(Minecraft.java:579)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Packet200ModLoader
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
bt.class is used by WildGrass
pe.class is used by PlasticCraft
pe is not longer used by my mod, bt is RenderBlocks, which is used by any mod that needs to do custom rendering on a block. Hopefully the next version of ModLoader has a renderblocks call so mods that use it are no longer incompatible.
Quote from Godknown »
Is there any chance that you could make the Grappling Hook a lone entity? I think it should be included as completely separate since it is a really great exploration tool! Thanks in advance!
It is it's own mod. I can't make it work without modloader, or I'd just have to mod all the classes that modloader does and it would be incompatible.
So, there is no way I can fix the invisible rope problem and still have working wildgrass?
**** YOU now everything is gone all my mods and everything days of work tring to get black peg is gone. all my mods are gone. all because of this stupid **** . this is not worth getting. because of this im quiting mc
It says in the OP that anything that happends is your fault because you didden't back up your saves. God damn, calm down.
Rollback Post to RevisionRollBack
I'm a pixel artist trainee, and I still need to hone my skills.
Oh yea, and I'm a brony :3
I like the idea of the mod but with the custom mod loader I can't use Plastic craft, I want to use this and plastic craft. My question is will you make this use TFC or on reqular mod loader ?
Hey SDK, is your Guns and SDK'd ModLoader compatible with Optimine? I'm asking because I could really really use the FPS boost, but I downloaded Optimine and before installing that I checked on the classes. I see that your Guns and SDK Modloader use nh.class (Optimine and SDK ModLoader) and ll.class (Optimine and SDK Guns).
If I install Optimine, will I lose my guns or have my Minecraft crash?
Anybody else have experience of these mods and Optimine can work together?
Hey SDK, is your Guns and SDK'd ModLoader compatible with Optimine? I'm asking because I could really really use the FPS boost, but I downloaded Optimine and before installing that I checked on the classes. I see that your Guns and SDK Modloader use nh.class (Optimine and SDK ModLoader) and ll.class (Optimine and SDK Guns).
If I install Optimine, will I lose my guns or have my Minecraft crash?
Anybody else have experience of these mods and Optimine can work together?
Yes, the mod works with Optimine. There are a few bugs though. For example, sniper scopes don't zoom in. You get the black circle, but no zoom. Right now, thats the only conflict I have found with the two.
Also, has anyone tested this mod with craftbukkit? If not I'll test it myself.
Im so proud... -.-
Whoa, whoa, whoa. It's YOUR FAULT that happened. SDK clearly said BACK-UP YOUR SAVES in the op. Have fun not playing mc, bye now.
Don't feed the trolls...
btw., another suggestion, perhaps a tad complicated, but, oh well:
Gun Traps, that are redstone-triggered. Not like the Sentry that just shoots all that moves, but a "pre-aimed" gun that can be activated via a pressure plate for instance.
If so could he or she share them? :tongue.gif:
Thanks!
So, the Grappling Hook will NOT work correctly without ALL the files from Risugami's Modloader SDK'd version. The rope will be "invisible" like you have stated before, and you said that I needed to install the modified ModLoader to fix the problem. Well...
bt.class is used by WildGrass
pe.class is used by PlasticCraft
If I don't replace either of those, grass looks messed up (like blocks) and then Grappling Hooks are no longer createable with SSP Commands. It'll say that it doesn't exist.
Is there any chance that you could make the Grappling Hook a lone entity? I think it should be included as completely separate since it is a really great exploration tool! Thanks in advance!
I've installed it over 3 times following the instructions precisely.
I've installed it for Single Player AND Server .
I go in my Server, type /give [myname] 2789
and nothing spawns. it says no such item id.
I don't know what i'm doing wrong ):
+ to someone who could tell me whats wrong..
How do i tell if i've installed it correctly?
This + the Miners mod + pet mod + craftizens mod + enough material to build a town = total win!
pe is not longer used by my mod, bt is RenderBlocks, which is used by any mod that needs to do custom rendering on a block. Hopefully the next version of ModLoader has a renderblocks call so mods that use it are no longer incompatible.
It is it's own mod. I can't make it work without modloader, or I'd just have to mod all the classes that modloader does and it would be incompatible.
every time i click "click here to download" it just reloads the page
btw, love the mod (previous versions at least), have a couple suggestions:
@ a craftable block that allows projectiles (bullets, arrows, dropped items, etc.) to pass through them, but not players or mobs. mobs should be able to see through it though. perhaps the recipe could be iron ingots in the same pattern used to craft furnaces and chests.
@ laser guided rocket launcher should be renamed laser guided missile launcher (or something similar). if a rocket is guided, it is a missile.
@ flamethrower projectiles should arc in a similar fashion to arrows, and should spread out a bit more.
@ also, it would be nice if turrets, in addition to firing at always hostile mobs, would also fire at anything that turns hostile towards them (ie, lions, bears, foxes, and boars that they accidentally hit). it would be even better if you could just put an entry for the Settings API mod to allow us to enable/disable individual mobs as targets.
@ also, the golden gun. enough said.
other weapon ideas:
double barreled shotgun
sawed-off shotgun
something with burst fire
akimbo pistols
shock rifle (beam rifle from UT, instant hit blue beam, would probably use several diamonds in its recipe, maybe could use redstone as ammo?)
My bad, don't use sticky grenades until the next version if you didn't download the "All" pack.
java.lang.NoClassDefFoundError: Packet200ModLoader
at mod_SdkUtility.handleParachuteKey(mod_SdkUtility.java:192)
at mod_SdkUtility.OSDHook(mod_SdkUtility.java:130)
at ModLoader.RunOSDHooks(ModLoader.java:949)
at pe.a(pe.java:156)
at ll.b(EntityRenderer.java:356)
at net.minecraft.client.Minecraft.run(Minecraft.java:579)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Packet200ModLoader
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
So, there is no way I can fix the invisible rope problem and still have working wildgrass?
It says in the OP that anything that happends is your fault because you didden't back up your saves. God damn, calm down.
Oh yea, and I'm a brony :3
I like the idea of the mod but with the custom mod loader I can't use Plastic craft, I want to use this and plastic craft. My question is will you make this use TFC or on reqular mod loader ?
Notch is curiose to.
If I install Optimine, will I lose my guns or have my Minecraft crash?
Anybody else have experience of these mods and Optimine can work together?
Yes, the mod works with Optimine. There are a few bugs though. For example, sniper scopes don't zoom in. You get the black circle, but no zoom. Right now, thats the only conflict I have found with the two.
Also, has anyone tested this mod with craftbukkit? If not I'll test it myself.