Compatibility wise: This mod can be combined with mo'creatures, mini map, single player commands (He made a patch for the minecraft.class file for this mod and his :biggrin.gif:), but when it comes to shockahs and kings mods the item id's conflict due to the low number of block slots avail D:, It is a hard choice when it comes to Guns, Or more minerals/variety in the nether
Compatibility wise: This mod can be combined with mo'creatures, mini map, single player commands (He made a patch for the minecraft.class file for this mod and his :biggrin.gif:), but when it comes to shockahs and kings mods the item id's conflict due to the low number of block slots avail D:, It is a hard choice when it comes to Guns, Or more minerals/variety in the nether
It works with King's just fine, just Shockah's is an issue because the corrundum block and the Nuke share the same value (92...)
Could anyone edit the value to be something more compatible with SDK's mod
It would be GREATLY apprieciated
Thanks in advance!
EDIT: I mean change the Nuke's ID to something else, such as 93
Could anyone edit the value to be something more compatible with SDK's mod
It would be GREATLY apprieciated
Thanks in advance!
EDIT: I mean change the Nuke's ID to something else, such as 93
That's the problem with IDs, if I changed the ID of nuke, every save with a nuke placed is broken. And since there are something like 38 available block IDs for modders, these conflicts are gonna happen a lot. Shockah actually brought out a mod that lets you use all 256 IDs instead of 128, so maybe I will be changing the IDs at some point.
Could anyone edit the value to be something more compatible with SDK's mod
It would be GREATLY apprieciated
Thanks in advance!
EDIT: I mean change the Nuke's ID to something else, such as 93
That's the problem with IDs, if I changed the ID of nuke, every save with a nuke placed is broken. And since there are something like 38 available block IDs for modders, these conflicts are gonna happen a lot. Shockah actually brought out a mod that lets you use all 256 IDs instead of 128, so maybe I will be changing the IDs at some point.
I don't mean release it in the official version, simply release it by itself.
Also, if people DO have a nuke placed in their game, they can MCedit it out :tongue.gif:
Could anyone edit the value to be something more compatible with SDK's mod
It would be GREATLY apprieciated
Thanks in advance!
EDIT: I mean change the Nuke's ID to something else, such as 93
That's the problem with IDs, if I changed the ID of nuke, every save with a nuke placed is broken. And since there are something like 38 available block IDs for modders, these conflicts are gonna happen a lot. Shockah actually brought out a mod that lets you use all 256 IDs instead of 128, so maybe I will be changing the IDs at some point.
I don't mean release it in the official version, simply release it by itself.
Also, if people DO have a nuke placed in their game, they can MCedit it out :tongue.gif:
Who says everybody has MCedit or wants MCEdit on there computer?
Also who says MCEdit will detect the nuke blocks?
Who says everybody has MCedit or wants MCEdit on there computer?
Also who says MCEdit will detect the nuke blocks?
Well I'll probably have to change it at some point, but I'll give warning so people can make sure they don't have any lying around. Same thing with the lighter block. If you don't remove them beforehand, MCEdit will show them as pink blocks, though I don't think you can do a global find/replace. You'd have to know where they were and replace by hand.
Who says everybody has MCedit or wants MCEdit on there computer?
Also who says MCEdit will detect the nuke blocks?
Well I'll probably have to change it at some point, but I'll give warning so people can make sure they don't have any lying around. Same thing with the lighter block. If you don't remove them beforehand, MCEdit will show them as pink blocks, though I don't think you can do a global find/replace. You'd have to know where they were and replace by hand.
Will we have to trash our guns again? And it's easy to take out my firelighter, I only have 4.. And nukes explode kinda big, So i dont have a use for em yet.
No there are 32000 item IDs so we're good there, just blocks. Luckily none of the sentry blocks actually stay placed, so those are fine. But placed grappling hooks, nukes and lighters will have to be removed.
I started up this mod, with a tad of trouble...
But I get to the world select screen, pick my W1,
and it almost loads, and freezes on a blank dirt screen.
Help? o.o
When I installed SDK's Mod it turned my grass invisible. Does anyone know how to fix this issue I saw SDK's post on it and I know that I did follow the video also I have installed other mods and am positive I am doing this correctly. Also I think that the flamethrower should have a way shorter range.
Also I have no Idea how this matters but I also have a few mods already installed. However none of them edit or add any new blocks. The mods I have added are:
*Mo's Creatures
*Brain slimes
*Battle towers
*Ye olde minegunner
*Turtles from quintessential creatures (done by the same person who did Mo's Creatures and Firehazurd)
*and wild grass (this is the mod out of all the mods that I think might be making grass invisible)
Also I have added
Audiomod
Modloader
and spawnlist
EDIT: I got rid of the Wild grass mod and I can know see grass so for anyone who has the invisible block problem just look through your previous mods then get rid of the ones possibly pertaining to the invisible block type
1. AA-12 (Auto Shotgun)
2. Incendiary Ammo
3. Explosive Ammo
4. 50-Cal
5. USP and machine pistols
6. Recycled shotgun shells give IRON, not paper.
Every time you click the BIG GREEN + BUTTON ON THE BOTTOM RIGHT, I GET BIT BY ANTS
It works with King's just fine, just Shockah's is an issue because the corrundum block and the Nuke share the same value (92...)
Could anyone edit the value to be something more compatible with SDK's mod
It would be GREATLY apprieciated
Thanks in advance!
EDIT: I mean change the Nuke's ID to something else, such as 93
That's the problem with IDs, if I changed the ID of nuke, every save with a nuke placed is broken. And since there are something like 38 available block IDs for modders, these conflicts are gonna happen a lot. Shockah actually brought out a mod that lets you use all 256 IDs instead of 128, so maybe I will be changing the IDs at some point.
I don't mean release it in the official version, simply release it by itself.
Also, if people DO have a nuke placed in their game, they can MCedit it out :tongue.gif:
Who says everybody has MCedit or wants MCEdit on there computer?
Also who says MCEdit will detect the nuke blocks?
[Long Time Minecrafter]
Well I'll probably have to change it at some point, but I'll give warning so people can make sure they don't have any lying around. Same thing with the lighter block. If you don't remove them beforehand, MCEdit will show them as pink blocks, though I don't think you can do a global find/replace. You'd have to know where they were and replace by hand.
Will we have to trash our guns again? And it's easy to take out my firelighter, I only have 4.. And nukes explode kinda big, So i dont have a use for em yet.
[Long Time Minecrafter]
http://www.dreamkeeperscomic.com/
http://www.vgcats.com/
Check the videos in the first post.
This mod is like:
I hope you make a OP minigun sometime :biggrin.gif:
But I get to the world select screen, pick my W1,
and it almost loads, and freezes on a blank dirt screen.
Help? o.o
If anyone could link me a solution please? I know lots of others have this problem.
Also I have no Idea how this matters but I also have a few mods already installed. However none of them edit or add any new blocks. The mods I have added are:
*Mo's Creatures
*Brain slimes
*Battle towers
*Ye olde minegunner
*Turtles from quintessential creatures (done by the same person who did Mo's Creatures and Firehazurd)
*and wild grass (this is the mod out of all the mods that I think might be making grass invisible)
Also I have added
Audiomod
Modloader
and spawnlist
EDIT: I got rid of the Wild grass mod and I can know see grass so for anyone who has the invisible block problem just look through your previous mods then get rid of the ones possibly pertaining to the invisible block type