Well take your time, but please by all means keep trying to make it work!
I wouldn't mind if it had to be autoconfigured with the block IDs so long as I could rid my land of those monstrous RP2 trees in one fell blow.
(Just letting you know that there are people waiting for this functionality
OK, what is the default ID for RP2 trees? I can add them manually for now and I will work on making it a config option.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
OK, what is the default ID for RP2 trees? I can add them manually for now and I will work on making it a config option.
I think it's 143.
Also whatever happened to your updating the Portable Workbench mod? I really want that updated lol
Rollback Post to RevisionRollBack
I play on hard, I support the Artifacts mod, and I bought the game in Alpha. Also the 2 line limit sucks.
I also have a unique Minecraft lets play. (Click the picture.)
Also whatever happened to your updating the Portable Workbench mod? I really want that updated lol
I updated it, but when I tried it in my test world the crafting table wouldn't open. If anyone would like to help I have the SRC available.
I just have to figure out how the timber code works and then I will get started on adding the RedPower trees. It seems that the timber mod converts all the tree blocks and when one tree block is hit by a specific ID all connected blocks fall and leaves carry the code onto other wood.
Edit: Just tried it, it spits errors like they are going out of style. I might have to decompile Redpower2 to see the actual code of the rubber trees. If anyone knows how to get it to decompile correctly please let me know as I have never tried before.
I updated it, but when I tried it in my test world the crafting table wouldn't open. If anyone would like to help I have the SRC available.
I just have to figure out how the timber code works and then I will get started on adding the RedPower trees. It seems that the timber mod converts all the tree blocks and when one tree block is hit by a specific ID all connected blocks fall and leaves carry the code onto other wood.
Edit: Just tried it, it spits errors like they are going out of style. I might have to decompile Redpower2 to see the actual code of the rubber trees. If anyone knows how to get it to decompile correctly please let me know as I have never tried before.
Lol well good luck with that.
Also if you can send me the source code for portable workbench I would greatly appreciate it lol.
Rollback Post to RevisionRollBack
I play on hard, I support the Artifacts mod, and I bought the game in Alpha. Also the 2 line limit sucks.
I also have a unique Minecraft lets play. (Click the picture.)
Good News! RaustBlackDragon (Creator of the DoggyTalents Mod and the RBD tools mod) was able to port the Portable Workbench mod to 1.2.5!!
Here is what he said:
Quote from RaustBlackDragon »
turns out the problem was that 1.2 onward made the container check if the block it was affiliated with was a workbench. This made the original GUI utterly unusable, and I had to add my own for it.
I play on hard, I support the Artifacts mod, and I bought the game in Alpha. Also the 2 line limit sucks.
I also have a unique Minecraft lets play. (Click the picture.)
I play on hard, I support the Artifacts mod, and I bought the game in Alpha. Also the 2 line limit sucks.
I also have a unique Minecraft lets play. (Click the picture.)
Did you put in the ID number that you see in NEI?
Because I just noticed that the ID number for the bronze axe in IC2 is not the same as in the mod's config file.
Of course I might just have said something very stupid just now, I haven't spent a lot of time modding Minecraft.
No, you're right. The actual IDs used by Minecraft are often different than what they are in config files, but not all mods react like this. Try changing the ID in Timber's config file to a number +256 or -256 from the one in the mod's configuration file.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Timber is not working for me at all, i deleted meta-inf, im using modloader, rei's minimaps and optifine. Somebody help me please
You did just insert it into your mods folder, Right?
If you did, Then look inside it, Sometimes Downloads can screw up, If you open it, It'll give an error, But thats a rare occasion.
How do I make it so that when I chop down a tree, all the leaves fall down with it? I heard it's in the configs but there is no option for it, here is what is in the config (for me at least):
#axeIds (java.lang.String:258, 271, 275, 279, 286, 1052) -- List of item ids that are axes.
#toggleKey (int:46) -- Sets the key to hold down to toggle Timber! off. (example, 46 = C)
#
#Wed May 23 22:06:07 EDT 2012
axeIds=258, 271, 275, 279, 286, 1052
checksum=-g3dwz1
toggleKey=46
How do I make it so that when I chop down a tree, all the leaves fall down with it? I heard it's in the configs but there is no option for it, here is what is in the config (for me at least):
Sure that isn't TreeCapitator you are thinking of?
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7b4b17dc --------
Generated 5/24/12 3:37 PM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.5.8
Java: 1.6.0_26, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 2600 PRO OpenGL Engine version 2.0 ATI-1.5.48, ATI Technologies Inc.
java.lang.VerifyError: (class: mod_PlasticCraft, method: HandleGUI signature: (I)Lug;) Wrong return type in function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Class.java:2291)
at java.lang.Class.getDeclaredFields(Class.java:1743)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1210)
at ModLoader.init(ModLoader.java:886)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 8bb59fb6 ----------
OK, what is the default ID for RP2 trees? I can add them manually for now and I will work on making it a config option.
I think it's 143.
Also whatever happened to your updating the Portable Workbench mod? I really want that updated lol
I also have a unique Minecraft lets play. (Click the picture.)
I updated it, but when I tried it in my test world the crafting table wouldn't open. If anyone would like to help I have the SRC available.
I just have to figure out how the timber code works and then I will get started on adding the RedPower trees. It seems that the timber mod converts all the tree blocks and when one tree block is hit by a specific ID all connected blocks fall and leaves carry the code onto other wood.
Edit: Just tried it, it spits errors like they are going out of style. I might have to decompile Redpower2 to see the actual code of the rubber trees. If anyone knows how to get it to decompile correctly please let me know as I have never tried before.
Lol well good luck with that.
Also if you can send me the source code for portable workbench I would greatly appreciate it lol.
I also have a unique Minecraft lets play. (Click the picture.)
Here is what he said:
I also have a unique Minecraft lets play. (Click the picture.)
Thats great, no wonder when I compiled I got no errors and still wouldn't work.
Edit: Glad to see the source code I provided has some use.
Wrong, try reading back 2 pages before you post next time
I also have a unique Minecraft lets play. (Click the picture.)
Some of the mods are maintained by AtomicStryker. Check out my last post.
No, you're right. The actual IDs used by Minecraft are often different than what they are in config files, but not all mods react like this. Try changing the ID in Timber's config file to a number +256 or -256 from the one in the mod's configuration file.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
You did just insert it into your mods folder, Right?
If you did, Then look inside it, Sometimes Downloads can screw up, If you open it, It'll give an error, But thats a rare occasion.
Sure that isn't TreeCapitator you are thinking of?
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7b4b17dc --------
Generated 5/24/12 3:37 PM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.5.8
Java: 1.6.0_26, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 2600 PRO OpenGL Engine version 2.0 ATI-1.5.48, ATI Technologies Inc.
java.lang.VerifyError: (class: mod_PlasticCraft, method: HandleGUI signature: (I)Lug;) Wrong return type in function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Class.java:2291)
at java.lang.Class.getDeclaredFields(Class.java:1743)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1210)
at ModLoader.init(ModLoader.java:886)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 8bb59fb6 ----------