I love the mod but i don't like the creeper lighting up before it explodes. I looked over the config files but couldn't find an option to turn it off, is there any way to turn that off??
Delete the creeper module from the mod jar. Youll have to dig a bit in the folders to find it.
I put the mod in the coremods folder, loaded Minecraft... nothing. I put it in the regular mods folder and tried again... nothing. What am i doing wrong??
I put the mod in the coremods folder, loaded Minecraft... nothing. I put it in the regular mods folder and tried again... nothing. What am i doing wrong??
Did you unzip the zip file, to find the juicy insides? You put the .jar file from inside into the coremods.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
it works thank you but i has found a glitch: i was holding a torch in a cave and i went into the moving water thats naturally generated and the light from my torch stopped emitting, and when i was bobbing up and down in the not even a half of a block water it was going on and off
Hey AtomicStryker, I was wondering, from what I can see when I enter the mods list ingame it separates all the different lights (on burning, creeper etc.). May you please compress it so that it says all those unnecessary tabs in a child mod for dynamic lights.
Ex.
Dynamic Lights
1.1.5 6 child mods
(In the page description)
Dynamic lights
Version: 1.1.5 (1.1.5_
Mod ID:......
..... Child mods: Dynamic lights on burning, Creepers Item entities, flame enchanted arrows, other players, player light
None of your mods work for me, i use magiclauncher.
I can't speak for the other mods, as I don't use them. But Dynamic Lights works fine with Magic Launcher. Unpack the zip, place the coremods content in .minecraft/coremods, and the mods content in .minecraft/mods, per the instructions.
Hey AtomicStryker, I was wondering, from what I can see when I enter the mods list ingame it separates all the different lights (on burning, creeper etc.). May you please compress it so that it says all those unnecessary tabs in a child mod for dynamic lights.
Ex.
Dynamic Lights
1.1.5 6 child mods
(In the page description)
Dynamic lights
Version: 1.1.5 (1.1.5_
Mod ID:......
..... Child mods: Dynamic lights on burning, Creepers Item entities, flame enchanted arrows, other players, player light
Description
I'm almost 100% certain thats a mcmod.info thing, problem being my Dynamic Lights jar only has ONE
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Hey Idea. I have been Talking with the Modder from Back Tools and he wants to add Torch on back. So can you make this compatible with Back Tools. If you know what back tools mod is. What i mean i i dont have to hold the Torch in a Dungeon so i just put it on my back and still get light so i can use my Sword while i can see the Enemies and Fight them. Link to Back Tools Mod: http://www.minecraft...s/page__st__220
Hey AtomicStryker, any chance you could add config settings for specific entities?
This would be handy for a few mods. (I'm specifically thinking the Mage light projectile from Ars Magica)
On a side note, I haven't checked but does dynamic lights work on mobs who are holding glowing items?
I put the mod in the coremods folder, loaded Minecraft... nothing. I put it in the regular mods folder and tried again... nothing. What am i doing wrong??
The instructions here tell us to drag and drop a file yet they give no indication where the file is or how to find it...huh? How frick'n difficult would it have been when creating the large and fancy OP to simply explain 1. Open the zip file; 2. look for a particular folder inside, 3. look for a particular file inside that folder, and 4. drag and drop THAT file into the coremods folder inside .minecraft?
And why all the other folders? What's their purpose? What are we to do; discard them? If so, why are they there in the first place? If all we need is just one folder then just give us THAT folder. Who knows, we might even be able to place it in MagicLauncher.
Delete the creeper module from the mod jar. Youll have to dig a bit in the folders to find it.
Yes, Hmm... So what happens if you unzip it?
Interesting ... What interesting contents ... My, this is useful.
Did you unzip the zip file, to find the juicy insides? You put the .jar file from inside into the coremods.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I guess i deleted the wrong module... were is the creeper module??
what do you mean?
Ex.
Dynamic Lights
1.1.5
6 child mods
(In the page description)
Dynamic lights
Version: 1.1.5 (1.1.5_
Mod ID:......
.....
Child mods: Dynamic lights on burning, Creepers Item entities, flame enchanted arrows, other players, player light
Description
I can't speak for the other mods, as I don't use them. But Dynamic Lights works fine with Magic Launcher. Unpack the zip, place the coremods content in .minecraft/coremods, and the mods content in .minecraft/mods, per the instructions.
I'm almost 100% certain thats a mcmod.info thing, problem being my Dynamic Lights jar only has ONE
LOL, anyway to fix it though? Should I bring this up to Lexmanos?
Please add Supprt
This would be handy for a few mods. (I'm specifically thinking the Mage light projectile from Ars Magica)
On a side note, I haven't checked but does dynamic lights work on mobs who are holding glowing items?
The instructions here tell us to drag and drop a file yet they give no indication where the file is or how to find it...huh? How frick'n difficult would it have been when creating the large and fancy OP to simply explain 1. Open the zip file; 2. look for a particular folder inside, 3. look for a particular file inside that folder, and 4. drag and drop THAT file into the coremods folder inside .minecraft?
And why all the other folders? What's their purpose? What are we to do; discard them? If so, why are they there in the first place? If all we need is just one folder then just give us THAT folder. Who knows, we might even be able to place it in MagicLauncher.
Why can't I delete a post after making one in error?