Love your mods, some of the best out there! Glad to see you finally added mod version info on your webpage, none was shown last time i was there. Hopefully you can get the 1.2 versions up, I want to use the rope mod in the new jungle biome. For a treehouse you know.
Keep up the good work!
Rollback Post to RevisionRollBack
Instant customizable buildings, to fill your empty world.
I've updated all of my mods except Creepy Kingdom to Minecraft version 1.2.3
Including the SMP versions I've released previously.
I also looked into the complaints I was having in regards to the multiplayer link not working. It was working fine on my browser, but I realized that I forgot to close a bracket. So it may have messed up on your end.
I've fixed this.
Porting all of these mods was an all day task. I'm glad it's over.
Here's to hoping he doesn't update it again.
Enjoy
ATTENTION
Uh oh, The Spider Queen apparently had a problem with the way in which it exported a certain file. I removed that feature temporarily to get the mod working again, but the bug didn't show up on my end. I had to export the code and add it into minecraft.jar to see it which means the compiler was doing something strange.
If there are any problems running these mods or the SMP versions, please report them.
(assuming you followed the instructions carefully on my website)
I don't suppose you could keep the 1.1 versions posted? My server prob wont update for a while with some of the other mods taking awhile to update, and I would like to still expand on the practicality of redstone.
i am trying to put ROPE mod to work but i am not achieving this...
it does not work on single player and dos not work on multiplayer. The other mods are fine.
there is no error messages, just the item rope does not exists..
I don't suppose you could keep the 1.1 versions posted? My server prob wont update for a while with some of the other mods taking awhile to update, and I would like to still expand on the practicality of redstone.
Oops, sorry about that I no longer have the 1.1 files. I should've thought of that with my move to SMP and such. I'll keep future versions up from now on. Feel free to host the 1.1 version for the people that play on your servers if you have it.
Also I'd love to check out your server if possible
i am trying to put ROPE mod to work but i am not achieving this...
it does not work on single player and dos not work on multiplayer. The other mods are fine.
there is no error messages, just the item rope does not exists..
any ideas?
thanks!
Did another mod overwrite it? Try rope with a blank minecraft.jar + modloader
I'm pretty sure its working on my end
Did another mod overwrite it? Try rope with a blank minecraft.jar + modloader
I'm pretty sure its working on my end
I tried what you said many times, but i tried one more time and realize that inside zip file, there is a folder named Rope... this was the problem and i didn't saw it... "sometimes we fail" lol...
In my tests, i realized that rope+ does not work with RanCraftPeng_v12d, so i will use just Rope because it is ok for me.
Djoslin, my old Portal maps relied on your Vertical Redstone and Instawire mods. When I start it up on the current version of Minecraft, all the vertical redstone drops as items. Can I fix this somehow and make it all work without having to put up all the redstone again? (There was a lot of it.)
The last time I ran this it was on Beta 1.7.3.
I sent you an email a while ago but you never responded…
Like people have said, Ropes mod has acl.class, which Forge has, so it crashes the game completely for me. It's really important for me obviously, because it means I won't run Ropes, as Forge is far more important to me. Forge is a very big mod you see
And Telescope has lo.class which Optifine also uses. Amazingly, it seems for me that Optifine also runs alongside Telescope using Telescope's lo.class, but many features are disabled, so as a result, I can't use Telescope either.
I tried to decompile lo.class and do a diff on the two versions, but not knowing your code inside out, I quickly ran out of patience
It seems to me that the two versions do very similar jobs, but I'm not sure.
Transmitter seems to be fine, but transmitter doesn't seem to modify any base classes. Does this also mean transmitter can be zipped up and put inside Modloader's mod folder?
EDIT: Just saw that Vertical Redstone modifies ahc.class, which Forge also uses. Haven't tried it out yet though.
EDIT 2: Vertical Redstone seems to work, at least with Buildcraft under Forge. Haven't tried wiring stuff up through vertical redstone and forge though.
EDIT 3: Vertical Redstone works on mine. However, I suspect that ahc.class is used for redstone. Meaning that Redpower may break.
hey guys i need some help.
i use magic mod loader for my mods cuz it makes it easy but when i put in the cannon powder and turret mods in the status it says no mods detected...
anyone got any help to give?
Rollback Post to RevisionRollBack
I'm not retreating i'm simply advancing in a different direction >:3
I am currently making a portal map and his texture pack :
For the map, I used a bundle of 74 mods on 1.1.
I already use redpower/computercraft for powerfull chamber managing.
But I want vertical redstone only to show orange/blue dots on walls.
The problem is that It breaks the custom colour part of Optifine I use for redstone to be orange/blue, so it return to standard red color.
Or with red instead of orange/blue, it's not good, so I must remove the mod, It's such a shame not to use it.
It could be interesting to make it works
Hmm. Damn, I wish I could make it work out for you easier :\
Unfortunately I had to rewrite the way redstone was rendered (there was no render on wall choice before, had to write code for each special case)
I wish I could help out more, but there's no easy way on my end.
hey guys i need some help.
i use magic mod loader for my mods cuz it makes it easy but when i put in the cannon powder and turret mods in the status it says no mods detected...
anyone got any help to give?
Read the instructions on my website. It's extremely easy to learn to install mods manually.
Like people have said, Ropes mod has acl.class, which Forge has, so it crashes the game completely for me. It's really important for me obviously, because it means I won't run Ropes, as Forge is far more important to me. Forge is a very big mod you see
And Telescope has lo.class which Optifine also uses. Amazingly, it seems for me that Optifine also runs alongside Telescope using Telescope's lo.class, but many features are disabled, so as a result, I can't use Telescope either.
I tried to decompile lo.class and do a diff on the two versions, but not knowing your code inside out, I quickly ran out of patience
It seems to me that the two versions do very similar jobs, but I'm not sure.
Transmitter seems to be fine, but transmitter doesn't seem to modify any base classes. Does this also mean transmitter can be zipped up and put inside Modloader's mod folder?
EDIT: Just saw that Vertical Redstone modifies ahc.class, which Forge also uses. Haven't tried it out yet though.
EDIT 2: Vertical Redstone seems to work, at least with Buildcraft under Forge. Haven't tried wiring stuff up through vertical redstone and forge though.
EDIT 3: Vertical Redstone works on mine. However, I suspect that ahc.class is used for redstone. Meaning that Redpower may break.
Yes I currently don't support forge, I hope to eventually.
Also I'll get on fixing that telescope bug.
Djoslin, my old Portal maps relied on your Vertical Redstone and Instawire mods. When I start it up on the current version of Minecraft, all the vertical redstone drops as items. Can I fix this somehow and make it all work without having to put up all the redstone again? (There was a lot of it.)
The last time I ran this it was on Beta 1.7.3.
I sent you an email a while ago but you never responded…
Argh, I'm sorry. I have no idea why this is happening. I really wish I could help but I don't know what is going on with the code. I don't believe I changed anything with how it is placed. :\
The Meaning of Life, the Universe, and Everything.
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Join Date:
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Member Details
Noticed the item ID issue for telescopes is still troubling you. Since Jeb increased the number of possible IDs to 4096, you'd got a lot more possibilities. I suggest defaulting to somewhere in the 3k-4k range, the more random the better to avoid mod conflicts.
Great mod! I'm giving you my recommendation for content that should be purchased, licensed, and fully implemented. There's no reason telescopes wouldn't be an excellent permanent addition to the game.
Also, I've been thinking about some things. It might be a good idea to draw a blank item while the scope is in use so that if you need to use the attack button or if you accidentally press it, you won't see the telescope waving back and forth while you're supposed to be using it. Also, it might not be a bad idea to undraw the HUD except that you'd lose the crosshair. A better solution for that would be to use a slightly more obscuring blur file like the one I've linked above.
Error with finite liquid. I start a new world and then this happens:
java.lang.ArrayIndexOutOfBoundsException: -6
at zb.a(SourceFile:46)
at acf.<init>(SourceFile:70)
at als.b(ChunkProviderGenerate.java:292)
at kl.c(kl.java:56)
at kl.b(kl.java:75)
at wz.d(SourceFile:359)
at wz.a(SourceFile:301)
at wz.i(SourceFile:314)
at wz.b(SourceFile:242)
at akv.a(SourceFile:53)
at wz.j(SourceFile:210)
at wz.<init>(SourceFile:165)
at wz.<init>(SourceFile:135)
at net.minecraft.client.Minecraft.a(SourceFile:1667)
at xd.a(SourceFile:161)
at vl.a(SourceFile:68)
at xd.a(SourceFile:231)
at vl.f(SourceFile:116)
at vl.i(SourceFile:104)
at net.minecraft.client.Minecraft.k(SourceFile:1386)
at net.minecraft.client.Minecraft.x(SourceFile:724)
at net.minecraft.client.Minecraft.run(SourceFile:664)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bf6e14f5 ----------
No mod conflicts detected.
Of course, you did try it with no other mods installed, correct?
It's not the most helpful thing simply to say you think there were no mod conflicts. It would be better if you were to elaborate on the steps taken to ensure that no mod conflict exists. Otherwise there's no reason to assume you're not a moron talking out of your ass.
The baitbox has a bug. At the moment, if I hold the bait in my hand, the mobs follow me; but they ignore the box. It also only works if I've got that hotbar/item slot selected; if my hand on the other slots are empty, they walk away again.
Great-looking set of mods! Hoping to try out a few of them.
As I understand it, they all have to be put directly in the .jar, correct? We can't drag and drop the .zip files in the mods folder for them to work, right?
Can you list which mods alter any of the base classes and which ones don't?
If you get the chance to answer those, it would be appreciated. I tried checking on your website mods pages, your website forum, the OP here, and the last five pages.
Best of luck working on your mods and getting everything together!
Could someone compress and upload his .minecraft folder for me? (with insta-wire mod and maybe vertical redstone)
Please! Im addicted to this mod only from videos! I really really want this mod!
It's against the rules to distribute Minecraft's files. Just learn to toss the mod files into minecraft.jar with whatever decompressing utility you're going to be using. It's not that hard.
Rollback Post to RevisionRollBack
Mostly moved on. May check back a few times a year.
Keep up the good work!
Including the SMP versions I've released previously.
I also looked into the complaints I was having in regards to the multiplayer link not working. It was working fine on my browser, but I realized that I forgot to close a bracket. So it may have messed up on your end.
I've fixed this.
Porting all of these mods was an all day task. I'm glad it's over.
Here's to hoping he doesn't update it again.
Enjoy
Uh oh, The Spider Queen apparently had a problem with the way in which it exported a certain file. I removed that feature temporarily to get the mod working again, but the bug didn't show up on my end. I had to export the code and add it into minecraft.jar to see it which means the compiler was doing something strange.
If there are any problems running these mods or the SMP versions, please report them.
(assuming you followed the instructions carefully on my website)
Thanks
it does not work on single player and dos not work on multiplayer. The other mods are fine.
there is no error messages, just the item rope does not exists..
any ideas?
thanks!
Want real chalenge and cool mods? My mods:
Amazing Minecraft Mods
†GnR† Slash - Can one man truly make a difference?
Oops, sorry about that I no longer have the 1.1 files. I should've thought of that with my move to SMP and such. I'll keep future versions up from now on. Feel free to host the 1.1 version for the people that play on your servers if you have it.
Also I'd love to check out your server if possible
Did another mod overwrite it? Try rope with a blank minecraft.jar + modloader
I'm pretty sure its working on my end
I tried what you said many times, but i tried one more time and realize that inside zip file, there is a folder named Rope... this was the problem and i didn't saw it... "sometimes we fail" lol...
In my tests, i realized that rope+ does not work with RanCraftPeng_v12d, so i will use just Rope because it is ok for me.
thank you!
Want real chalenge and cool mods? My mods:
Amazing Minecraft Mods
†GnR† Slash - Can one man truly make a difference?
The last time I ran this it was on Beta 1.7.3.
I sent you an email a while ago but you never responded…
And Telescope has lo.class which Optifine also uses. Amazingly, it seems for me that Optifine also runs alongside Telescope using Telescope's lo.class, but many features are disabled, so as a result, I can't use Telescope either.
I tried to decompile lo.class and do a diff on the two versions, but not knowing your code inside out, I quickly ran out of patience
It seems to me that the two versions do very similar jobs, but I'm not sure.
Transmitter seems to be fine, but transmitter doesn't seem to modify any base classes. Does this also mean transmitter can be zipped up and put inside Modloader's mod folder?
EDIT: Just saw that Vertical Redstone modifies ahc.class, which Forge also uses. Haven't tried it out yet though.
EDIT 2: Vertical Redstone seems to work, at least with Buildcraft under Forge. Haven't tried wiring stuff up through vertical redstone and forge though.
EDIT 3: Vertical Redstone works on mine. However, I suspect that ahc.class is used for redstone. Meaning that Redpower may break.
i use magic mod loader for my mods cuz it makes it easy but when i put in the cannon powder and turret mods in the status it says no mods detected...
anyone got any help to give?
Hmm. Damn, I wish I could make it work out for you easier :\
Unfortunately I had to rewrite the way redstone was rendered (there was no render on wall choice before, had to write code for each special case)
I wish I could help out more, but there's no easy way on my end.
Read the instructions on my website. It's extremely easy to learn to install mods manually.
Yes I currently don't support forge, I hope to eventually.
Also I'll get on fixing that telescope bug.
Argh, I'm sorry. I have no idea why this is happening. I really wish I could help but I don't know what is going on with the code. I don't believe I changed anything with how it is placed. :\
Great mod! I'm giving you my recommendation for content that should be purchased, licensed, and fully implemented. There's no reason telescopes wouldn't be an excellent permanent addition to the game.
http://minecraft-textures.googlecode.com/files/telescope.png
http://minecraft-textures.googlecode.com/files/telescopeblur.png
Also, I've been thinking about some things. It might be a good idea to draw a blank item while the scope is in use so that if you need to use the attack button or if you accidentally press it, you won't see the telescope waving back and forth while you're supposed to be using it. Also, it might not be a bad idea to undraw the HUD except that you'd lose the crosshair. A better solution for that would be to use a slightly more obscuring blur file like the one I've linked above.
Of course, you did try it with no other mods installed, correct?
It's not the most helpful thing simply to say you think there were no mod conflicts. It would be better if you were to elaborate on the steps taken to ensure that no mod conflict exists. Otherwise there's no reason to assume you're not a moron talking out of your ass.
Great-looking set of mods! Hoping to try out a few of them.
As I understand it, they all have to be put directly in the .jar, correct? We can't drag and drop the .zip files in the mods folder for them to work, right?
Can you list which mods alter any of the base classes and which ones don't?
If you get the chance to answer those, it would be appreciated. I tried checking on your website mods pages, your website forum, the OP here, and the last five pages.
Best of luck working on your mods and getting everything together!
Mostly moved on. May check back a few times a year.