Firstly, did you install Modloader first?
Secondly, did you delete META-INF?
Thirdly, did you follow the install instructions in the readme exactly?
Fourth, what is occurring to make you say 'it does not work'?
I installed modloader first and deleted META-INF...I looked through the readme and did what it said...I got a java.util.zip.zipexeption maybe its google chrome? maybe the download was to small or missing some parts?
A modloader.txt is worth a thousand words. Post one.
Jan 08, 2012 5:46:42 PM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Jan 08, 2012 5:46:42 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Charsi\AppData\Roaming\.minecraft\bin\minecraft.jar
Jan 08, 2012 5:46:42 PM ModLoader readFromClassPath
FINER: Zip found.
Jan 08, 2012 5:46:42 PM ModLoader init
FINER: THROW
java.util.zip.ZipException: invalid entry size (expected 2373386248 but got 4592 bytes)
at java.util.zip.ZipInputStream.readEnd(Unknown Source)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at ModLoader.readFromClassPath(ModLoader.java:1221)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
I installed modloader first and deleted META-INF...I looked through the readme and did what it said...I got a java.util.zip.zipexeption maybe its google chrome? maybe the download was to small or missing some parts?
If you're doing anything at all with the forge, that is likely your problem. This mod is NOT compatible with it.
I had a clean installation before i installed the mod, the readme said to put everything from the minecraft.jar folder
into the minecraft.jar, I used to have the technic pack then I took it off to install this mod.
I had a clean installation before i installed the mod, the readme said to put everything from the minecraft.jar folder
into the minecraft.jar, I used to have the technic pack then I took it off to install this mod.
You aren't listening (reading?), Stormweaver has answered your question. Go grab 7zip, use that to open your jar file and put the files in.
And delete you bin folder so you can re-install for god's sake, who knows how many random ass mods the technic pack threw in there.
Hey there FC,
I was wondering if I might tempt you with a challenge.... (I am also hopefully not just repeating what someone else has requested in the 900 odd pages in this forum)
You see, I like how you have made a pulley pull not just the rope but a grouping of blocks.
The challenge: using a piston on a pulley while lifting up a platform, pushing the pulley, rope, anchor and platform along with it.
That, and solving every other problem doing so would entail, for example collision with the platform and not the pulley...
Hey there FC,
I was wondering if I might tempt you with a challenge.... (I am also hopefully not just repeating what someone else has requested in the 900 odd pages in this forum)
You see, I like how you have made a pulley pull not just the rope but a grouping of blocks.
The challenge: using a piston on a pulley while lifting up a platform, pushing the pulley, rope, anchor and platform along with it.
That, and solving every other problem doing so would entail, for example collision with the platform and not the pulley...
Posting this both here and BTB
he made it clear that he never wants to touch that code again. based upon what the system does, it likely simply creates too many points where errors can occur that it drove him half-crazy and even more annoyed. Fun is the currency of this mod, and since he didn't have any fun with it, he made it work and then decided to forever ignore it.
i've seen what Elooram has done with her, what was it called? scaffolding block? i must say i'm very impressed. and surprisingly, it seems that Elooram is making a BTW-approach to Buildcraft machinery. for example she built a BC-Quarry from her own blocks. an actual, functional quarry.
wel, my personal feel for this is that Builcraft simply should stick with the logistics of things, Redpower with the control of things and IC^2 with the production of stuff (and BTW completely separate from this), but hey.
Wow, I feel like a ****...I put off trying this mod simply because it was taking a swing at notch. But then I listened to the interview and saw you were just a regular NICE guy, I will definitely try it out. Good on you Flowerchild :smile.gif:
Rollback Post to RevisionRollBack
"As a result of all this hardship, dirt, thirst, and wombats, you would expect Australians to be a sour lot. Instead, they are genial, jolly, cheerful, and always willing to share a kind word with a stranger, unless they are an American." -- Douglas Adams
I have a question regarding the compatibility with the forge. I want to install the railroads and headlights mod for a more modern look. Now this needs the forge.
I am not so much interested in the tech trees (as I tend to build non legit in later days and redstone or mechanical BTW contraptions are mostly for fun and don't do much production on my maps), but have had great use with the aesthetic aspects like the moving wind and waterweels/mills and especially the sidings both wood and stone (these are just ace!!!).
Are the issues when installing the forge known and do they affect only small parts of BTW, like letting me still place BTW blocks but, for example, bugging the detector blocks function (which I can live with)?
It won't work in any way with an installation of forge.
This has to be the greatest mod I have ever seen, ever. Only one issue- its not compatible with the aether. :sad.gif: Ive heard that's you can do something to fix this by changing block ids and such- is this true?:creeperface:
If aether mod is compatible with the mod folder modloader method, it might work if you put the aether mod folder in there. Not sure if it works.
Hey Flowerchild, I have a suggested item: A distillery. You feed it water and potion ingredients and it outputs potions. Its like a brewing stand, however, it lets you get to tier four potions without having to re-interact with the station. It would need to be heated and maybe have a water source.
he made it clear that he never wants to touch that code again. based upon what the system does, it likely simply creates too many points where errors can occur that it drove him half-crazy and even more annoyed. Fun is the currency of this mod, and since he didn't have any fun with it, he made it work and then decided to forever ignore it.
i've seen what Elooram has done with her, what was it called? scaffolding block? i must say i'm very impressed. and surprisingly, it seems that Elooram is making a BTW-approach to Buildcraft machinery. for example she built a BC-Quarry from her own blocks. an actual, functional quarry.
wel, my personal feel for this is that Builcraft simply should stick with the logistics of things, Redpower with the control of things and IC^2 with the production of stuff (and BTW completely separate from this), but hey.
Yeah I agree. Its that I only just noticed this picture and it got me thinking, maybe... just maybe...
I would like to now if you ever have been thinking about adding any achivements. Mayby abaut the different ages?
I was thinking the same thing. I always personally felt the achievement system was a bit useless. But it could be useful to keep a track of the ages, and each prerequisite tech to the next age etc.
holy smokes! that's AWESOME. where did you find it?
It was linked on the BTB thread. But I’m sure it’s on this one somewhere...
I started to build one leg of that. I got to a problem with attempting to move the limb forward and back. That was where I was thinking of pushing and pulling a pulley. But as you said this would cause a headache or two.
I don’t suppose anyone could think of another mechanism that could be used to move a leg using BTW, or even BTB?
Is there any way, such as changing some block.ids, that I van make btw and aether compatible?
You can change the block ID's. There is a config file for it. As to make it aether compatible... The 2 mods modify the same base files. In the past I have attempted to load mods that use the same base files via the mods folder. However the same kinds of issues are ran into. So sorry, until the MC mod API comes out (and even then who knows how encompassing it will be) we are probably out of luck. However don’t be afraid to prove me wrong. In fact I would encourage it!
I installed modloader first and deleted META-INF...I looked through the readme and did what it said...I got a java.util.zip.zipexeption maybe its google chrome? maybe the download was to small or missing some parts?
Jan 08, 2012 5:46:42 PM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Jan 08, 2012 5:46:42 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Charsi\AppData\Roaming\.minecraft\bin\minecraft.jar
Jan 08, 2012 5:46:42 PM ModLoader readFromClassPath
FINER: Zip found.
Jan 08, 2012 5:46:42 PM ModLoader init
FINER: THROW
java.util.zip.ZipException: invalid entry size (expected 2373386248 but got 4592 bytes)
at java.util.zip.ZipInputStream.readEnd(Unknown Source)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at ModLoader.readFromClassPath(ModLoader.java:1221)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Here man, let me help you help us help you.
EDIT: ....... ninja'd ..... lol
I had a clean installation before i installed the mod, the readme said to put everything from the minecraft.jar folder
into the minecraft.jar, I used to have the technic pack then I took it off to install this mod.
You aren't listening (reading?), Stormweaver has answered your question. Go grab 7zip, use that to open your jar file and put the files in.
And delete you bin folder so you can re-install for god's sake, who knows how many random ass mods the technic pack threw in there.
Good stuff, enjoy a whole new world man.
I was wondering if I might tempt you with a challenge.... (I am also hopefully not just repeating what someone else has requested in the 900 odd pages in this forum)
You see, I like how you have made a pulley pull not just the rope but a grouping of blocks.
The challenge: using a piston on a pulley while lifting up a platform, pushing the pulley, rope, anchor and platform along with it.
That, and solving every other problem doing so would entail, for example collision with the platform and not the pulley...
Posting this both here and BTB
he made it clear that he never wants to touch that code again. based upon what the system does, it likely simply creates too many points where errors can occur that it drove him half-crazy and even more annoyed. Fun is the currency of this mod, and since he didn't have any fun with it, he made it work and then decided to forever ignore it.
i've seen what Elooram has done with her, what was it called? scaffolding block? i must say i'm very impressed. and surprisingly, it seems that Elooram is making a BTW-approach to Buildcraft machinery. for example she built a BC-Quarry from her own blocks. an actual, functional quarry.
wel, my personal feel for this is that Builcraft simply should stick with the logistics of things, Redpower with the control of things and IC^2 with the production of stuff (and BTW completely separate from this), but hey.
And fair enough. Just thinking about the logistics to do that in code... makes me remember why I quit the programmers path long ago.
It won't work in any way with an installation of forge.
TG: john is TG: im not
Hey Flowerchild, I have a suggested item: A distillery. You feed it water and potion ingredients and it outputs potions. Its like a brewing stand, however, it lets you get to tier four potions without having to re-interact with the station. It would need to be heated and maybe have a water source.
Yeah I agree. Its that I only just noticed this picture and it got me thinking, maybe... just maybe...
I was thinking the same thing. I always personally felt the achievement system was a bit useless. But it could be useful to keep a track of the ages, and each prerequisite tech to the next age etc.
holy smokes! that's AWESOME. where did you find it?
It was linked on the BTB thread. But I’m sure it’s on this one somewhere...
I started to build one leg of that. I got to a problem with attempting to move the limb forward and back. That was where I was thinking of pushing and pulling a pulley. But as you said this would cause a headache or two.
I don’t suppose anyone could think of another mechanism that could be used to move a leg using BTW, or even BTB?
You can change the block ID's. There is a config file for it. As to make it aether compatible... The 2 mods modify the same base files. In the past I have attempted to load mods that use the same base files via the mods folder. However the same kinds of issues are ran into. So sorry, until the MC mod API comes out (and even then who knows how encompassing it will be) we are probably out of luck. However don’t be afraid to prove me wrong. In fact I would encourage it!