I'm currently running 48 Gigs of ram, and 2 6-core processors. Wild grass works, but it's slow as **** and minecraft keeps freezing up and dying.
EDIT: This is far too laggy and unstable for me to play. I can't attack mobs, walk up to villages or anything without it crashing.
Least you are able to get it to work, as I cannot.
I've done everything about three times and it loads up to the Mojang logo and just shuts down.
Back to trying to get it to work...Again.
Edit: Got it to work, but not even worth the trouble I put in. The HD texture pack makes it unplayable. Great thought, poor execution as you didn't take into mind everyone that plays Minecraft doesn't want an HD texture pack. Would be nice to have the mod compilation just without the texture pack.
Edit Edit:Took off the HD texture pack and it now works like a charm.
I personally don't find much pleasure in downloading a lot of mods that someone else has put together because even if there are somethings you like, there are somethings you don't. I'm not saying that he did anything wrong by making this mod but most people need to stop being lazy and do this themselves. I need to find a solution to putting Nandonalt's, Industrialcraft, Plasticraft, Planes, More Creeps, and soon Mo' Creatures in one mod because that would probably the most epic modpack in my opinion. I do appreciate the effort though.
On another note. It was smart to just take random people's work, only if you had their permission, to get those 95% of lazy minecraft users to continue being lazy but stop posting flaming comments or stupid ones in other modder's threads. A+ for effort.
Suggestion: Make Themed mod packs for:
-building (slopes and corners, fancypack, stained glass, torches anywhere, etc.)
-mobs or survival (more creatures, battle towers, hunger and bandages, etc.)
-leisure (cooking mods like chocolate, pies, bananas, plasticraft, sandwiches, etc.)
-expanded game (industrialcraft, plasticraft, nandonalt's pack, planes, travelcraft, finiteliquid, etc.)
-the engineer (pistons, industrialcraft, finiteliquid, etc.)
-travel (travelcraft, planes, trains, etc.)
I edit two Notch classes in PlasticCraft, the rest is mine (only 1 after next PlasticCraft update). Sue me. Research before posting, as I'll say again because I believe I already replied to another of your anti-adfly posts in another topic about Humans+.
But I don't want to sue you, I don't care if you alter and distribute anyone's code. But I do care when someone's a hypocrite. And here, you admit to taking part of Minecraft's code and redistributing it, and earlier in the thread you got onto Arrg for doing the same thing to your mod's code. I'm fairly certain you haven't gotten explicit permission from Mojang to distribute code or make money off of it.
And I should tell you to research before posting, because I didn't mention adfly at all in that other topic - the link I referred to went directly to Paypal.
Quote from TehKrush »
Also, if you would have actually read this thread (again, research before posting) you wouldn't have posted this cause I agreed to let him use the mod(s), after he asked for permission.
At first you told him to remove your mods from the compilation because they took away from your adfly revenue. Permission later or not, your original request was hypocritical:
Quote from TehKrush »
On behalf of me and Nandonalt, you didn't ask for either of our permissions, and we would like our mods removed from the pack. We would prefer if people would download from a central source, aka our mod threads, so that we actually get adf.ly revenue from it.>
Quote from TehKrush »
I think that says it all with regards to me calling you out for hypocrisy.
All right. I have tried everything to get this Wild Grass mob to stop running. I have gone into ModLoader.cfg and opened it with Notepad because it asked my what to open it with. I then changed the mod_wildgrass(whatever it was called) to something else. I started a NEW world, and they were still there. Then I went back in to the ModLoader and, after returning the modname to its original form changed the "on" after the "=" to "off". After starting ANOTHER new world, the mod still continued to work. This time I went into Modloader.cfg and deleted the entire line containing the mod_wildgrasswhatever. I started a third new world and still, to my dismay, found the grass growing. Am I doing something wrong? I believed I followed the instructions you previously gave PotatoOrgy, but was I supposed to open the .cfg file with another program? Please help when you get the chance, as I find the mod annoying slightly, but I love all the other aspects of this modpack.
@mrchuckleswhatever You can stop spamming this thread now with your offtopic stuff, it's getting rather annoying.
Just as a side note though, since you keep saying modders are hypocritical for releasing Notch's code and then whining when other people release theirs, Notch requires OUR permission according to his lawyers in order for him to even be able to use OUR mods, so yeah, looks like we DO own the mods. :biggrin.gif:
Sorry to hear of your troubble. My system is not as good as yours, but I don't have unplayable lag. Let us know if you get it figured out so we can post your fix for others to use.
Some people (like us) enjoy fidgeting with mod loads for a few hours every day. Most do not, and AMCO is for them. Many of the mods you mention are on my to-do list. Some, like 'Plasticraft' won't get added because they don't really fit with the theme of the pack. Others, like the cooking ones, just take up too many new item/block codes but don't add any new concepts to the game (there already is lots of food in the game). Or others, like 'Industrial Craft', really need better skins, but I don't have time to make them right now. Keep your suggestions comming though. I'm trying out new stuff all the time.
Rangerofwar and Ookami-07,
Go to your ".minecraft" folder, then to "config".
Edit "ModLoader.cgf". (I use Notepad).
Change "mod_wildGrass=on" to "mod_wildGrass=off". I just tested it again.
Don't just delete the line. ModLoader will just think it's the mod's first time running and add it again.
More on topic, 'Hidden Doors' seems to have item code conflicts with 'Wolf Variations'.
I haven't changed the default codes yet, and just left 'Wolf Variations' out for now.
If you work with Nandonalt, you might agree to stop using the same default codes.
I am not sure if your competitior's mod 'More Doors' has that problem or not, but it does offer even more doors.
Also, your competitor's mod for flowers 'FlowerCraft' has some advantages over yours:
1) All flowers make a different dye. In 'More Flowers' both Hybiscus and Daisy make pink, and Vanilla makes nothing.
2) The blue flowe drops light blue dye instead of Lapis, which preserves game balance better.
Besides that, you've been abrasive to others on this thread.
Strange, usually you're pretty cool. I hope everything is going OK for you outside the game.
Hopefully the code and grumpiness gets improved soon.
Also, I noticed the 32x32 textures for 'More Flowers' is missing a texture (you added Hybiscus recently).
This can cause a hard-to-isolate balck screen depending on how the mod is loaded.
Since I am the one who makes the 32x32 textures for you, here is an update with a new texture for the new flower. http://www.mediafire.com/?duryf6peygl8ump
And the rest,
AMCO will be updated shortly to include 'More Flowers', 'Humans+', 'Wild Caves', 'Fossils' and others.
We are still waiting for permissions come in.
I've also been mentioning 'Ruins', but it is not updated to work with 1.5_1 yet.
So, I've been using a 1.4_1 setup with 'Ruins' installed to make worlds.
The new wolds will have the new buildings, and can be played with AMCO for 1.5_1. Sweet!
Also, send in suggestoins for texture packs.
I'm really partial to Glimmar's Steampunk.
However, if other artists are cool and grant permission I'll consider including thier work too.
I was wondering if you could get optifog to work with the mod.
Here are some other suggestions
Industrial craft (when alblacka fixes 1.5.01 issues)
SDKs gun mod ( I think flan updated it)
Flan's plane mod
roundaround clear water
minecraft extended (more block ids)
MO food ( I know it hasn't updated yet, but when it does.)
D'joslin's mods except maybe or maybe not finite liquid
corsos move plus, pathing, nightmare and pet
the Aether when it arrives
I think you could fit these all in with minecraft extended.
If any of them are already in the mod sorry bout that :smile.gif:
Anyways, thanks for making such a great compilation.
This is probably one of the best packs I have ever seen.
'More Stackables' and 'Convienient Inventory' are included, but 'Too-Many-Items' makes the game Too-Darn-Easy.
People are welcome to load it on top of AMCO though, as you have.
LittleDinamit (and others),
I will investigate how to make the included texture pack easy to swap out, as you mention.
People are still welcome to suggest more texture packs to include.
I was thinking about contacting the creator of Jolicraft for permission to include.
Sorry to hear of your trouble.
I've been able to enable/disable 'WildGrass' and load the same world without issue.
Hope that didn't cost you a world.
Also, 'Airship' and 'Guns' were included in the last version of AMCO, but weren't updated last time I checked.
I'll look again. I've also been eyeing a 'Zeplin' mod which is similar to 'Airship'
Good suggestions, keep them comming. Links to the mods help even more.
Here's my take on the mods you mention:
Industrial craft..................Adds tons of new items, making it a tough fit, low priority to let other mods in first.
SDKs gun mod...................Working on it.
Flan's plane mod................Maybe, but I like 'Zeplin' or 'Airship' better
Buildcraft.......................Already in AMCO. Even more awesome with 'Magic Chest' (waiting on permission)
nature overhaul................Maybe. Concerned about how it will react with 'More Trees'
roundaround clear water......Working on it. Maybe not needed with 'Scuba and Fire Suit'
minecraft extended............Working on it. Allows more block/item codes for things like 'Industrial Craft'
weapons plus....................Maybe. Concrened about all the new item codes
MO food.........................Not likely. There is already a lot of food, and this adds a lot of item codes.
D'joslin's.........................Working on it (including 'Finite Liquids'). Waiting on fix and premission to use.
plasma craft.....................Maybe. Did not work out in the previous version of AMCO
corsos move plus, pathing, nightmare and pet.....I am not familiar with these. Please forward a link.
nether craft....................AMCO's nether is still pretty bare, so I'm looking at this. Could be a tough fit though.
the Aether when it arrives....If it ever arrives. It's been over 2 months. Some are starting to think it's just a hoax.
plus Stoneybridge, Lulleh798, and others,
Thanks for the positive feedback. That's what fules the AMCO engine. I'm really happy you are enjoying it.
You can disable many of the mods you don't like by editing the 'ModLoader.cfg' file.
If the colors are too much, you can go back to using the old 'foliagecolor.png' and 'grasscolor.png' files.
They are in the 'misc' folder inside the minecraft.jar file.
Just replace AMCO's versions with files from your recovery folder (minecraft_old from step 1 of the install).
Yup, I was looking at Phenorix's mods this weekend, and will be asking for permission to use.
As you mention, 'Dual Wielding' and 'Fan Blocks' are especially awesome.
Also, someone was asking about 'OptiFog'.
That won't work because (not suprisingly) it tries to modify a lot of the the same files as 'OptiMine'.
Users of 'OptiFog' report less improvement than users of 'Optimine', so 'OptiFog' is out and 'OptiMine' is in.
Back to the "Textures" some are having questions about.
Besides Glimmar's Steampunk (a texture pack), AMCO uses custom "foliagcolor.png" and "grasscolot.png" files.
They turn this:
Don't know why anyone wouldn't want that, but if you don't, here's how to get back to the defaults:
1) Open the "minecraft_old" folder (made in step 1 of the install), then the "bin" folder.
2) Open the "minecraft.jar" file located there, then open "misc" folder.
3) Copy the "foliagecolor.png" and "grasscolor.png" files.
4) Browse to the same spot in the ".minecraft" folder/file structure and paste them over AMCO's custom versions.
That will use the default colors, but leave 'Wild Grass' enabled. To disable 'Wild Grass' as well:
5) Go to the ".minecraft" folder, then to the "config" folder, then open "ModLoader.cfg" with Notepad.
6) Chagne "mod_wildGrass=on" to "mod_wildGrass=off"
Everything seems to be working fine, but the config txt file for MoreCreeps doesn't seem to affect my world.
I was trying to turn mad scientists off, but they kept appearing anyway. It really annoys me.
I mean, really. They have ridiculous HP, resist all knockback, and they appear in mass quantities.
I recommend you remove More Creeps. While some of the monsters are interesting, most of them are just a pain.
Mad scientists seem to be normal on my systsm (apearing rarely, and yes, hard to kill, so don't go unprepaired).
The entire mod can be turned off by editing 'ModLoader.cfg" (as described above).
Change "mod_MoreCreepsAndWeirdos=on" to "mod_MoreCreepsAndWeirdos=off".
I'll give those nutty professors a second look tonight as well.
'Tool Utils', by the most excellent and cooperative Shocka, is already in AMCO. (See 'Credits' on first page).
A few of the other mods in there require it, so it is one of the first in AMCO's build sequence.
You are correct: Harvesting Coral (or anything else) takes much longer when holding your breath. Hint: Take some ladders with you. They displace water. Standing with your head in a ladder block means you don't have to hold your breath, and can mine at the normal speed. Coral is funny though; a sword works faster than a pick or shovel. History: 'Sponges' were in the last version of AMCO, and I'm working to get it back in. Sponges are even better than ladders. They displace a 5x5x5 cube of water instead of just one block like a ladder. You can build a whold underwater base with ease by leapfrogging around with 2 sponges. 'Sponges' reacted strangely with 'Ruins' last time becaue both place new blocks into world generation. My work-around was to not include the sponge generation files from 'Sponges', and create a "sponge" ruin instead. The latest version of 'Sponges' works with AMCO, but I'm kinda waiting on 'Ruins' to get updated to see how they work together before including 'Sponges'.
I'm looking for a nice AMCO banner and demo video.
If anyone want to help with that it would be great, and get your name and work on the front page of this thread.