So, I read this post and, I have a request mod. I'm looking for someone that can help me, aaandd I find u. I'm not sure that you can convert a old mod (1.3) to a more recent version (like 1.2.5), but I hope some modder can make it. This mod only use one class, the wh class. The mod consist in make you can control a pig mount.
Take a look: http://www.minecraft...unts-extras-v5/
The download link is here: http://www.mediafire...nxi44lvspssfc5s
Well, at the first time I've loaded minecraft it was a conflict between Superslopes and Wall Clock, they both had an item with ID 193. I've changed this id for superslopes (because i don't have ability to do this with wall clock), but, as i see now, none of the ids I give to Superslopes block which was under the number 193 aren't working and crash the game (maybe it's because the block number 193 is actually 4 blocks with additional numbers 193:1, 193:2, etc. I can't change those numbers as they are not written in properties file).
Maybe you [Grim] could make a small config file for wall clock, that could change it's id?
I understand that they are supposed to be rare, but when you have ExtraBiomesXL installed, you don't see they Vanilla Biomes as much as you do the newly added ones... I know i can go and disable the Biomes when generated a new world, but when i go and re-enable them, it misses up the world sometimes. So a configurable option for them would be lovely ^w^ Maybe just a setting so they don't spawn in Ocean & River Biomes only?
Yes, exactly! Plus the possibility of semi-transparent textures and maybe the texture direction is depending on the players line of sight (of course just if it's placed on top or on the buttom).
Yes, but to get me right, each of the wallpaper items get his own texture file with space for 256 textures like the original one. Or would it be easier for you to keep one item and just raise the space in the original texture file, so you can have up to 512 (or even more) textures?
I hope my request doesn't annoy you so much and my formulations aren't that bad, beacuse I'm not a native Englisch speaker (I guess you already noticed it ) and it's not that easy for me to explain my suggestion.
What do you mean exactly? That it could be a lot of work for users to fill all the textures to use this mod, even they don't need all of them?
By default the mod use ingame just 24 textures. So noone has to fill all spaces of the texture file to use the mod. In the config you can decide how many textures you want to use.
Thanks, I'll look into it and maybe I can replace some mods by it, which I've just installed to get more blocks for retexturing.
But it cannot fully replace the wallpapers, because as entities (thanks Grim for clearing up) you can place it on most other blocks, even the functional ones of other mods, so you can give them a new look or just cover them, without using a further block space or interfere with their function. Most of blocks with a GUI still work with a wallpaper on it (except for blocks of vanilla, buildcraft and iron chest, so far).
I found another use for it: put them on RedPower lamps to get different kinds of lamps and if the wallpapers can have a semi-transparent texture you will be able to make multicoloured lamps.
Yeah, I know I'm kind of crazy with this whole interior design stuff...
BTW @wideload: curtains can also be made with wallpapers.
OK cool, the only problem I would have with this though is if their is that many textures going through them would be a pain so, like you said earlier it would be best to get a GUI for quick choosing.
So, I read this post and, I have a request mod. I'm looking for someone that can help me, aaandd I find u. I'm not sure that you can convert a old mod (1.3) to a more recent version (like 1.2.5), but I hope some modder can make it. This mod only use one class, the wh class. The mod consist in make you can control a pig mount.
Take a look: http://www.minecraft...unts-extras-v5/
The download link is here: http://www.mediafire...nxi44lvspssfc5s
Hey Grim, I was just wondering if you were any closer to finish toggleblocks or if you had run into problems( though I don't know much, my brother could give some insight perhaps). Though that one might be easier to just wait for the next update. Anyways, thanks for updating old mods, I can start to create the awesome buildings and places I had back in 1.81.
Hey Grim, I was just wondering if you were any closer to finish toggleblocks or if you had run into problems( though I don't know much, my brother could give some insight perhaps). Though that one might be easier to just wait for the next update. Anyways, thanks for updating old mods, I can start to create the awesome buildings and places I had back in 1.81.
That mod is still confusing me but, I think I am getting closer. Probably won't be in this weeks release.
hey grim, how far are you with the charlotte mod?
ahm and if you update it could you add the ability to her to wear armors? or to open her 'inventory' so you can give her a armor and take it? or to give her torches and a weapon so she places torches if it is too dark as in the auto torch mod and fight against monsters if you are attacked?
I might add those things and hopefully it should be in this weeks release but, right now my first step is to update it as it was.
Just so you know it uses a block ID and an item ID.
I was thinking it was most likely an item id issue since the block ids usually mention block in the error report.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
I might be able to make it. Just to be clear every swing with it makes it goes down even if you don't finish breaking the block. Also, I don't know how long it would take me to do this mod.
Yes, that's a good point, but I hope Ben has enough time to look into the wallpapermod until you'll eventually start coding some time after the release of 1.3, so he can estimate if he is able to make a GUI for it. Hopefully he or someone else can make one. That would be really nice.
Thanks for your time so far.
OK Well, whenever I start I will try to post my progress.
Thanks for updating the tortoises! Unfornately I cant put a chest on their back
You can put chests on their back because I made it a point to test and get this to work or the mod won't go up. You kinda have to jump while you place it but, you can place it.
I was going to suggest just checking out Harvest Craft Lite, but I did not realize he added so much stuff from the last time I saw that thread.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
I might be able to make it. Just to be clear every swing with it makes it goes down even if you don't finish breaking the block. Also, I don't know how long it would take me to do this mod.
kk thx and yes each hit would damage it instead of after the block breaks. would be nice and take all the time u need
I have recently update my Minecraft Forge, and alot of mods that use regular ModLoader won't work due to FML (Forge ModLoader). Examlpes of this would be the Koi Mod, Biospheres and Better Stairs. I was hoping you can do a patch for the Koi mod if you can... Also, do Koi despawn if you leave the area, or never despawn like regular Minecraft animals?
So I've managed to find a free block number for superslopes block #193, changed it to 150, Minecraft didn't crash. But then I've loaded Wall Clock, got into the minecraft (which were great i thought back then), but as i load one of my worlds - fail - it crashes.
With this crash log:
Mods loaded: 31
ModLoader 1.2.5
mod_CodeChickenCore 0.5.3
mod_Kaevator_IntCorners 1.2.4 Infi
mod_Kaevator_Slopes 1.2.4 Infi
mod_Kaevator_Corners 1.2.4 Infi
mod_ModLoaderMp 1.2.5v1
mod_RecipeBook 1.2.5
mod_Shelf 1.2.5
mod_SinglePlayerCommands 6.0 for SPC 3.2.2
mod_SmartMoving 7.8
mod_LittleBlocks 1.9
mod_KenshiroStyle 1.2.3
mod_Armor 1.2.5
mod_WorldEditCUI 1.2.5 for Minecraft version 1.2.5
mod_MinecraftForge 3.1.3.105
mod_Boomerang V1 - 1.2.5
mod_Decoratives 1.4.2
mod_rbow 1.0
mod_GuiApiTWLExamples 1.0
mod_GuiApiBasicExample 1.1
mod_GuiApiIntermediateExample 1.0
mod_GuiApiItemTickExample 1.0
mod_GuiApiIngameMessageExample 1.2.4
mod_GrapplingHook303 V1 - 1.2.5
mod_NotEnoughItems 1.2.2.4
mod_Hookshot V1 - 1.2.4
mod_wallclock V1 - 1.2.5
mod_ReiMinimap v3.0_04 [1.2.5]
mod_fusrodah V1 - 1.2.5
mod_MAtmos_forModLoader r12 for 1.1.x
mod_ctm 1.4.1 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT a7c15461 --------
Generated 25.06.12 10:57
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6370M version 4.0.10314 Compatibility Profile Context, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 4075
at TextureFXWallClock.a(TextureFXWallClock.java:118)
at aaw.a(RenderEngine.java:517)
at net.minecraft.client.Minecraft.k(Minecraft.java:1535)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1ce41f23 ----------
Edit: With some texture manipulations I've found out that it can't render 32x texture of a clock as I tried to use one. Sad. I'll use 16x from MiniDoku then and there is no need in config file now, Grim.
So I've managed to find a free block number for superslopes block #193, changed it to 150, Minecraft didn't crash. But then I've loaded Wall Clock, got into the minecraft (which were great i thought back then), but as i load one of my worlds - fail - it crashes.
With this crash log:
Mods loaded: 31
ModLoader 1.2.5
mod_CodeChickenCore 0.5.3
mod_Kaevator_IntCorners 1.2.4 Infi
mod_Kaevator_Slopes 1.2.4 Infi
mod_Kaevator_Corners 1.2.4 Infi
mod_ModLoaderMp 1.2.5v1
mod_RecipeBook 1.2.5
mod_Shelf 1.2.5
mod_SinglePlayerCommands 6.0 for SPC 3.2.2
mod_SmartMoving 7.8
mod_LittleBlocks 1.9
mod_KenshiroStyle 1.2.3
mod_Armor 1.2.5
mod_WorldEditCUI 1.2.5 for Minecraft version 1.2.5
mod_MinecraftForge 3.1.3.105
mod_Boomerang V1 - 1.2.5
mod_Decoratives 1.4.2
mod_rbow 1.0
mod_GuiApiTWLExamples 1.0
mod_GuiApiBasicExample 1.1
mod_GuiApiIntermediateExample 1.0
mod_GuiApiItemTickExample 1.0
mod_GuiApiIngameMessageExample 1.2.4
mod_GrapplingHook303 V1 - 1.2.5
mod_NotEnoughItems 1.2.2.4
mod_Hookshot V1 - 1.2.4
mod_wallclock V1 - 1.2.5
mod_ReiMinimap v3.0_04 [1.2.5]
mod_fusrodah V1 - 1.2.5
mod_MAtmos_forModLoader r12 for 1.1.x
mod_ctm 1.4.1 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT a7c15461 --------
Generated 25.06.12 10:57
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6370M version 4.0.10314 Compatibility Profile Context, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 4075
at TextureFXWallClock.a(TextureFXWallClock.java:118)
at aaw.a(RenderEngine.java:517)
at net.minecraft.client.Minecraft.k(Minecraft.java:1535)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1ce41f23 ----------
Edit: With some texture manipulations I've found out that it can't render 32x texture of a clock as I tried to use one. Sad. I'll use 16x from MiniDoku then and there is no need in config file now, Grim.
Hmm, it is saying you have an id set to 4075, which is a valid item id, so that means you must have 1 mod using ids above 255. I would go through all your configs and check for a block id above 4075. That, or install a 4096 Id Patch, and see if that takes care of the problem.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
Hmm, it is saying you have an id set to 4075, which is a valid item id, so that means you must have 1 mod using ids above 255. I would go through all your configs and check for a block id above 4075. That, or install a 4096 Id Patch, and see if that takes care of the problem.
I don't have any block with id 4075, I think 4075 is number of the error or line in code or somewhat, but not number of a block/item.
About 4096 Id's, i have some items with numbers above 4096, and everything is working fine.
I said, it's all about texture resolution: wall clock doesn't work with 32x texture.
Item and block ID's are different things.
In vanilla Minecraft block ID's go from 0-255 and item ID's from 256-32000 (I think).
Depending which 4096 fix/mod you use they basically 'cheat' in different ways to give you 4096 block ID's.
mDiyo's lets you use 256-4096 for blocks or items but if an ID clashes, blocks will overwrite items (incl vanilla items).
Robinton's mod automatically adds 4096 to every item so that they are moved out of that 256-4096 area and those slots are then reserved for blocks. Or something like that.
I'm not sure if there are any others.
The error you got (ArrayIndexOutOfBoundsException) does usually mean that an ID is too high (or too low in the case if items). JonReed is right about that. It may not be in slot 4075 but I would suggest you carefully go through every config and check block ID's, especially in SuperSlopes, as it is easy to add an extra number as you type and not realise (I've done it myself, many times). I know it's a pain to do but you could also compare the block ID's in NEI to the configs and see if anything stands out as wrong.
As I already said, I don't have such block ids which are higher then 256
It's already been updated...
Just so you know it uses a block ID and an item ID.
I can add a config I will try for next update.
Sure I can try and do that in the next update.
OK cool, the only problem I would have with this though is if their is that many textures going through them would be a pain so, like you said earlier it would be best to get a GUI for quick choosing.
http://grimsmods.wikispaces.com/Pigmounts
https://assortedmods.com/
http://www.minecraftforum.net/topic/303729-173-mystic-mods-dungeons-ruins-ores-vines-stones/
thanks!
That mod is still confusing me but, I think I am getting closer. Probably won't be in this weeks release.
I might add those things and hopefully it should be in this weeks release but, right now my first step is to update it as it was.
That should be in the next update this week.
https://assortedmods.com/
I was thinking it was most likely an item id issue since the block ids usually mention block in the error report.
http://grimsmods.wikispaces.com/Kaevator's Mods
I loved it..
True, well I don't know what else the problem would be so, I guess just wait for the next update with a config file for it.
I might be able to make it. Just to be clear every swing with it makes it goes down even if you don't finish breaking the block. Also, I don't know how long it would take me to do this mod.
OK Well, whenever I start I will try to post my progress.
As everyone else said http://grimsmods.wikispaces.com/Kaevator%27s+Mods
You can put chests on their back because I made it a point to test and get this to work or the mod won't go up. You kinda have to jump while you place it but, you can place it.
Sure
https://assortedmods.com/
I was going to suggest just checking out Harvest Craft Lite, but I did not realize he added so much stuff from the last time I saw that thread.
I have recently update my Minecraft Forge, and alot of mods that use regular ModLoader won't work due to FML (Forge ModLoader). Examlpes of this would be the Koi Mod, Biospheres and Better Stairs. I was hoping you can do a patch for the Koi mod if you can... Also, do Koi despawn if you leave the area, or never despawn like regular Minecraft animals?
With this crash log:
Hmm, it is saying you have an id set to 4075, which is a valid item id, so that means you must have 1 mod using ids above 255. I would go through all your configs and check for a block id above 4075. That, or install a 4096 Id Patch, and see if that takes care of the problem.
I don't have any block with id 4075, I think 4075 is number of the error or line in code or somewhat, but not number of a block/item.
About 4096 Id's, i have some items with numbers above 4096, and everything is working fine.
I said, it's all about texture resolution: wall clock doesn't work with 32x texture.
As I already said, I don't have such block ids which are higher then 256