More Info: How to Install the Optifine Mod
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1.8
1.7.10
1.6.4
1.5.2
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I don't for sure, but I do know that some X-Ray mods (use to) break MCPatcher. This MIGHT be the problem.
Try to uninstall all your mods (so you now just have MCPatcher & Forge installed) & one by one install each mod until MCPatcher stops working again. Then when you find that mod, just install that mod (So you now just have MCPatcher, Forge, & that mod installed) & see if it still breaks MCPatcher. If it does, then the problem is with that mod; if having just that mod (with Forge & MCPatcher, obviously) installed DOESN'T break MCPatcher, then it's a combination of mods that are breaking MCPatcher.
Anyway, I googled, but now that the 'Files' section is gone there doesn't seem to be a way to do it anymore. Which is a bit silly considering you could have minecraft in a different directory altogether. I'd like to be able to patch individual jars again. =P
No problem:)
Can you give us your .properties file(s) for your grass blocks &/or grass tiles?
Here's my logfile, in case that helps.
Uninstall all other mods inside your mods folder & then just launch the profile that has the Forge & MCPatcher install in it. See if it still run with just Forge & MCPatcher installed. The problem MIGHT be a mod you have installed.
Also what all mods do you have installed???
Do you have better grass on???
Am I doing this wrong? The CTM does not work for any blocks that I have tried. If someone could show me an example properties file for a mod block that would be appreciated. Thank you.
What mods do you have installed???
Yes you are doing it wrong. Read the first part of this page.
That's what it should be. The matchTiles property is NOT relative to the /assets folder.
I understand if there aren't enough folks left using this version to warrant that, but I sure do miss my custom stacks
No problem about the reply, I'm happy to help.
I have been trying to reproduce it myself & I can't. If you could send me a link to your WIP pack(It can a PM if you want), I'll check it out & see if it's your pack that might be causing the problem.
No problem, I'm happy to help. Well if you do use MCPatcher & Optifine as an enhancement & not as a necessity, then I think if probably would be best as to just use Optifine's features (like you said for max. compatibility) instead of MCPatcher's.
You could use probably include some of MCPatcher's features that aren't included in Optifine (like CIT) in your pack to. But that is up to you as it is your pack.
I tried it with no mods installed; it never even got to the point of loading any mods. Same deal.
As for what mods I have installed ... well, it's easier to show than to tell:
[url]http://www.mediafire.com/view/lz83z0c9hy782ri/Forge_Mods.png[url]
Putting the CENDENT back in transcendent!
O_O
That's alot of mods!
The crash might be some of the mods. Some of them could be outdated & causing problems.
I tried it with no mods installed and got the same crash. I also play the game with all of those mods installed and no MCP and it runs fine. I read the crash log, and it said that Forge Mod Loader found problems with my JAR file, which is an error that was said in the OP would come up if I used MCP with Forge. I was told that I should tell FML to ignore the errors, but I haven't seen a way to do that.
Here's my log file again, so no-one has to hunt down my original post.
Ok, I'll look through the log & try to find the problem using the (limited) Java knowledge I know
Thanks~
I think that's cause versions.json
... I mean, it's a what if, but it would explain his disappearance & the reason why their is no update.
The actual reason is probably because that he is having to work with unde-obfuscated code(because there is no MCP releases for the weekly snapshots) & that he has to work with code that's harder to understand that if he had MCP to help him. Now with the recent changes that have happen in the 1.8 snapshots, he will have to change the code to be compatible with all the snapshots & previous versions too. So Kahr is working hard to update MCPatcher.
But Kahr if you are still reading this thread(reading it with another account or not logged-in) or you come across this, I was wandering that because of Searge's tweet, about the change in item rendering & how that they can have custom models (via resource packs), will we be able to create Custom Item Models that change based on CIT?
Basically, I'm asking if it will be possible to make a mod(for MCPatcher) that makes an item's model change based on the item's NBT, much like CIT does for an item's texture. (Even more basic: CIT for models?)
Putting the CENDENT back in transcendent!